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Born from Ice: Stone Age RPG – An Interview With Loren Small (Small Cog Creative)
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<blockquote data-quote="Loren the GM" data-source="post: 9283802" data-attributes="member: 6882721"><p>Sure! I'll try to do that without creating too many spoilers about the adventure itself!</p><p></p><p>A major concept of the game is that, most of life during this time period is very similar day-to-day, and that the adventures that are played are moments of particular note that will be included into the oral history of your people. </p><p></p><p>For the Adventure Path, the 1-20 journey takes place over multiple generations of the clan/tribe. This corresponds roughly to each tier of gameplay. So Tier 1 (Levels 1-5) will be the first part of this adventure, Tier 2 the second part, etc. When each part concludes, there is guidance for the GM on how to tie up loose ends, provide appropriate rewards, and set the world state for the next adventure. There will also be specific player options and info for moving to the next stage of the campaign.</p><p></p><p>For the world states, these will vary in complexity. For example, if in the Tier 1 adventure the players aren't able to help a significant portion of the clan survive, than the Tier 2 part of the adventure will reflect this by what support can be offered by the clan itself during the story, attitudes of NPCs, and through a mechanical penalty for the players. To be clear, that is only one aspect of the world state that would be considered during this first adventure; other events and choices will also have their own sets of conditions that apply. And, some of these items may adjust during the running of the adventure itself, rather than just happening in-between adventures.</p><p></p><p>In practice, what this looks like is players making their character and playing through the first adventure. Wherever the story takes them, their choices will impact the development of their clan/tribe (possibly positive or negative, or a mix of outcomes depending on how the game plays out), as well as the world at large. These developments can provide player bonuses (as an example, a positive bonus might be that the weapon one of the players used becomes a relic to the tribe, and anyone who uses it in the future now gets to use it as a +1 weapon - this is just one example, there are other ways these bonuses can play out that aren't just for equipment), as well as impact what happens down the line in the adventure path.</p><p></p><p>Once they complete this first adventure, they retire their characters and make new ones for the next part of the story. These characters can be direct descendants of the previous character, or just people who are inspired by the legends. They can continue playing the same character build, or take the opportunity to make a completely new character. Whatever they choose, these new characters gain new campaign specific traits based on the previous outcomes.</p><p></p><p>Does that answer the questions you had? Anything I can clarify or elaborate on?</p></blockquote><p></p>
[QUOTE="Loren the GM, post: 9283802, member: 6882721"] Sure! I'll try to do that without creating too many spoilers about the adventure itself! A major concept of the game is that, most of life during this time period is very similar day-to-day, and that the adventures that are played are moments of particular note that will be included into the oral history of your people. For the Adventure Path, the 1-20 journey takes place over multiple generations of the clan/tribe. This corresponds roughly to each tier of gameplay. So Tier 1 (Levels 1-5) will be the first part of this adventure, Tier 2 the second part, etc. When each part concludes, there is guidance for the GM on how to tie up loose ends, provide appropriate rewards, and set the world state for the next adventure. There will also be specific player options and info for moving to the next stage of the campaign. For the world states, these will vary in complexity. For example, if in the Tier 1 adventure the players aren't able to help a significant portion of the clan survive, than the Tier 2 part of the adventure will reflect this by what support can be offered by the clan itself during the story, attitudes of NPCs, and through a mechanical penalty for the players. To be clear, that is only one aspect of the world state that would be considered during this first adventure; other events and choices will also have their own sets of conditions that apply. And, some of these items may adjust during the running of the adventure itself, rather than just happening in-between adventures. In practice, what this looks like is players making their character and playing through the first adventure. Wherever the story takes them, their choices will impact the development of their clan/tribe (possibly positive or negative, or a mix of outcomes depending on how the game plays out), as well as the world at large. These developments can provide player bonuses (as an example, a positive bonus might be that the weapon one of the players used becomes a relic to the tribe, and anyone who uses it in the future now gets to use it as a +1 weapon - this is just one example, there are other ways these bonuses can play out that aren't just for equipment), as well as impact what happens down the line in the adventure path. Once they complete this first adventure, they retire their characters and make new ones for the next part of the story. These characters can be direct descendants of the previous character, or just people who are inspired by the legends. They can continue playing the same character build, or take the opportunity to make a completely new character. Whatever they choose, these new characters gain new campaign specific traits based on the previous outcomes. Does that answer the questions you had? Anything I can clarify or elaborate on? [/QUOTE]
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