I haven’t fully developed my rules variant for EverMyst, a Fate hack merging the meta settings of Everway and of…

I haven’t fully developed my rules variant for EverMyst, a Fate hack merging the meta settings of Everway and of Myst. My grasp of Myst lore is pretty tenuous but this game will incorporate ideas both from original source material of the point and click games and novels, as well as that of the Fate-powered Myst game, Unwritten. (The latter seems to take many liberties with the Myst universe, but seems to be internally consistent enough and provides interesting new background material)

The core game is basically Fate, with Elements in place of skill pyramid or Approaches, and I intend to lean HEAVILY on the Fate fractal to keep statting to a minimum fraction of game time, particularly as I’ll be acting as both GM and an ensemble cast of heroes and villains who may cluster into parties or break up and reform at any point based on how cool and sensible it seems at any moment in play. Think Marvel Heroic/Cortex Plus notion of splitting the party NOT being verboten, and in particular the ever-changing cast and party composition in Final Fantasy VI. (known to many in the West as FFIII originally)

The character creation rules for EverMyst are mostly inspired by those of Everway itself and its point distribution across Elements, Powers and Magic. As elements in EverMyst are essentially replacements for skills/approaches, we need to constrain their scores in a way similar to Everway, allowing for epic heroes who shine in one or two areas but need to lean on the squad in others. As there are only 4 elements, I’ve also decided to incorporate Everway’s specialties, which are heavily context-dependent extra bonuses beyond the bonus always awarded when taking an action using a given element. In this respect, elements might even be thought of as replacing the 4 basic actions that Fate encompasses, though they’re still always mechanically behaving like Create Advantage/Overcome/Attack/Defend and utilize the same 4 outcomes as Fate.

I really haven’t created a single character beyond some onion paper-thin sketches of archetypes and the notion of a sort of party leader/sage guide (the “Growth Walker”, who has learned seemingly all the general knowledge of the realm we begin the game in) to a host of younger “middlings” who are coming of age and must leave their tribe to learn of the world as a whole in order to assure the continued survival of their tribe in a world of merciless nature and merciless peoples. The realm itself: a vast desert that may even encompass the entire sphere of Grehn, the majority of the world’s fecundity trapped by some magic or artifice of the Lords of Oasis, the enormous and diverse capital city the explorers must eventually visit during their travels.

I’m also incorporating the notion of a coalition of inter-world spherewalkers hell-bent on conquering every sphere – and yoking its populace as enslaved soldiers at best, or Matrix-style energy sources at worst – in a quest for ever-more power and immortality. This coalition is at war with traditionalist, benevolent egalitarian spherewalkers who tend to live among the people of their worlds rather than reigning over them. This idea was something I’d planned on incorporating into an Everway game I plotted out a few years back but never played.

The parallel ideas of Everway’s spherewalkers, gates and spheres with that of Myst’s Art, linking books and Ages is fertile ground for exploring the philosophical questions around the Art: is it ever truly creating new worlds, or merely specifying more particularly-described existent worlds in an infinite multiverse? Are gates and books somehow related? What is the true origin of the gates, and what truth or myth is there to the Walker who is said to have created them as he/she steps from sphere to sphere?

Anyway I’m really digging the idea, whatever anyone else may think. Here’s a Gdoc export of some of my notes so far:

https://docs.google.com/document/d/1SX20ZdjSHm5Q1ZNIrb60JekLRXBVlUQ5M8A1jUvRHoU

Session Three of English Eerie!

Session Three of English Eerie!

I drew my first Grey Lady and the tension increases. While first sessions ramped very slowly due to an abundance of Clues, I feel certain that from here forward things will quite rapidly degenerate for our intrepid hero.

I’m not going to lie, I rather hope I roll poorly and have to take the “bad” ending for the story. As a fan of Lovecraft I feel it’s a weak horror story that allows the protagonist to escape unscathed 😛

https://docs.google.com/document/d/1UWetf1bEZJ71V8NBpZ-livDpMuk2kGO7CjdWdQTc5UM/edit?usp=sharing

I wasn’t sure what category to put this in.

I wasn’t sure what category to put this in.

This is my contribution to the solo RPG community, consisting of a slightly updated version of the “dice pool” engine I posted earlier, a character creation system (a few actually) plus some solo gaming tools (includes my own take on an oracle and some event/scene framing tools).

This is written specifically for solo and one-on-one gaming though it works fine for a group game as well.

The impetus was to enable a single player to manage multiple characters very quickly and easily, since I tend to prefer a party of 5-6 characters, but get frustrated shuffling character sheets.

I hope you will take a look (and forgive the crass self-promotion).

There’s actually a few extra bits I ended up leaving out but if there’s interest, I’ll share those too when I get a chance.

Anyone using SS&SS, AdventureSmith, or working on the #SGAM Week 2 stuff, you may be pleased to know:

Anyone using SS&SS, AdventureSmith, or working on the #SGAM Week 2 stuff, you may be pleased to know:

Originally shared by steve christensen

Upcoming release will include the Monster generator from Diogo Nogueira​​ Sharp Swords & Sinister Spells Addendum.

Things can get a little kooky. A levitating gator-torsoed unicellular bulldozer, covered in moose-mouths? Yes, please.

Session 2 of English Eerie is finished. Things get a little stranger, but as I have finished my second session with…

Session 2 of English Eerie is finished. Things get a little stranger, but as I have finished my second session with 3/4 of the drawn cards being clues things just haven’t quite escalated yet. I have a feeling tomorrow’s session is where this powderkeg is really going to blow.

https://docs.google.com/document/d/1UWetf1bEZJ71V8NBpZ-livDpMuk2kGO7CjdWdQTc5UM/edit?usp=sharing

Better late than never, here’s my “grab bag” of adventure hooks for connoisseurs of fine SGAM Week 2 goodies…

Better late than never, here’s my “grab bag” of adventure hooks for connoisseurs of fine SGAM Week 2 goodies everywhere. Will you accept the *challenge*?

I’d hoped to post these up last night, but life likes to get in the way. Hopefully I can contribute an actual play this week as well!?

Originally shared by Spencer Salyer

#SGAM2017 Adventure Grab Bags are here! Generated with Sharp Swords & Sinister Spells and *UNE*, all you have to do is grab one (and your dice) and go!

#SGAM2017

#SGAM2017

My first session of English Eerie – Rural Horror Storytelling for One Player by Scott Malthouse of Trollish Delver (http://www.drivethrurpg.com/product/225811/English-Eerie-Rural-Horror-Storytelling-Game-for-One-Player)

I’m planning to continue playing out the story a day at a time until it reaches its conclusion. Tonight’s session drew two of the four Clues, which made today’s entry somewhat heavy on exposition. That does mean of course that future sessions will begin to ramp up rather quickly.

Here is my character’s description, to help provide context for his writing:

Sir Edward Parsons (Resolve 5, Spirit 5)

I grew up in Derbyshire and the now Lord Christopher was my best friend. Upon coming of age we went to different universities, I became fascinated with ancient histories (particularly that of the Romans in Britain) and spent the majority of my life (and what was left of the family fortune) digging for relics up and down the windswept heaths and moors of England’s back country. Lord Christopher followed in his father, the late Lord Christopher Sr, by becoming a minister of Parliament. Despite the distance in our positions, Lord Christopher was the frequent receipient of my letters and I of his.

Recently however he has become quite withdrawn and had not answered at all the letter I sent a month ago, so I made the decision to call on him to ensure he was well. I found him ill, pallid, and weak with no explanation to be had. It pained me to see my hale and hearty friend reduced to this state. Moreover, he tells anyone who will listen about the strange lights and sounds he has seen on the moors that surround the manor and of the strange shapes he swears he sees outside his windows at night. I have decided to stay at the manor for a week or so to ensure my friend is on the mend before returning to my own home in London.

I hope you enjoy and continue checking the doc as Sir Edward delves deeper into the madness that is consuming his friend.

https://docs.google.com/document/d/1UWetf1bEZJ71V8NBpZ-livDpMuk2kGO7CjdWdQTc5UM/edit?usp=sharing