I’m currently reading NK Jemisin’s The Fifth Season – winner of last year’s Hugo Award – and it’s excellent if…

I’m currently reading NK Jemisin’s The Fifth Season – winner of last year’s Hugo Award – and it’s excellent if…

Originally shared by Jay Iles

I’m currently reading NK Jemisin’s The Fifth Season – winner of last year’s Hugo Award – and it’s excellent if exceptionally grim. The basic gist is that it takes place in a land constantly wracked with extreme geological turmoil. Society has been shaped by the constant pressure to survive, such that people count the regular eruptions that make the world uninhabitable for months or years at a time as a fifth season that just happens a bit less regularly than the other four.

Every bit of civilisation is geared towards preparing for the next Season, from constant maintenance of food stocks and fallow land within a settlement’s walls to strict organisation of the population into castes so that everyone knows and is prepared for their role. Inexplicable artefacts from long-gone DeadCivs scatter the landscape, underlying how long this turmoil had been going on for.

Reading this, I couldn’t help but think of Legacy. It wouldn’t take many edits to replicate this setting in-game: the main thing that would need to change is the idea that each turning of age represents another step towards building a new civilisation. In a Fifth Season-inspired game, each Turning of Ages would instead be a Season of turmoil and danger in which each family has to retreat to safety and trust in their supplies, and there would be no question of escape from the Fall.

There’s another thing the book does structurally that for me really underlines the constant danger of this world. Its story jumps between three different time periods, and in each you know that the safety and community the characters find won’t last as you’ve seen that it’s gone in the later periods. I’m still tossing around ideas for how you’d create a similar effect in-game, but you could maybe jump around at each turning of age rather than progressing linearly forward. After one age you might look a few centuries back, after the next age a couple of generations later.

Now this does cause issues for things like homeland map keeping and a sense of achievement/advancement, but there are some ways around that:

1. Start with the assumption that the map will be wiped clean after every Age, except for the artefacts of the Before that you uncover.

2. Assume that knowledge gained can be lost, and knowledge lost can be retained. That way you can advance your family and take those stats into the next age even if it was chronologically far in the past – it’s simply that your family in the present is rediscovering old glories.

3. If the Apocalypse is ever-present, I’d give everyone a new basic move based on sensing its movements to demonstrate that awareness of disaster is a constant part of their mindset. For example, people in the Fifth Season have sensing organs in the brain that let them detect tremors in the earth and incoming eruptions before they happen (with the implication these were engineered in when things had only just started going south). You could add something like a hyper-awareness of astronomy if your problem was solar flares, or the ability to, say, read the psychic maelstrom that occasionally ramps up and drives outsiders to madness. In The Fifth Season some people can use the sensing organs to manipulate the earth and shape volcanic activity – maybe rewrite some moves of the Remnant in your game to fit the tone of the apocalypse.

4. Focus your play agenda on either experiencing all the different ways communities have tried to survive or coming to an understanding as a group on the cause of the Apocalypse and a way of fixing it. This may help provide some direction, even as you jump around the timeline.

5. Maybe don’t decide when you start an age where it falls in the timeline – let that grow organically as you pick through the ruins of prior ages and create the things later generations will find only fragments of.

In any case, it’s a great read though be warned it starts with a very emotionally intense passage of child death and maintains a similar tone throughout.

https://www.goodreads.com/book/show/19161852-the-fifth-season

Legacy: Mirrors in the Ruins is now in print!

Legacy: Mirrors in the Ruins is now in print!

Originally shared by Jay Iles

Legacy: Mirrors in the Ruins is now in print!

It looks lovely in person – I think DTRPG have really upped their print quality and the art is striking. This means you can also pick up all of the Legacy line to date in print and PDF using this bundle: http://www.drivethrurpg.com/product/195641/Legacy-Life-Among-the-Ruins-Print-BUNDLE?hot60=0&src=hnum

The one thing you can’t get in print yet is character sheets. One idea I’ve been tossing around is that DriveThru do cards in US letter size (8.5″ x 11″) so you could get the playbooks and move reference sheets in full colour for ~$7 + shipping. If that would interest you, let me know and I’ll get working on testing it out!

http://www.drivethrurpg.com/product/193457/Legacy-Mirrors-in-the-Ruins

Legacy: Mirrors in the Ruins is now in print!

Legacy: Mirrors in the Ruins is now in print!

Originally shared by Jay Iles

Legacy: Mirrors in the Ruins is now in print!

It looks lovely in person – I think DTRPG have really upped their print quality and the art is striking. This means you can also pick up all of the Legacy line to date in print and PDF using this bundle: http://www.drivethrurpg.com/product/195641/Legacy-Life-Among-the-Ruins-Print-BUNDLE?hot60=0&src=hnum

The one thing you can’t get in print yet is character sheets. One idea I’ve been tossing around is that DriveThru do cards in US letter size (8.5″ x 11″) so you could get the playbooks and move reference sheets in full colour for ~$7 + shipping. If that would interest you, let me know and I’ll get working on testing it out!

http://www.drivethrurpg.com/product/193457/Legacy-Mirrors-in-the-Ruins

So apparently Big Bad Con was the biggest PbtA larp ever! I’d be interested to see the other playbooks…

So apparently Big Bad Con was the biggest PbtA larp ever! I’d be interested to see the other playbooks…

So apparently Big Bad Con was the biggest PbtA larp ever! I’d be interested to see the other playbooks…

https://t.co/I0VsQb9Zq1

Legacy: Mirrors in the Ruins is out!

Legacy: Mirrors in the Ruins is out!

Legacy: Mirrors in the Ruins is out!

This supplement – the brainchild of Douglas Santana – lets you play the monsters of the wasteland, bringing a new perspective to the struggles of the apocalypse’s survivors. We also include a new stat for families to govern subterfuge and underhanded deals, grand projects Families can work on over the Ages that reshape the world, and a number of new systems for managing NPC factions, hostile environments, and more!

This is an Advance PDF – we’re waiting on activating print versions of the book until people have had a chance to read through it and catch any errors. In return, everyone who buys the book in this early period will get a discount on the print copy when that’s activated.

http://www.drivethrurpg.com/product/193457/Legacy-Mirrors-in-the-Ruins

Legacy: Mirrors in the Ruins is out!

Legacy: Mirrors in the Ruins is out!

Legacy: Mirrors in the Ruins is out!

This supplement – the brainchild of Douglas Santana – lets you play the monsters of the wasteland, bringing a new perspective to the struggles of the apocalypse’s survivors. We also include a new stat for families to govern subterfuge and underhanded deals, grand projects Families can work on over the Ages that reshape the world, and a number of new systems for managing NPC factions, hostile environments, and more!

This is an Advance PDF – we’re waiting on activating print versions of the book until people have had a chance to read through it and catch any errors. In return, everyone who buys the book in this early period will get a discount on the print copy when that’s activated.

http://www.drivethrurpg.com/product/193457/Legacy-Mirrors-in-the-Ruins

We’ve sent the (hopefully) final PDF of Mirrors in the Ruins to playtesters – assuming no huge errors are found, you…

We’ve sent the (hopefully) final PDF of Mirrors in the Ruins to playtesters – assuming no huge errors are found, you…

We’ve sent the (hopefully) final PDF of Mirrors in the Ruins to playtesters – assuming no huge errors are found, you should be able to get your hands on it within the week!

As a reminder, it includes:

8 playbooks, showing the perspective of the inhuman things that haunt the wasteland. Each ‘type’ of creature – uplifted animals, raiders from the depths, robot swarms, and stranded aliens – comes with a family and character playbook, which can be freely mixed and matched with existing Legacy playbooks.

Mega-Projects: Civilisation Wonder-style grand projects Families can embark on to change the face of the wasteland.

A new stat for Families: Sleight. Sleight allows you to hide your family’s actions, conspire in secret, and protect yourself from espionage. The playbooks in Mirrors give the game a bit more of an antagonistic cast, so we decided to add this stat as an optional tool to flesh out conflicts between families and NPC factions.

Play advice for all the above!

I’ll post here when it’s out, but am happy to answer any questions you have in the meantime!

Only 48 hours left on the kickstarter for What Ho, World!

Only 48 hours left on the kickstarter for What Ho, World!

Originally shared by Jay Iles

Only 48 hours left on the kickstarter for What Ho, World! We’re past 150% funded, which is amazing – I’m really looking forward to getting this game printed and having a proper physical copy in my hands.

If you’ve managed to avoid my endless promotion of the game over the past month, What Ho, World! is a hybrid roleplaying game/card game based on the genteel, free-wheeling and farcical stories of P.G. Wodehouse, Fred and Ginger musicals and so on.

Over the course of a 2-hour game, you’ll make characters like the naive but well-meaning Gadabout and the stoic and wise Servant, be tasked with challenges like retrieving an embarrassing document or ridding yourself of a small but annoying dog, and call on the gossip of your fellow servants or an unexpected cosh to save the day. It’s all based on the Apocalypse World school of RPG design – discrete chunks of rules for particular situations in the story that only get involved as much as they need to then get out the way again. I’ve heavily modified the system, removing dice rolls or a GM so that the deck of cards is all you need to play.

It’s a fun, light group storytelling game that I’m really happy with – please do check it out!

https://www.kickstarter.com/projects/1549920133/what-ho-world-a-roleplaying-game-of-farce-and-eleg