We are going to create a limited run of customized dicesets for use with our FU-based games, the Equinox Storygame and Earthdawn: The Age of Legend. Each set will consist of a single main die and a total of six bonus and penalty dice. More bonus/penalty dice will be available, but optional. Find images of the dice below!
Because this is our first foray into creating custom dice, and doing so is everything but cheap, we'll use a preorder process to make these dice sets happen. Follow the steps outlined below to secure your set!
In this article, we will be exploring the core elements of our FU-based games, Equinox (using the Equinox Storygame Guide) and Earthdawn: The Age of Legend. We will identify the thoughts behind the game design, going beyond the unique resolution mechanics that only appear to be at the center of it all.
When composing adventures in traditional roleplaying games, many gamemasters approach design from an event-centered point of view, trying to arrange events happening in the adventures into a pre-determined order. However, even with a few triggers and if/else combinations, the structure of adventures written this way is very rigid. Such a rigid structure makes it hard for the gamemaster to adapt the adventure to his players’ needs, often leading to frustration when railroading them to his intended goal or shutting their ideas down until they have one that meet his line of thinking.
Sounds familiar? We have all been there at some point.
“Every move towards darkness brings us one step closer to answers. When you have endured it all as long as I, as well as I, you begin to see that the answers outnumber the questions. This is the problem that comes of time folding inward upon itself, and it is resolved through the Books of the Void. In their pages, there are questions and answers aplenty. Making them match… that is the work of us all.”
—The Darkened Father, in an early Third Turning sermon at the Chapel of the Dust
Dark Places is a strange game. It has an unconventional genre (afterlife mystery), an unusual play style (specific number of players and no gamemaster), a strange core dice mechanic (D8s and D4s), and it isn’t explicitly designed to tack on to any particularly popular tropes. What it is though is a unique way of telling stories that wouldn’t quite fit in any other game, and that is why it was so important that I bring it to you.
We'll be at the RolePlay Convention 2016 in Cologne this coming weekend (May 28+29).
Find us in Hall 10.2, Booth F-104!
Make sure you drop by!
We all make mistakes in life. Sometimes our sins are so grave that our souls attract the attention of something beyond the world we know. There are things out there between life and death, and they dwell in the Dark Places of the human soul. As I crossed the threshold between life and death, between light and dark, I became something new–a Shadower. I have a new chance at life and the power to exceed my wildest imagination. But I am not alone, and if they are at all the kind of men and women that I was in life... they cannot be trusted.
–Sheluvi, Obsidian Noble
We're pleased to announce that our thrilling new tabletop game–Jeremiah Schwennen's Dark Places–is now available!
Dark Places is a storytelling game of mystery and magic set in the dark corners of an afterlife gone wrong. This tabletop roleplaying game features a slick, gamemasterless play style immersing four players in the politics and dangers of the Dark. Experience a shared world of tragedy, darkness, and–in its own twisted way–triumph. Dark Places requires no gamemaster or referee, it invites all players to equally share the experience of telling the story of their Shadowers and the mysteries of the Dark. The core rulebook contains all the rules required to tell a tale of the rise and fall of those consigned to the Dark Places.
Click here for more information!