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Your actions define you. When you choose to solve problems with empathy before brawn, how does that shape who you become? How does that change the world around you?

Praxis Arcanum is a deckbuilding roleplaying game for 2 to 6 players, focused on the co-creation of characters and setting through play. In Praxis, players take creative ownership of a troubled fictonal world they will explore and influence through the eyes of a character that hasn’t yet come into their own. Who that character becomes depends on each player’s choice of actions, and how those actions impact the world.

Praxis starts by collaboratively designing a custom world featuring an abnormal power called The Weird. The Weird can range from mutant superpowers, to elements of magic, to the existence of paranormal entities. Whatever you decide it is, the Weird has significantly shaped the world and the characters within it.

The details of this custom world will be written on a deck of cards. New cards are added to the deck to reflect the players’ exploits and discoveries. Similarly, each player has their own deck made up of cards describing their character’s passions, skills, and powers.

Your character's thoughts, skills, and powers exist as cards in your hands, to be played when needed. Characters learn from each action they take  as they struggle through stories of self-discovery. Play to discover your character's changing personalities, abilities, and desires through their actions. 

At the core of Praxis Arcanum is this simple principle: your actions define you, whether you make them whimsically, or out of dire necessity. 

The world is your own. Who will you become?


Build Your Own Custom Character

See your character grow based on your actions, not classes. Define the skills and abilities that matter to your character and your play style.

No Prep Needed

A gorgeously-illustrated 60-page rulebook will help quickly get you into the game. Perfect for a new GM, or if you're too busy to prepare between games. 

Create Your Own Setting

Stories told through this system can range from fighting oppression as a group of misfit mutants in a world of blazing heat, to creating educational reform in support of teaching wild magic in a society of structured magic.

Fixed Campaign Length

Tired of your RPG campaigns dying out before the story ends? Praxis Arcanum is designed to be played in seasons, with each season being 8 sessions of 3-4 hours each, helping all players manage commitment expectations.

Designed with Friends in Mind

Praxis has simple core mechanics that make it easy for a TTRPG beginner to tell a rich story. For those who seek it out, there's a subtle strategic complexity. Play with any of your friends, no matter how familiar they might be with roleplaying games.

Requires

  • A disposable deck of cards for each player
  • Sharpies/Markers
  • (Optional) A printer to create custom deck boxes
  • (Optional) A Discord bot was custom-designed to be able to play online with no physical components needed!


NOTE: Praxis Arcanum is in development. Game rules may be subject to change. Choosing to support Praxis Arcanum today will allow you to access every future release version! Follow along on Discord and Twitter!

StatusIn development
CategoryPhysical game
Release date Dec 02, 2019
Rating
Rated 4.9 out of 5 stars
(12 total ratings)
Authorpraxisarcanum
GenreCard Game, Interactive Fiction, Role Playing
TagsBoard Game, Fantasy, Sci-fi
Average sessionA few hours
LinksDiscord, Twitter/X

Purchase

Buy Now$12.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $12 USD. You will get access to the following files:

Praxis Arcanum Beta 0.3.2.pdf 20 MB
Tuckbox v0.3.2.pdf 895 kB

Exclusive content

Support this game at or above a special price point to receive something exclusive.

Sponsored Copy

Every purchase made at or above $20 will make  a sponsored copy available for free to someone else in the community.

Development log

Comments

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Hi, Mark! 

So I started a series of videos on my YouTube channel in which I give a first look to an indie game that caught my eye. 

I'd love to do it with Praxis Arcanum, so I'd like to ask your permission to show the game in the video.

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Hi Cezar, thank you for your interest, would love to have your review. Please get in touch so I can provide you with any materials and promote your channel in my circles. Praxisarcanum@gmail.com

Thank you! I've sent you an e-mail

I'm sure it's just a coincidence but I was amused by the name, since the Praxis Arcanum is also the name of a group in the fictional setting for Eternal, a digital card game.

That's funny, here I was thinking I was so original! Never played Eternal, so will have to check it out. Thanks for picking up this Praxis Arcanum, and I hope you have fun with both!

(+2)

Praxis Arcanum is a deck-building, multiplayer storytelling rpg about settings shaped by weird power. You can play anything from X-Men to Grisha with it---your setting just needs to involve a power that folks can access that is outside the range of what people can do in this world.

The PDF is 62 pages, with solid layout and some helpful illustrations.

Mechanically, Praxis has some solid crunch on it. In the same style as Fate Of The Norns, you build a deck of standard playing cards for your character, then draw hands from it. Playing cards of a suit allows you to pass skill checks relating to that suit, and the more cards you play at once, the stronger your attempt is.

This makes the ratio of cards in your deck matter, so if you're heavy on hearts, you'll have an easy time of passing hearts checks, but you'll be less likely to draw the cards you need for others.

However, playing cards means marking experience on cards from a 'buy list' that sits next to your deck. Accumulate enough exp, and you can buy more cards into your deck. Get enough cards of a certain suit into your deck, and you unlock new passive and active bonuses.

It's all very cool, although it involves marking the heck out of multiple decks and sometimes genuinely destroying individual cards, so probably don't play this with decks you want to keep pristine.

The GM also has a card deck, by the way, and plays a slightly separate minigame where they draw cards to apply obstacles and complications to the story.  It's neat to see the GM position being lightly gamified like this, but it doesn't ever seem to turn into oppositional gameplay. The GM is still not ever out to *get* the players, a la Descent.

Overall, this is a really cool engine that turns several decks of standard cards into the crunchy core of a fun, mini-campaign-oriented rpg. It packs a lot of the fun of a deck-building game into a storytelling framework, all without requiring you to buy custom cards, and for that alone I'd strongly recommend it---but it's also well-written and has good GMing tools.

(+1)

Thank you for your review, kumada1! Glad you had such a good time playing Praxis! :)

Thank you for writing it!

(+1)

Played a one-shot today. It was amazing! Really enjoyed it. With world creation, we kind of answered upcoming questions by mistake, but we worked around it. Also, managing what I'm capable of based on what cards I have in my hand feels a bit strange, because why am I suddenly not as effective at, say, physical tasks? Then again, it probably doesn't have to be characterised that way. Either way, I had a fantastic time, and I'd love to play a longer game. ^_^

(I played the pyromancer street rat in Peanuts' comment. :3 )

Thanks, Albey! It was great to have you at the (virtual) table! Also, great feedback! I'll be sure to take a look at how I can make these questions flow better and making you still feel competent at everything you can do! I've been considering bumping the strength of the off-suit cards from 0 to 1, so always have the chance of being successful with no consequences, so that should help!

(+1)

Just had my first game of this; we were only running a one shot but I can already tell I love this system. I played a mad chemist scavenger (named Amaryllis Delphinium Wickham) on a mission to collect a haul of magic space metal to help keep her steampunk  city from dying out to the roaming kaijus of the region. Alongside her were a pyromantic street child (who turned out to be pretty good with explosives), and a psychic man from a line of adventurers.

Glad you had such a good time with it! Your support means a lot :)

I love this game, I've been playing it for a few months and I am excited to see it fully fleshed out! 

Thank you for the comment! I hope we get to revisit our floating pirate sanctuary in another campaign! :D

Hey, I'm loving the way this game is set up. I have a few suggestions:

It's very difficult to read light gray text on a white background. I'd advise switching that up. 

On page 20, I'd change the graphic so that it's in the standard order of Club-Heart-Diamond-Spade. It's confusing when that is switched for seemingly no reason. Also, is the graphic trying to say that you get the first ability when you have three cards of the same suit in your box, and then you gain the second ability when you get 8 cards of the same suit? It's hard to tell from the graphic.

Hey Domriso, thanks for the excellent feedback!
I'll be pushing the release of v0.3.1 in just a few minutes which should address each of these issues! I'd love for you to have another look.