TurinTurambar
Adventurer
In the more distant past, there was Rolemaster, Crimson Empire (renamed Cursed Empire due to legal issues), Twilight: 2000, Millennium's End, and Traveller.
Rolemaster... I honestly don't miss it a bit
In the more distant past, there was Rolemaster, Crimson Empire (renamed Cursed Empire due to legal issues), Twilight: 2000, Millennium's End, and Traveller.
The world changes in samll pieces and the core will stay the same and over long times (5-10 years). And anyone can ignore change and or dive into this "Living History". Each of the official modules has a rating on the back cover that gives the information how deep the adventure is integrated. Things that happen might be that a city is destroyed, that different groups take on power, or that some gods that were not that active before, become more active. In Aventuria there were always 12 Gods and the 13th God that is the enemy of the rest. Now some of the "demi-gods" or "old-gods" become more active and become able to give Karmal power to their followers.oh! with this you bought me. It is definitely an interesting approach: the plot progresses but in small things.
—still heroic fantasy (which I like a lot), but much less superheroic. D&D and Pathfinder never feel remotely real to me; TDE does. You can play “ordinary” characters like an artist or a shepherd or a pastry chef (yes, that’s a real character type in the core books, and not just for laughs)!
The other game, and I wish I'd thought of the concept, is Heroquest Glorantha.
We're playing members of a Pentan clan, and the game started the day after the Battle of the Nights of Horror and subsequent peace. Which means the clan has been reduced to young women, widows, female elders and a couple of crippled men. After an argument between the clan elders over what we should do, we (playing young women) managed to persuade enough people that we should return to our traditional clan lands. While the rest of the clan does that, we're questing to learn secrets of the Star Huntress so that female Riders can defend the clan more effectively. The mad shaman we encountered eventually yielded to the persuasion of our apprentice shaman and told us where to go to start the Quest for the Meteor Bow, which will allow us to add powerful magic to our arrows. We also met a Wind Shaman, who we now owe a favour to but who has promised to teach our clan of the wind spirits.
Please (please!) try Ironsworn. It´s amazing for solo games (or group ones, by the way).
I only heard good things about Heroquest but I never read it, could you comment on what the game's approach is and how it does it?
This seems amazing! I want to play it!
if only Glorantha didn't have ducks ...
Right on, but do you mean Oathsworn?