Welcome!
Well met, fellow adventurer, by those of us at New Dimension Games. To journey further you will be granted wisdom, but if you fear the unknown, turn back now.
"Don't let the rules tell you who your Character is or what is going on in the fantasy world. You tell the rules what they are and what they mean! The games of NDG allow one to do just that." "These games are different. They are designed with role-playing in mind, not battle alone. Battle is just one of countless scenes with which the storyteller can paint a picture of the fantasy taking shape within his mind. He needs no brushes of extensive dice to paint this picture, nor any canvas five hundred pages in size. He needs only the palette of basic rules with which to mix any and all colourful ideas he will need." "Role-playing games predated video games, and now that industry has changed, and RPGs need to change as well. What role-playing games used to do so much is now done better by vids, but RPGs will always have something a video cannot, and that is freedom to imagine, so it is nice to have an RPG that allows one to do that. Role-playing rules should not be hefty tomes with a statistical answer to every possible action or idea. Rather, not every idea should be answered by a different rule. Leave the What-do-the-rules-allow-me-to-do? thinking to video games indeed. The beauty of a role-playing game is that every idea can be answered by imagination alone, and it is paramount to have a rule system that does not discourage that. The abstract nature of our game rules allow one to translate every idea into his fantasy fairly without adding to the bulk of the book." "Fantasia and the other role-playing games we produce will not work if played in a conventional manner. They are the same yet different, like people, having similar appearances and even blood, but different in their soul. Our games are among the first to be based on performance, drama, and indeed role-playing, rather than tacticals, combat, and rule-playing. Each of these games will only achieve its full potential if its full potential is sought. Indeed, if one sees Fantasia as just another fantasy world to try the same ol' things in or just another game to use his same ol' bag of tricks in, then it will be a disappointing game indeed, offering few rules with which to use those tricks and even fewer answers to any juvenile need to show how tough he can be with dice and pencils. However, if one approaches Fantasia with the hope of at last living within a fantasy world free of the tyranny of rules being applied to every detail he wishes to indulge, indeed if he wishes to role-play without the hindrance of rules or their being placed as a higher priority than the role-playing itself, then he will have set foot on the right path, and it knows no end." "Role-playing games need a new approach. The standard for RPGs has become like any government and its laws, their cumbersome, contradictory rules valued naught but for an ideal, a dream, a promise unfulfilled, for in reality they are held together more by endless bickering amongst those who are supposed to be dreaming, quietly questioning why the bickering is necessary, questioning why their ideal game is never delivered, the promise of fantasy remaining unfulfilled. That the games found here are a tough sell or not easily recognizable by the standards that others in the role-playing world hold them up to is a good thing, for if they were, they would only be more laws adding to the glut of an already oversized lawbook. That these RPGs require gamers to approach them from the basics of what they are, indeed for one to feel again as if it were the first day he opened a rulebook or picked up the dice is proof that they hold the potential to fulfill the promise of the dream, free from rule-dogma so to allow the ideal of role-playing to shine through. If you search for role-playing game whose rules are not a matrix to keep you subservient but rather a vessel to sail you to a new dimension where you are free to be your character, your quest is over, and indeed just beginningyou need now but have the courage to reach out and claim the grail, dare to drink of it, and see what awaits you in worlds built not by rule-playing, but by role-playing . . ." "We made a War in Middle-Earth game six years ago (but of course no companies would manufacture such a thing). We made a pirates boardgame three years ago (but all the induistry giants said it was "not a good idea" because pirates were a "dead genre"). Most of the innovations in d20 we did in our own RPGs ten years ago (but they weren't "good for the game" according to the large companies). We are, as proven time and time again, always years ahead of the industry, because we are fans who know what you want. So if you want to play tomorrow's games today, welcome to the website of a small group of lunatics who have a different approach to role-playing games than those born of the current market mass-produced dogma. If you love the game but are having trouble having fun with it, perhaps it's time for a change. Perhaps you would dare to try some of our games which are, as we say, Home brewed but nothing crude!" |