The origin story of Source of Epics.

       Quite a many moons ago a friend and I were avid players of Dungeons and Dragons. In this way back when time, we were enjoying the 2nd Edition set with a few our own personal house rules. We were also neck deep in our enjoyment of video games. Okay, I’ll just admit it: if it was a game of almost any sort, then you could have found me playing it at least once. I loved games then as much as I do today. I rarely became bored because if I experienced any moment of inactivity, I would immediately begin to create some sort of game right there on the spot. This was, of course, well before the time of cell phones and any other sort of hand held gaming device besides the odd little water filled things with hoops that you pushed around by pressing a button or two in hopes of landing one of the hoops on some hook. Yes, I played those, too.

        Okay, back on track here. I was visiting my gamer buddy at his new apartment near his college campus and decided it would be fun to create a game using a random die as the main base die. Since Dungeons and Dragons was focused on the twenty-sided, I ruled that one out. Other systems were making good use of the six-sided die, so that was pushed aside. The same fate came upon that of the ten-sided die. What I had left was the four, eight, and twelve sided dice. So, for some unknown reason, I thought it interesting to attempt to create a game using the oddly shaped twelve-sided die. Instead of trying to create a core system of how the chosen die would be employed, I went right into writing abilities, spells, and character stats. After hours full of handwriting these ideas, and hours without sleep, I came upon the realization that I could not get the twelve-sided die to work as the star of the game. Instead of scrapping everything that I threw together that weekend, I simply decided to use my favorite, yet rarely played system base; the percentile.

        This game has undergone a variety of changes, including the name, since that time, but I feel that it has evolved into what it was intended to become.  After a ridiculous amount of years working on this, I say now that I am ready to expose it to the world in hopes that it makes many people has happy as it has made me.