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Showing posts with the label the spire

Dost see not the Alder-King, with crown and train?

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Another project I'm working on (on and off) is a kind of proto-Resistance 1700s horror game. It's inspired by Darkest Dungeon, Otfried Preussler's Krabat , as well as all kinds of horror and Gothic fiction. The English title is a bit more descriptive. The concept is very basic: A group of idealists and misfits are tasked with hunting a monster preying on a small village in Bohemia/vague central European place. There are such 'character classes' or callings as The New Priest, The Disgraced Officer, The Brokenhearted and The Coffin Birth. The project started as a version of a sanity/mental stress mechanic which I'm crudely bolting on to a simple version of the Resistance rules (the die mechanic, really) found in a game called The Beast . The mechanic is as follows: HOPE (starts at 6, but your choice of calling may change this) CERTAINTY (starts at 0, but your calling may change this) How HOPE is gained and lost Hope is faith in providence, a bel...
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I mentioned using the Resistance rules  for 'my' Kult. The Spire is the only rpg I know of that uses the system, so I have been looking over its shoulder for guiding examples. Characters in The Spire are larger than life. They are revolutionary leaders, spider-priests and bar-brawling knights. The character types may choose from a range of abilities that are labelled LOW, MEDIUM and HIGH. I imagine that Kult player characters start out as inhabitants of a world that is almost ours, and that they have very human limitations. On the other hand I would like them to be able to engage with the wondrous and horrible beneath the surface, and accept or reject their part in it. This potentially involves transformations, strange faiths, magic, and even an existence as a god.  I have decided to go about it this way: Players start by picking a template. It is quite broad, but is meant to give an idea of the character's view of the world, and the strangeness in it. The Listless...