This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: Long XVIth - Renaissance era RPG  (Read 748 times)

sevenlabors

  • Newbie
  • *
  • Posts: 8
    • My Tabletop Blog
Long XVIth - Renaissance era RPG
« on: July 22, 2021, 12:23:18 PM »
You should know I'm a history nerd, and I've fallen down a sixteenth century rabbit hole in a bad way over the past few years.

So of course I want to game in that context.

I've been working on rules for adventures in and inspired by Renaissance Europe* for a few months now. What began as an OSR hack during the pandemic summer of 2020 has evolved into something which takes that OSR ethos and drapes it over an abstract, narrative framework using mechanics similar to games like Fate Accelerated, City of Mist, and even Pendragon.

I'm currently playtesting the rules right now, but am happy to be able to share the character creation excerpt and character sheets now (the full v1 playtest should be available later this summer as I get a few playtest sessions in to vet some math in enemy and encounter numbers).





You can download the character creation and core gameplay excerpt - and the character sheets - over on my blog:
https://tabletop.willphillips.org/2021/07/21/long-xvith-character-creation-preview