Summary
A wanderer joins the party as the group continues to explore the mysterious crypt below, dismantling a trap, accessing the center of the sunken labyrinth, and finding a horror within.
session report followsA wanderer joins the party as the group continues to explore the mysterious crypt below, dismantling a trap, accessing the center of the sunken labyrinth, and finding a horror within.
session report followsedit: I accidentally listed Gamdar as dead when I meant Garbash, too many G clerics – this has been corrected below
Our group acquires some new allies, returns to the tomb, leaps over some fire beetles, suffers loses, and finds the hidden sarcophagus of an ancient druid.
session report followsA heavily knotted rope, a hooked push pole.
Inspired by Electric Bastionland, Knave, and Ten Foot Polemic.
This work is licensed under a Creative Commons Attribution 4.0 International License.
The group sets out in search of a Torumekian plane downed in the Sea of Corruption, meeting Worm Handlers and a lost little girl, and discovering an ancient crypt from the days before.
session 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.