Last week I told you that I had started a dedicated core rulebook for SAGE, the Simple Adventure Game Engine we debuted in Engine Magazine #3. This naturally leads to the question of how something we originally tucked into a magazine could get a core rulebook. The Abilities chapter demonstrates how.
In SAGE we don’t use the classic Adventure Game Engine’s abilities or focuses. Instead, abilities are defined during character creation, and players assign names or descriptions, such as Knight of the Crane 2 or Vigor 4. In the SAGE core rulebook, we provide more detailed options, including:
- Using Classic AGE abilities
- Using an alternate spread of standard abilities
- Suggested abilities in modern, fantasy, and cyberpunk genres
- Concreate advice about how ability spreads affect the rest of the rules
All the same, it’s just a short chapter at around 3,000 words. Many of these bits are options: various ways to use a core rule. SAGE tries to provide choices instead of adding complexity, but with a clear framework to apply them. The goal is to almost make it possible to create your own variation of SAGE—what we call your build—as easily as checking off a form.
This is also paramount in the next chapter I’ll be working on, about Bonds—and which I’ll be talking about next time.
Read more at this site

