https://drive.google.com/file/d/1ZkfyIULM5Qh93s7L2uZ5nhUK6CkItHRU/view

https://drive.google.com/file/d/1ZkfyIULM5Qh93s7L2uZ5nhUK6CkItHRU/view

https://drive.google.com/file/d/1ZkfyIULM5Qh93s7L2uZ5nhUK6CkItHRU/view

I’ve written out a draft of some of the playbooks for the high-fantasy game I’m working on, inspired by a friend deciding they wanted to play characters like Sauron or Smaug instead of Aragorn or Frodo. This game takes heavy inspiration from mythology and high-fantasy tropes, as well as games like Exalted, High-level D&D, and Godsend.

These playbooks are for the Primal, a being that is more like a force of nature than an actual creature, inspired by dragons, Fenris the wolf from Norse mythology, and the like, and the Immortal, an undead, construct, elf, or otherwise unaging being, inspired by the likes of Celabrimbor (hope I spelled that right) from the shadow of war video games, and the T’lan Imass from the Malazan book of the Fallen.

Any critiques or thoughts would be much appreciated!

https://drive.google.com/file/d/1ZkfyIULM5Qh93s7L2uZ5nhUK6CkItHRU/view

12 thoughts on “https://drive.google.com/file/d/1ZkfyIULM5Qh93s7L2uZ5nhUK6CkItHRU/view”

  1. Good to see more of this! Are you still going with the name “Land of the God-Kings?” I really liked that one.

    I dig the revisions to the stats, the flaws (which are a great way to handle the mighty blows that can actually harm them!), their possessions (the integrated narrative hooks!), even the experience system. Though perhaps for the advancements that can be taken multiple times, you could change the boxes to bullet points? Something to visually indicate that they can be taken multiple times, unlike the standard advancements. Perhaps even replace the boxes altogether and make them circles, just like the moves.

    I think the Primal’s second move could do with a clearer trigger, even if the roll mechanics provided make it clear what role the move is supposed to have. Perhaps “When magic breaks against your hide like water against a stone” or something similar?

    The Immortal’s second move also has an odd trigger, and could maybe use a cleanup overall. Perhaps this instead:

    “*When you take part in a battle of legendary stakes,* tell us how it is similar to a battle you’ve fought before and envision your desired outcome. Then, roll Memories. On a 10+, you dictate the flow of battle, using your knowledge of the past to secure your desired outcome. On a 7-9, your desired outcome is not assured, but you roll with advantage to see it done. On a miss, something goes wrong, and you have disadvantage on your next roll to pursue your desired outcome.

    At the beginning of play, tell us of a legendary battle you have fought before, chosen from the list below. Mark it. Whenever you take part in a legendary battle from this list, you may mark it, adding it to the list of battles you’ve fought before.”

    Their fourth move might also benefit from a cleanup. While I really like the concept presented there, I’m not entirely sure what fictional role it is meant to play, and I think it may have something to do with its presentation. Could you tell me what the intent is here?

    Overall, I really like it! Hope you keep up the good work.

  2. Cameron Burns Thanks for following this! I’m glad to be back working on it. I’ve implemented several of your suggestions.

    About the fourth move, I’m considering reworking it. The intention was to give the Immortal the ability to have a companion or enemy who can join them on their adventures throughout the ages. I might change it to ‘when you grant immortality to someone you hate or love passionately,’ and make it less about magical powers, and more about what they owe you in return for your gift.

    Thanks again for your feedback and support of this project! It means a lot.

    EDIT: I am keeping the name Land of the God-Kings, I’ve grown quite attached to it.

  3. That sounds like it might be a better way to handle that Immortal move, aye. Perhaps “*When you bestow upon someone the gift of immortality,* tell us what string of fate ties you together” might be a useful phrase?

    For the Primal’s final move, I think “*When you retreat from the world to tend to your brood*” might be a particularly good trigger, by the way.

  4. Cameron Burns Ooh, I like the idea for the primal move.

    The Immortal move working change is:

    When you grant immortality to one you hate or love passionately, roll Humanity. On any hit, they become immortal, their life bound to yours, and choose 1.

    -Tell them you will love them forevermore, and ask them what they promise you in return.

    -Tell them you hate them until time itself stops, and ask them why they must give you a gift nevertheless.

    -Tell them you no longer care for them, and ask them what they leave behind as they go.

    On a 10+, you hold the key to their immortality, and can end it, if you wish. On a miss, the immortality does not take: they blame you.

    This puts it more in line with the other social moves in the game, which focus more on what the other person will owe you, give you, or do for you than any magical bindings.

  5. Looks really interesting! How do the rules look like? I really like the sound of the four attributes, humanity, fate, power and memories and I’m wondering how they function in play

  6. Leo Maradan The game is Powered by the Apocalypse, so it uses 2d6+modfier when rolling. Each attribute has 1 basic move it uses, and I’m most likely going to add peripheral moves as well (as an example, the basic move for Power is Unleash the Fury of an Army). Each playbook has 2 stats they specialize in, and 3 moves that work off of each of those stats.

  7. Leo Maradan I’m hoping to make it work for either. All the moves are designed to work on PCs or NPCs. It really depends on the group, because I know I personally would love a game where it was each character working towards their own goal, but a lot of people don’t want to work against their friend’s characters in that way.

    Also, because of the way the game works, it is extremely difficult for PCs to even be mortally injured, so it works well for PvP games, as players are rarely at risk of killing their friends.

  8. I like the flaws on taking harm, but they’re really punitive. Presumably taking any harm in this game is assumed to be a grave impairment? No minor wounds!This is exacerbated by the fact stats are limited to +2 max, where in most PBTA games you can take an optional move to get +3 if you want.

    I love the moves. You’re making great use of the enormous flexibility of the system, especially with the interesting compromises and trade offs on a 7-9, while still making it a clear success.

  9. Simon Hibbs Thank you! Taking harm in this game is a large impairment, but it’s really hard to actually die from it unless you want to. The risk of taking harm isn’t that you’ll die, it’s that you’ll survive to see things get even worse.

    Stats can go up to +3 if you advance them, it’s just at the start where they can only go to +2.

    Thanks for your feedback!

  10. The format of the “lock eyes” move–on 10+, choose 1; on 7-9, the GM chooses 1 from the same list–is a great way to make characters look cool even while failing to get the effect they want. I haven’t seen it before and intend to borrow it, so if it’s original with you, bravo!

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