What is it about gamers wanting to find their Forever Game? That one game they’re always going to be happiest playing, the pinnacle against which they will compare all future games, the one they think about when they’re playing anything else.
We just wrapped up a long, like around 20 sessions long, campaign of Vel Mini’s Fellowship. It will not be our Forever Game, but 20 sessions of a PbtA game is my record (followed by Impulse Drive at 13 sessions, a dozen sessions of Shattered City, and lots of 6-10 session runs of many others). So what made Fellowship so durable over so many sessions? And why wouldn’t it be our Forever Game?
Overview
Fellowship is about characters presenting a unified front against a shared enemy. It’s very us-versus-them, Three Musketeers, party-centered play. The first book presents a set of playbooks straight out of Lord of the Rings (halfling, elf, dwarf, Gandalf harbinger, etc.) and three options for the Overlord you’re opposing. The Overlord might be seeking ultimate power, or world domination, or widespread destruction. Those choices all give the GM an extra move they can make to display the Overlord’s villainy.
Once you get out of the first book, the overarching game goes completely bonkers.
In Inverse Fellowship (an adaptation of Inverse World) the PCs are exploring a weird world via some kind of vehicle (a ship or blimp or giant drill, whatever) and dealing with individual local bosses making their communities miserable. The playbooks are all over the place: angels, beast-people, magical collectors, robots, people made of rain. Rather than facing existential doom, the characters decide on their agenda – seeking adventure, fame, fortune, progress, and so on – and guide their play that way.
In A Fellowship in Rebellion, the Overlord has won and the characters are joined in rebellion to overthrow the baddies. There are a slew of new playbooks again – you can be a dragon, and why would you choose anything else? – as well as The Rebellion itself, a shared resource that grows and changes alongside the characters.
Finally, Generous Fellowship is a thick book packed with new playbooks, a complete and updated compendium of threats and set pieces (combinations of threats) from the previous three books, and so on. Just tons of additional content.
All of this stuff works together. In our game, a straight party-vs-Overlord setup, the fellowship was comprised of two playbooks from the first book and a third from Generous, they acquired a scrappy airship (from Inverse) from allies to help chase the Overlord down, and they regularly ran into threats that first appeared in Rebellion. All told it’s about a thousand pages – no joke – of material you can mix and match. Honestly it was a shock when the four books showed up on my doorstep: how did such a sprawling game slip under my radar this whole time? The PbtA space is vast and contains multitudes.
Shape of Play
Party-versus-evil is bog-standard roleplaying, right? Very traditional setup. And if you stuck to the first book you might think you were better off playing Free League’s excellent new edition of The One Ring. But hooboy Fellowship does a lot of interesting things of its own. It is in fact probably the least interesting when you’re just trying to channel Tolkien. Middle-Earth is barely even the jumping-off point.
The most distinctive aspect of play is that Fellowship mandates the players do most of the creative lifting throughout the game. Every player has absolute authority over their own character’s setting materials, for starters. If you’re playing an elf, then you’re who I go to for answers about elves. If I trip up and start defining things that’s not the vibe you wanted, then you get to tell the GM to shut up and let them know how it actually is. This of course demands incredibly good faith play, and I suspect it would quickly fail for players who abused this authority to make challenges trivial or the setting silly. We didn’t stress-test this part of the game. It took a couple sessions for everyone to warm up, but when they did, I was left with very little worldbuilding to concern myself with. I just took notes so I could reincorporate later.
There are tons of evocative little ideas scattered throughout the four books, without ever suggesting a meta-setting that’s “real” we needed to defer to. Every playbook has four “what kind of X are you?” choices, for starters. In our game, the dwarf chose to be “stoneborn:” your kin have more in common with the earth and stone than they do with flesh and blood. Your armor is your bare skin, solid as stone. When you stand on solid ground, you cannot be knocked off your feet or moved unless you want to be, and you can stop anything trying to get past you and so on. We took the color as fictionally positioned and “real” in the game, and given the heavy emphasis on fictional positioning the whole game requires, it’s a good play. The dwarves are literally made of stone, cool.
Advancement in Fellowship is easy, trivial even. At the end of each session you answer three questions (things like did you deliver a setback to the Overlord and did you learn something about the world), and for each one you get an advance. Leveling up is one thing you can spend that on, but the twist is that the Overlord also advances. And pursues their plans. And just gets worse and worse. In our game, once they got over the excitement of those first few advances, the players got much more circumspect about when and how they advanced. It was really in their hands the whole time, which was super interesting compared to the typical advancement-chasing that happens in other games.
Another very cool twist to characters is that, after a bit of advancement and depending on the events of your game, the players can choose advanced Destiny playbooks that provide new moves. Given how easy advancement is, Destiny playbooks show up pretty quick, and then everyone is kind of a dual-class chimera. Our Elf became an Elven Elite, the Dwarf became a Knight, and our Outsider (an Earth human dropped into fantasyland) became the Chosen One. Those choices in turn have even more implications about the setting we create together.
Much of the game is spent with the fellowship deciding which of two (and later, possibly, three) plans the Overlord has cooking to pursue. The Overlord is always working to secure a Source of Power (which then gives them a new stat and makes them a bigger pain in the ass) or trying to crush a community (because the Overlord is a jerk). If the players help a community with their problem – which may not have anything to do with the Overlord! – they gain Fellowship (capital F) with them, which comes with a nice permanent benefit along with all the relationships and world-building that happened along the way.
If the Fellowship destroys a Source of Power the Overlord has, they destroy the stat that goes along with it, and if they seize the Source they themselves get the new stat! By “stat” I mean a single word that describes some aspect of the Overlord. In our game, our Overlord was Invincible (literally cannot be hurt), Unknowable (nobody knows her plans or actions) and Mythical (nobody but the fellowship believes she even exists). It was a killer combination and at first glance seemingly unbeatable, yeah? But imagine if the fellowship acquired the thing that made the Overlord Invincible. Oh baby.
Last distinctive bit of play I have to call out is how the game handles long journeys. Travel is a very much unsolved problem in RPGs, or rather there are many solutions of varying quality. In The One Ring, the characters gain fatigue and lose hope as they’re exposed to the land’s ambient evil. In Mutant: Year Zero, the characters have to balance supplies against the harm of wandering the blasted Zone. In grindy overland OSR-style hexcrawls there are various economies to stay on top of so you don’t arrive at your destination too exhausted. But in Fellowship? Each player describes a hardship the fellowship faced and nominates a character who addressed it. No duplicates, everyone describes and everyone solves. And in the end, the Overlord player (the GM) describes one last scene as they arrive at their destination. The outcome is mechanically similar – resources are spent, injuries suffered – but the game essentially tricks the players into co-GMing the game. It’s my current favorite journeying system, just marvelous but also susceptible to bad-faith play.
In our game, there was just no telling if any given problem was going to be a simple roll-off or escalate into something truly dire that changed their plans en route. The players even started getting clever with the kinds of problems they faced: initially a chasm or a yeti, later things like internal social problems with armies and refugees they ended up with. Because of the complexity of the characters, it was hard to preload problems with “easy” solutions. And given the vagaries of the dice, sometimes small problems would grow and grow and then they’d stumble into their next destination wrecked.
So the fellowship spends its time evaluating what it knows about the Overlord’s activities, deciding where their priority will be, journeying to deal with those things and facing hardship along the way, all to fight against the Overlord’s efforts while creating relationships where they can. Every time the fellowship stops to rest they give the Overlord time to regroup and strengthen. Every time they slow down to eat a meal they’re gnawing through their supplies. Deciding when to slow down turns into one of the hardest decisions of the game, which is delicious. The game always ends up with a final conflict with the Overlord and the fellowship always prevails, but the road to get there is wildly variable. And in our case, it took 20 sessions to line up their ducks in a row to take the swing.
A few other mechanical bits worth mentioning:
- The Bonds between characters have lots of uses beyond Hx-style help/hinders. Like, you need a Bond with a PC to provide them with hope, which is a third die (take the highest two). But also the Overlord can have Bonds with characters and vice versa, and those all have various rules. Bonds are as easy to form as simply saying you have, but despite that ease it was still hard for the players to remember to do it.
- Stats are the core of the whole game. The characters’ stats get damaged through play, meaning they roll with despair (three dice, take two lowest) if they ever have to use it. The NPCs get mechanical or fictional benefits by virtue of their stats, and also use their stat list as hit points more or less.
- There are lots of subtle cycles of moves and resources, either being spent or replenished, that can feel like a lot to master. The game rewards players who take the time to master it: they keep more gear replenished, their stats get healed faster, the Overlord doesn’t pull ahead too far. As long as at least one player takes the time to do this, the ones who don’t shouldn’t be punished. Woe be to the play group that just doesn’t want to learn, though.
Finish Them!
My favorite single rule in the game is Finish Them.
Rather than having a tactically detailed conflict system, players bounce between three moves: Overcome (to avoid harm already incoming via soft moves), Get Away (to just leave the conflict), or Keep Them Busy (kind of the catchall move but doesn’t do much on its own, not exactly). None of this stuff wins fights! But all of it is in service of the goal of making the Finish Them move.
Finish Them is the only way to harm or defeat an opponent, including abstract opposition like curses and obstacles. To make the Finish Them move, the player needs an advantage. Advantage is a term of art in this game that’s different than hope/despair in that, rather than giving you a third die to roll (a confusing point given “dis/advantage” is what you call that third die rule in many other games), gives you permission to make the Finish Them move. It’s positioning the fiction such that you have the clear upper hand.
You can get advantage three ways: describing what you’re doing that gives you the upper hand, spending one of your companion’s stats and explaining how the stat provides advantage, or making the Keep Them Busy move and giving someone else advantage (a detail that appears only in the rulebook and not the helper page, huge oversight!).
The first option is both the most fruitful and the iffiest, depending on the player. I had a player who simply could/would not engage with the conversation in good faith. There’s some mother-may-I to the conversation, granted, but opposition to that lies at the intersection of the GM’s style and player trust. I was generally permissive, I thought, but this player wanted to know what move to make so they definitely, procedurally gained an advantage and didn’t need to sell me on their idea. I get that. It’s a style thing not everyone loves. But when we did have the conversation I thought it was quite productive – particularly when I could push back and say “no, you don’t have the upper hand yet” and then expand on the situation as I understood it. It gets everyone talking about the conflict, and that’s a good thing because every word brings you closer to the same page. There’s some dysfunction around the edges of any mother-may-I system but I’m not sure the answer is more rules.
Durability
Where Fellowship shines is in its durability in the face of long-term play.
Twenty sessions is no small thing. Vincent Baker once described Apocalypse World as really coming into its own at around six sessions, and in my experience PbtA games rarely last more than a couple sessions past that. Six to eight sessions is my personal “PbtA campaign length” duration. So how does Fellowship pull this off?
I think a lot of it comes down to the required creative collaboration. Everyone’s invested in the world we’ve made because we’re all making the world at once. There is no big lore dump, there are no secrets or obscure details one might trip over. I know I was always curious to ask about each player’s slice of the game. It was much less load than I’m accustomed to, and I’m generally very okay with taking the reins and just doing all of it. This was a nice break. Relaxing.
The Destiny and Ship playbooks provided nice new toys to play with at just the right time in our game. The Ship, from Inverse Fellowship, isn’t required at all but it’s a very cool new game within the game to play: a crew to manage, upgrades to make, it levels up for crying out loud! Destinies are similar in that there’s the prospect of playing with a bunch of new moves ten sessions in, and sooner than that if you’re willing to ramp up advancement. There are also fictional requirements for the Destinies and the GM needs time to angle play toward those. That’s not required, either: the players can shop Destinies on their own and then use their Command Lore privileges to angle their own fiction toward, say, earning fellowship with beast-people or demons. But in our game, it was already a lot to ask of the players to dig into those thousand pages. So I pre-shopped the Destinies, which gave me ideas of where to aim the Overlord’s efforts. If I wanted them to become a Dwarven Champion then I’d need a reason for the players to earn fellowship with the Dwarves, right?
Another big part of the game’s durability is the formal structure of the Overlord always pursuing two missions, and those missions being public knowledge. It was an excellent prompt for me to constantly think about what the Overlord wanted, although at no point does the GM ever define the Overlord’s master plan – they just keep planning and planning until they’re defeated. Eventually, in our game I always had at least two leads to pursue and frequently more than that, so the players never felt like they were at wit’s end as to what to do next.
I will say that the characters eventually became so elaborately powerful that I had to present elaborate challenges to keep up with them. In our game they picked up five fellowships and everyone advanced six times – four on their initial playbook, then unlocked a Destiny, then I think everyone took one more move on their Destinies – and that was more than enough for them to defeat entire armies and overthrow nations. Not that it was easy, just that it was possible.
So, no, the game can’t last forever. Eventually the Overlord’s cheaty advantages will not stop the characters. And I think that is the truth of Fellowship’s durability: Everyone knows the game will end. It doesn’t have to be the game you return to for years of your life. You can dedicate a few months knowing you will get to the end. You can stick it out a few sessions longer than maybe you would have if you thought it’d just go on and on.
Why Not Forever?
Even after so many sessions, there were elements of the game system that I never quite wrapped my arms around. Overlord Bonds were a big one: every time the Overlord advances, they define a new bond with some outside group (including the Fellowship). There are some narrative privileges that go along with creating bonds with non-Fellowship bodies and I have no idea why those need to be called out, since the GM is expected to provide those kinds of inputs anyway.
There’s also the NPC stat system, which I mostly loved. In play, at a moment’s notice, I could throw down an NPC, or group, or whatever, and decide if it had one to four stats. Since stats are hit points, it’s a nice way to stagger out and structure lengthier confrontations. Personally I’m a huge fan of any system that lets me both improvise and provide some teeth to conflicts. But in this case, the premade opposition (and there are tons of options in Generous Fellowship) always had stats that did things, that had mechanical weight. When I’m just dreaming stuff up in situ, my stats don’t do things. They were just one or two word descriptors. The result was that the opposition was never quite as stout or as interesting as when I just pulled something out of Generous, or pre-built a baddie out of existing stats. But Generous is a big book and it’s hard to find good entries quickly that I could reskin on the spot.
The rules around groups are close to great. When you have three or more individuals, you have a Group. When you have thirty or more you have a Gang. When you have three hundred or more you have an Army. And then there are rules for how you engage with each of those scales. This is terrific for abstracting out big fights, and for breaking fights down into smaller skirmishes over time (if you damage the “army” stat it becomes two gangs, etc.). But also things get a little hazy around the edges as both players and GM start staging up lots of gangs and groups and armies against each other. In our game, the Fellowship had spent most of the campaign slowly gathering assistance from various aggrieved communities, frequently winning followers or going back and begging for help, Battle of Five Armies style. That’s great and very exciting, and ended up with either an Army of mixed forces, or a whole mess of Gang and Group cards sitting on the table. So far so good.
Here’s where things get iffy. Groups engage with two players at once, gangs engage with everyone at once, and armies engage with an entire location at once. Gangs and armies can also only be harmed if you have the area or dangerous tag available. Well, there aren’t a lot of ways to establish tags out of thin air – it’s not a move thing that I ever saw – so there’s the very real possibility that, by the rules, you either Finish Them or nothing happens (because you didn’t have the right tag). There’s also the question of how, say, two gangs interact. Does my gang engage your gang? Do I need a gang to engage with your gang? If I have an army and you have a couple gangs, is everyone still engaged with everyone everywhere? Interactions between these sizes aren’t spelled out very well. We stumbled around more than once trying to line up a Keep Them Busy roll to produce advantage (are enough of us keeping them busy?), or making a Finish Them roll (are enough of us committed to finishing them?).
Beyond these bits, there are design decisions I frankly didn’t understand but also they didn’t interfere. Like, there are some explicit rules about managing “spotlight” in the game. There are some useful tidbits in there, good reminders to make sure the players get time to shine, but the tidbits are presented in a very These Are Rules You Must Follow kind of way. Like how the Overlord can command the spotlight as long as you want: good guideline, let the bad guy chew the scenery, but why is this a rule?
Another example is the breakdown of “story types” told in the course of play. Mini breaks out four stories: downtime (characters just hanging out in a space, one scene each then move on), journey (discussed above, truly one of the game’s killer apps), “a proper challenge” (focus on a goal and how to achieve it), and “the showdown” (when the Overlord, a General, or a Source of Power appears and the rest of the game stops while they deal with the threat). Again, these are all good guidelines for pacing and tone, but presenting them as capital-r Rules feels constraining and weird. Although honestly, looking back, our play more or less fell into this tempo naturally. Our Downtimes may have lasted more than one scene per character and our Proper Challenges might have gotten intermingled with Downtime moments. I know our final Overlord showdown kind of bounced between a formal Showdown and Proper Challenge.
Truth be told, I have nothing but quibbles on any of these points. Absolutely none of them are show-stoppers nor is anything “broken” in any meaningful way. I still have some questions about the text but lord knows we played plenty of sessions despite those questions.
Finally, there are just so darned many pages of information on the table and I frankly cannot imagine refactoring all this into an online character keeper. This is a mechanically sprawling game. Every character gets four pages per playbook, on par with Space Wurm vs Moonicorn and just a heck of a lot to stay on top of. If I had to do it over again, I would print the playbooks one-sided and just give players four sheets of paper. Earn your Destiny and that’s a fifth page to manage. And in our game, adding the Ship playbook added another four pages. Meanwhile the GM has six of their own pages. The ephemera the game creates is pretty overwhelming, particularly for the players who don’t want to be nose-down in their paperwork. And this is before anyone ever has copies of the basic moves (two more pages). It is not a streamlined little tone-poem of a game.
I think folks will find the game either very mechanically integrated, or overmechanized for what we’ve come to expect PbtA games to feel like. Given the very high water mark set by Shattered City and the other Legacy games from UFO Press, I would say Fellowship is well below that threshold. But it’s also not real “loose,” and overlooking inconvenient rules can sometimes lead to unintended consequences.
That said? Spend three or four sessions really leaning into its ins and outs and Fellowship is intensely rewarding. Rather than deciding which rules to overlook, treat them all seriously. Work at including everything every time, and the game’s many subtle economies and cycles come into focus.
Fellowship may not be my Forever Game, but it’s definitely my At Least Once More Game.
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by Howard Pyle ‘Eow’ for End Of Week. TTRPG Links I gathered during the week. This is iteration 62.
Sometimes I find myself in the mood to peruse a lore*-heavy game rather than work my way through a book-book. Ugh, fiction/non-fiction, so much work! I want a short, easy imaginative jaunt just long enough for a bathroom break. Or I’m between campaigns and I’m hoping for inspiration.
(*Lore for the purposes of what I’m going to talk about is all the fictional context of the game: locations, political and cultural groups, personalities, social trends, history, current pressures. I wrote a longer thing a while back about how to transform this sort of material with an eye toward story and not just facts.)
Not all lore-heavy games present their information the same way, or demand the same level of fidelity or commitment from the players. Due to my current interests and buying habits, I’m realizing they don’t make lore-heavy games like they used to. Specifically, lore today serves a different, more practical and focused function than ‘90s-era lore dumps. Once upon a time, I would just love to browse a setting+system+world and imagine the platonic play-ideal I could get if only the players knew everything as deeply as I did. Of course it never really happened. I think I was wishing for something bigger than that, more a shared faith or culture.
That’s not where games are at now. Recent examples: I cracked open Haunted West and boy is there a lot of setting, but mostly it’s real-world history lessons with a sprinkling of cryptids and weird west stuff. I can’t browse Haunted West because I can’t find any context to grab onto. Same with Coyote and Crow, which is nearly as huge. I’ve read Crow cover to cover and I still can’t figure out what society looks like beyond a futuristic utopia, or what thematic distinctiveness I might bring to a session of play. The game text offers a lot of history that highlights how the setting is different from our own, some notes about technology, but beyond that I just can’t find the context that would give me something to grab onto.
Suldokar’s Wake is an OSR-adjacent attempt at hitting the old style of lore-intensive play and it’s as good an attempt as I’ve seen in any game of the past 20 years: originally published as four zines, the third issue was dedicated to fleshing out all the most important parts of the game’s canonical setting, while making all of it game-relevant and tying it into its (very weird and bespoke) character options.
Modern indie games more often emphasize shortening the on-ramp to play as much as possible. It’s a laudable goal, and practical given the thesis that RPGs compete for our attention in a very crowded arena – why commit to weeks of reading when you could just boot up Elden Ring and have weird lore fed to you through play? But there have been trade-offs. I refute the hardest-edged indie rhetoric that says nobody has time for lore, and none of it matters if you don’t use it at the table. Similar to but different than the (much quicker) mood-board prep method, agreeing to defer to an outside body of lore is another sort of social ritual. I 100% guarantee making the effort to learn and internalize a game’s canon matters at the table – not better or worse, but different.
Six or twenty sessions of collaborative setting-making is a different way to engage with shared lore. It’s great, I love it (we recently wrapped up 20 sessions of Fellowship, which is all about collaborative lore creation), but it’s also a different experience than everyone deferring to a third party.
The lore I most often come in contact with in modern indie games fits broadly in three categories. They each have tradeoffs and strengths.
If you just apply the tiny hex wrench correctly, you won’t have to call the store to figure out which move to take.
Lore as IKEA instructions: functional, minimalist, gets the job done as efficiently as possible. Blades in the Dark is the ideal example of this in my mind, as are most indie games that lean hard on players filling in the gaps (i.e. “play some Dishonored and watch Peaky Blinders”). It’s not “fun” to read, but this approach is eminently practical at the table. There’s a similar approach across the entire Forged in the Dark family: vibes guidance, and lots of quick setting bits explaining faction or setting features.
Another example that pops to mind is Electric Bastionland, which you can sort of browse in the beginning but mostly delivers its “lore” (such as it is) by whatever classes appear in your game. Shattered City did a great job of feeding a very weird setting to the players via playbook and faction choices. And Mutant: Year Zero and its follow-on games all feed the setting to you via their baked-in campaigns, which is great while you’re playing the campaign.
Imagine yourself sitting at that table, no two chairs matching the rest of the decor. The horror!
Lore as an IKEA catalog: Evocative, lots of context, an invitation to imagine yourself in the space. This is old-school heavy lore like you’d read in the first edition of Exalted or Shadowrun. Indie gaming has mostly left this approach behind – and boy do I miss it! It’s impractical at the table, demands a lot of time to go through (probably just the GM, as is typical for these games from that era), and requires critical reading/thinking skills to turn into useful material.
Now, of course there are endless piles of lore-heavy RPGs coming out all the time. They are, almost without exception, very trad offerings. Fragged Empire, Trudvang Chronicles, and Symbaroum all come to mind as recent-ish examples. All games I love to browse through sitting on the pot, and none of them will get played here. Eclipse Phase, Coriolis, Lancer and the new 2d20 Dune all have catalog-like browsing qualities to them as well (the latter having probably the most concise lore dump of an otherwise shockingly lore-intensive setting I’ve seen in a while).
And let’s not forget the Monte Cook Cinematic Universe, starting with the chonkiest boi of the batch, Invisible Sun. I still really enjoy browsing (and, sigh, buying) the game’s stuff, tons of context and interconnected ideas. MCG is probably the most committed to the form and succeeding at it.
Other examples include lush art spreads like you see in Coriolis, the deep-dive regional breakdowns in expansions for The One Ring, and evocative maps anywhere and everywhere. Of course what counts as “evocative” is up for debate! For my purposes, I found the district map of Satyrine from Invisible Sun (and all that accompanying art) far more evocative than the precise, facts-only hex maps of Glorantha’s Argan Argar Atlas.
Bed, square bed, square brown bed, square brown bed with weird side edges, ah here we go…
Lore as IKEA warehouse kiosk: comprehensive, contexteless, pure reference. The canonical example in my own mind is The Guide to Glorantha. If I need to look something up it’s terrific, but you don’t browse the kiosk unless, like, you need to look at every bookshelf in the warehouse side by side. Gun and vehicle porn pages like you see in Cyberpunk RED and Twilight: 2000 are here as well. While some folks might get a tickle in their tummy looking over pages of guns (yikes, seek help) there’s no fictional context there to work with.
This is not a form that really sees much use any more. I tend to think of much older games with vast, established settings requiring this treatment: Traveller, Harn, Skyrealms of Jorune. More recent examples include the creature list in Tales of Xadia, the wonderfully detailed timeline in Modiphius’ treatment of Dune, and the third book in Unknown Armies 3E: just a list of stuff, without broader context.
To be clear, this is not a comprehensive breakdown. There are so many ways to present a setting, premise, or holding environment. But I feel like this catches a lot of broad approaches – and the main point is, it’s all about IKEA, either what’s in the warehouse (the game content), what you’re thinking about getting from the warehouse (your campaign planning) or what you brought home (actual play at your table). And I think we’ve given something up by eschewing the heavier formats. Funny thing about official lore, though: as much as anyone says these games are our own, it’s often (socially, practically) hard to treat big lore as optional. Imagine an official Apocalypse World setting book, with absolutely no changes to the game system.
More engaging than a pure encyclopedic listing, probably expensive as hell to create from scratch for a mere RPG. Ah, nostalgia.
You know what kind of real-world lore treatment I’ve never seen in gaming? Coffee table book guidebooks that came out in the ‘80s and ‘90s for many of the biggest genre series. They must have been wildly expensive to create, but just imagine a game world equivalent to the Atlas of Pern, or the more recent Dragonlover’s Guide to Pern. Lush illustrations, detailed maps, slices of life from the setting, an excuse to just lose yourself in the fictional world.
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Still going! This is part 6 of 9. I’ll post another every few days so you have time to catch up. If you’ve just run…