All Things Under Heaven is my folkloric fantasy game about discovery, exploration, and landscape in a setting…

All Things Under Heaven is my folkloric fantasy game about discovery, exploration, and landscape in a setting…

Originally shared by Luke Jordan (gamesfromthewildwood)

All Things Under Heaven is my folkloric fantasy game about discovery, exploration, and landscape in a setting inspired by feudal Japan and dynastic China.

I began writing it just over a year ago. It is now open for public playtest over at:

https://gamesfromthewildwood.itch.io/atuh

Landscape, place, and locality is the heart of All Things Under Heaven.

Landscape, place, and locality is the heart of All Things Under Heaven.

Originally shared by Luke Jordan (gamesfromthewildwood)

Landscape, place, and locality is the heart of All Things Under Heaven. The setting is written up as Regions, collections of Discoveries & Dangers (for the travel move), Impressions, Questions, local Fronts, etc. to explore.

Huge inspiration fondly owed to Jeremy Strandberg’s Alamanac format from Stonetop, and it’s original antecedent in Perilous Wilds.

Here are some snippets from one of the regions: a blasted highland desert called the Huangdi Fells:

All Things Under Heaven is meant for longer-term play.

All Things Under Heaven is meant for longer-term play.

Originally shared by Luke Jordan (gamesfromthewildwood)

All Things Under Heaven is meant for longer-term play. A journey there and back is 3-4ish sessions, a group of characters lasts 12-16 sessions. But time is scarce, my friends are busy, and I do love a oneshot.

There’s things on the Playbooks designed to set up for long-term play, and moves and abilities far more aimed towards that length of play.

So I cut down the Playbooks for oneshot play. Here’s a few:

All Things Under Heaven is a game about exploration and discovery, where journeys are a key part of the rhythm of…

All Things Under Heaven is a game about exploration and discovery, where journeys are a key part of the rhythm of…

Originally shared by Luke Jordan (gamesfromthewildwood)

All Things Under Heaven is a game about exploration and discovery, where journeys are a key part of the rhythm of the game. And I’m interested in having not just the leaving & traveling matter, but also the coming home.

One of the game’s Principles is “Let the world change the characters”, so I wanted players to have to think about how their characters had been marked on their return home. Frodo post the Scouring of the Shire is an example of the self-reflection & difficulty settling back into mundane life post-journey that we sometimes see in fantasy and I really enjoy and wanted the game to lean into.

And so, a special move…

Looking through character Playbooks for All Things Under Heaven today: editing prose, checking wordings, clarifying…

Looking through character Playbooks for All Things Under Heaven today: editing prose, checking wordings, clarifying…

Originally shared by Luke Jordan (gamesfromthewildwood)

Looking through character Playbooks for All Things Under Heaven today: editing prose, checking wordings, clarifying moves. Some bits I’m excited to see in play:

~ The Diplomat’s start-of-play procedure

~ The Marked’s Patron

~ The Medium’s starting moves (& some bonus Gear)

More All Things Under Heaven work today, this time reviewing the GM playbook.

More All Things Under Heaven work today, this time reviewing the GM playbook.

Originally shared by Luke Jordan (gamesfromthewildwood)

More All Things Under Heaven work today, this time reviewing the GM playbook. Exploration and discovery is a huge part of this game, so I spent 10 odd drafts going through structures to help the GM run travel and make it interesting.

I’m really happy with where I ended up.

(Jeremy Strandberg this solution owes a lot of inspiration to Stonetop, so thank you).

Coming into the home stretch before public playtesting of All Things Under Heaven, my folkloric fantasy game about…

Coming into the home stretch before public playtesting of All Things Under Heaven, my folkloric fantasy game about…

Originally shared by Luke Jordan (gamesfromthewildwood)

Coming into the home stretch before public playtesting of All Things Under Heaven, my folkloric fantasy game about discovery & exploration in a setting inspired by feudal Japan and dynastic China.

Reviewing the Basic Moves today, and particularly pleased with this little gem…

Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to…

Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to…

Work has recommenced on my folkloric fantasy PbtA game about exploration & discovery, and with players wanting to explore new places I’ve got GM prep on those regions to do too. Here’s a few new moves for hanging around town, and a new format for the GM-facing region summary information.

Originally shared by Luke Jordan (gamesfromthewildwood)

Last weekend my playtest group and I officially updated from V1.3 to V.2 of #AllThingsUnderHeaven.

Some of the changes this encompassed related to moves for gathering information before a journey, and the group were headed to a new region anyway, so as I’ve been working on my prep I’ve taken the opportunity to draft a new layout for the summary-page of each Region.

For clarity about the purpose/utility of the first column, I’m going to include the text for the two moves being referenced.

First is Gather Rumours, which lets the PCs discover interesting things to go and find in sketchy enough detail that getting to the vicinity, finding the area, and investigating whatever they’re looking for still keeps a sense of exploration.

GATHER RUMOURS

When you gather rumours in a settlement, name somewhere that interests you (a region, a general direction, a specific place) and say where or who you go to for the information. The GM will roll the Die of Fate and add your Face, then tell you in nonspecific terms of an opportunity (treasure, location, or individual) in that vicinity. How accurate, helpful, and complete the information is depends on the roll.

Second is Seek Guidance, which arms the PCs with information about where they’re going and why it’s dangerous. With that information they can avoid making blind agency-less choices, plan for what lies ahead, secure the right gear, and also enjoy a heightened sense of dread & cleverness when what would otherwise be innocuous information is described and they realise what’s going to happen next.

SEEK GUIDANCE

When you seek practical guidance in a settlement before venturing out into the Wastes, name a nearby region. The GM will will tell you some general information about the area and its terrain. Then, roll +Face. On a hit, you gain 2 pieces of information about your destination. On a 10+, you can ask a follow-up question or two:

– Directions to well-known landmarks or safe places to camp

– Information about dangerous predators or creatures in the region

– Warnings against a common threat or danger to travellers

On a miss, you gain 2 anyway but the GM will answer one (their choice) falsely.

(Jeremy Strandberg tagging you because I remember you mentioning you had some thoughts on how the old layout presented information.)

https://drive.google.com/file/d/0B6PHwgzf63UiVy02cXU2WGJrTEE/view?usp=sharing