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And "3 or so" seems like a rather large gap to begin with the difference in social rank between a 'senior priest' and a 'master craftsman' ought have some effect in most pseudo-Medieval settings, even if the difference in Social Status is only 2.īut it *could* be used by enterprising Directors to add an impression of depth to their campaigns. "Remember that time you had fought your way down to the bottom of the dungeon, and you were low on healing potions and all injured and you saw a dragon in front of you, laying on its hoard, eyes glinting through the thick darkness? And collectively, even though your characters and tired and beaten up and abused and could easily go home, hire an army, come back and kill this thing with minimum risk, you say – “Fuck it, let’s do this. I certainly don't agree with everything, and find the closing passage to be inimical to 'old school' style play.
FABLED LANDS DRIVETHRURPG PC
This includes section titles such as "Play your PC like an NPC" and "Don’t compromise your character’s motivations, but do get them into trouble". I especially like the fact that it begins, "This is going to get pretty wanky, here, so brace yourselves", before thinking seriously about what we are doing, and what we should be trying to do, when we play our PCs. I was looking for Greg Costikyan's Bestial Acts, his sketch of a 'Brechtian' RPG, but instead came across this interesting essay by Grant Howitt, Stanislavski Vs Brecht In Tabletop Roleplaying. That said, the adventure doesn't require the PCs to any particular thing for it to work, but that doesn't mean it is a railroad - Dr Vitale has his own plans and will put them into action if he can. You still need to reward characters who have, for example, the 'keen eyesight' boon or high Mind scores, but the reward cannot be the basic information required for action. The adventure does contain a section that implies some pretty basic information is hidden behind a dice roll, which is something that I try to avoid at all costs as a GM - player agency requires some information, even if it isn't complete or entirely correct - but that's an easy enough fix. The adventure itself is a good introduction to a 'Weird West' setting, and while everything needed is there on the page, there's no reason a GM couldn't put extra meat on the bones and turn the conflict between Dr Vitale and the townsfolk of Bliss into a longer campaign. The sample adventure could probably be played in an evening if players most fast, but it'll have taken us three sessions of 2(ish) hours. Everywhen's simple mechanics with little bookkeeping or arithmetic make it ideal for new or casual players, and the range of pregenerated characters included mean you can be up and running almost straight away. I've been running the sample adventure in Blood Sundown for the past few nights for players who are relatively new to RPGs and it has worked a treat.