Want to read a diceless PbtA game about gods and their servants at the end of days?

Want to read a diceless PbtA game about gods and their servants at the end of days?

Want to read a diceless PbtA game about gods and their servants at the end of days? Tiburce Guyard’s hack of Legacy, Godsend, is now in open playtesting and any feedback is welcome! Get it here: https://www.dropbox.com/sh/se7casb8alpkupy/AADKSu40M5C6HVKKijmlnZgDa?dl=0

8 thoughts on “Want to read a diceless PbtA game about gods and their servants at the end of days?”

  1. All right. I’ve skimmed it, and liked it a lot. The other day while I was working on my own PbtA game, I was thinking I hadn’t seen many games that use the system that has a real epic feel to it. PbtA work well for the close, personal and dramatic. But how about the god-like and personal.

    My only issue is that the first section, before the playbooks, could have a little bit more about how to actually play. The flow of the game, so to speak. As clearly and directly as possible.

    Also, the art was very nice. As I already said, the cover is fantastic. I’d pick it up for that alone.

  2. James Iles That seems like a really good choice of artist.

    I think you’ve captured something really interesting with your design. I think it would be an epic, intimate and interesting apocalypse to play out.

    I look at the literary inspiration, and I sort of miss something. They are all epic and heroic stories, but how I read the game it is equally about destruction and futility. It reminds me a bit about Neverending Story, when everything comes to an end.

  3. I should certainly point out that the design is almost entirely Tiburce Guyard – though it’s based on my Legacy: Life Among the Ruins and I’m publishing the book. Fair point about the literature though, if nothing else the ring cycle and the broader ragnarok myth cycle should be on there!

  4. The Neverending Story and the Ragnarök are definitively inspirations that I should have mentioned explicitly, you’re damn right! 🙂

    An extended example of play and Move examples are planned for the final version, when the text won’t be subject (to lots and lots of) changes anymore to clarify the flow of play 😉

    But for now, that’s the point: I’m curious about how someone would play the game. So that I can precisely explain and focus on what was misunderstood 🙂

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