Hey folks, I've been a bit quiet recently, what with releasing my first commercial game and beginning production of two other games (All Shall Fade and Astrorotica, both of which I hope to talk more about soon), but I thought it was time to give a bit of an update.
I've been running two campaigns recently: Curse of Strahd using Dungeons & Dragons 5th Edition and Ameshirel: A World Reforged using my own playtest Do or Dice. The former is going very well, but the latter has hit a bit of a slump. Things need to change - system reworkings, campaign re-scoping, etc. I'm putting it on indefinite hiatus, and will work on something else whilst those changes percolate in my brain.
That means, in the meantime, I have a free fortnightly slot! Last night, I pitched a few campaign ideas I had to the players of that slot, and between the three ideas, one shone out. In the interest of curiosity, the other two ideas were Short Straws using Firefly RPG (Cortex Plus), and Stockholm Syndrome using Part-Time Gods of Fate.
The idea that won out? Let me introduce to you On the Edge of Exile, a Warhammer Fantasy Roleplay 2nd Edition campaign. (Yes, that's right, I'm returning to my favourite system/setting!)
I'm hopeful to post many article about this game, in the coming months, featuring the character creation notes, my changes to the mechanics to handle various things the original Core didn't do great, my mix of GM tools I'll be using, campaign notes, and so on. For now, I'll leave you with the blurb of the campaign, and the overarching campaign question I'm using to steer this ship:
BlurbOn a far frontier, at the start of Spring – Nachexen 17th, 2524 IE – a settlement comes into view. It is a dreary place – tiny, diminished, and left to ruin. Little more than an outpost, Dunkeldorf is nonetheless suddenly very important. The reason? A porous stone found only at the bottom of the village's old well. Known as Morr's Blood, when ground and mixed with mordant, it produces a black dye that never fades. For Reikland, capitol province of the Empire – whose colours are black and white – and for a growing noble class that favours fashionable blacks, this is of the highest priority...
But not so high that they'd travel all the way out here, into the Border Principalities, to collect it themselves. No: this is a backwater.
This is a frontier haunted by every danger and horror imaginable. This is no place for folks of a finer lot. No: this is a place for folks like you.
You were something back in the Empire. You were a star pupil, a promising young cadet, a prodigy of the Colleges of Magic, a well-bred noble ready for courtly life... And then something happened – or rather, someone happened to you. You pissed someone off. Was it something you did, something you said, some consequence of your birth, or just wrong-place-wrong-time? It doesn't matter, now. You've been exiled – you've been given this highly important but inglorious position.
But at least it's yours. Your fates are now intrinsically tied. It's just a shame you can't trust anyone in Dunkeldorf – at least, not yet. With everything out here arrayed against you – the depredations of wicked cults, the foul Greenskins, and the greedy eyes of other Princes and worse – you have your work cut out for you.
What will it take for our heroes to betray the Empire?My prediction? Very very little.