Akriss


Bruef Background

I have created Akriss in 1991 and it was my firts self-made RPG. There was , at first, only classical races and a normal heroic-fantasy world. It was based upon an original diceless system. Towards 1992, the Game stabilized. The major ideas and new races appeared. The world remained however hermetic and a little bit frozen. The last games were played towards 1997. Full of youth defects, Akriss had a too  trivial world to survive.


The Concept

Akriss is a heroic-fantasy game based upon a diceless system. It's world wasn't its major advantage. It was a world where incoherences should occur such as inverted trees or black stones showing far places. The most astonishing fact was if you walk all around the world in a straight line, you won't arrive at the same place. The world was a sort of roll with  matter at one pole and nothingness at the other pole. In this context, the Game Master could create the places he wants giving Players many lands to explore.


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