Summary
The players gain two new allies, traverse more of the maze, engage in a brief chase, and meet a skeleton that doesn’t quite understand its unliving condition.
session report followsThe players gain two new allies, traverse more of the maze, engage in a brief chase, and meet a skeleton that doesn’t quite understand its unliving condition.
session report followsSince FKR style play is getting more attention I thought it would be a good time to pitch an open table game using my Primeval 2D6 system over on one of the Discord servers devoted to the style.
I met up with other members and pitched a few games – running a West Marches style game, an investigative horror game, an Ars Magica-alike, as well as a game set in Hayao Miyazaki’s setting where the Nausicaä manga takes place.
Almost everyone immediately expressed interest in Nausicaä being their top pick, so we started discussing the game, potential places to play, character ideas, and we landed on playing somewhere out “off the map” so to speak in our own corner of the world, making it easier for players to drop in and out without knowing the plot, as well as letting us handwave a lot of details.
I should preface this and probably every session that I am notoriously anti-canon. I want to draw on the imagery, themes, and broad-level assumptions of any source I’m using – Nausicaä included. So if something contradicts established lore – that’s the canon of our game. This is by no means to disrespect the source material, the creators, or the fans, but rather to allow our table to celebrate the world in the way that’s the most fun for us.
chargen and session followsThe party explores a number of tombs over the Barrowmaze, and take heavy losses.
Advancement rules are another aspect of roleplaying that sees heavy mechanization. Which I totally get – I agree that games are about what they reward. How these rewards are illustrated, handed out, and utilized, however, has a variety of methods they can be handled with – and like everything else in this series I think you can get away having a fully featured and rich set of rewards without explicitly mechanizing them.
continue readingA pointed hat, a set of trick rings.
Inspired by Electric Bastionland, Knave, and Ten Foot Polemic.
This work is licensed under a Creative Commons Attribution 4.0 International License.
The party attends a Winter Elf play and enters into a living myth to retrieve a magical harp from a paranoid Frost Giant.
Trying out my hand at learning Affinity Publisher, so I tried to make a two column spread for Primeval 2D6. I also tried to cut through my verbosity and trim it down to one page, hopefully I was successful at making a more usable text.
I am currently working on an example of how I use the game as a framework to play in a world along with an adventure. Let me know if you have any feedback or recommendations for a “Play worlds, not rules” sort of product.
Also let me know your thoughts on the changes to the document, as well as any recommendations or tips while I am learning this stuff.
Thank you!
The party decides to search the immediate southern portion of the barrows, running into a variety of figures and learning a few details of the tomb.
One of the things I have done when running Primeval 2D6 is to get rid of the more abstract notion of hit points, number of hits, etc. in favor of a more descriptive form of injuries.
This has coincided with my attempt to move all of my old school-styled gaming away from discussions of numbers and mechanics, and instead towards a discussion of the fiction as much as possible.
details follow