A ‘Giallo’ (Italian pulp) style scenario/context for dramatic crime/supernatural adventures. A cast of strange characters, opportunities for conflict and suggestions for what may – or may not – be a supernatural threat.
System agnostic, but presented for Actual F*cking Monsters.
In this adventure, our Gorean heroes venture to Torvaldsland where the ‘native Kur’ appear to be organising again, around a messiah-like figure. Can they stand the massed might of the kurii and the suspicions of the Viking-like Torvaldslanders?
BUY IT HERE – POST-MORT EXCLUSIVE! With some corrections for the Artificer class and a load of pirate booty, all about Keranius, the Pirate Isle. This, just as our merry band of degenerates set sail (or flipper) for the lands of the barbaric northern Khatsi tribes.
Catch our sexy D&D Tabletopless games every Wednesday night (from 10pm UK) at Plexstorm, and sign up for naughty photos, sexy stories and videos at Tabletopless.org
Don’t worry, I don’t get naked. Everyone else does.
(Hardcopy will be available soon, technically you can buy it now at Lulu, but I’m waiting on a quality check).
Many fantasy games, if not all of them, follow the lead given by Dungeons & Dragons, and rapidly become superheroic parodies of themselves. This has been especially true of the newer editions, since AD&D Second Edition. It’s great, but it’s not for everyone.
At least not all of the time.
There are many kinds of fantasy, and Dungeons & Dragons’ increasingly sanitised, fluffy, generic, high-escapist fantasy – dripping in magical weapons and character invulnerability, isn’t necessarily what people want.
A Grimdark game is in part made from difficulty. In this context, that has to come from encouraging the players to play tactically and carefully. To do everything they can to swing advantage in their favour.
It’s also as much about encouraging players to deal with difficult and horrifying role-playing and decisionmaking consequences, all with less resources and power than they might be used to. It also encourages them, when necessary, to run away.
We need to take that, lustrous, heroic, ‘fantasy-Portland’ edge off 5th Edition’s default rules-set, to amp up the difficulty and make people play more carefully. At the same time, we don’t want to just turn it into an unfair meatgrinder.
So why not a game designer, literally known as ‘Grim’, to do it?