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Saturday, September 18, 2010

Walkers in The Witchery Way (RPG)

So this isn't what the blog's theoretically for, but I've been working on an RPG recently and I needed somewhere to post it anyway--so here goes.

Link to the Google Doc 


In terms of game-feel and mechanics it owes a lot to Polaris, In a Wicked Age, Don't Rest Your Head, Dread, Apocalypse World, and the endless discussions about RPGs with my various excellent and similarly obsessed friends. I'm going for simple rules--perhaps too simple?--but I think it fits the atmosphere I'm trying to create for the game. And I'm trying to fight my overwhelming urge to map every detail out a la' Shadowrun.


Story-wise, I took a lot from Native American mythology, but am going for an ambiguous hyphenation between that and a sort of Middle-Eastern "cradle-of-civilization" feel. The goal of the game is flexibility, both for characters and for the kind of story--characters shift from one thing to another, characters' goals and motives in the game can just as easily be played by someone else in the inverse, that sort of thing. I  like the idea of characters that are very fluid in limited terms but never change for good, never advance or increase, but just keep making new mistakes.


EDIT: So, I changed the rules a bit and streamlined/fleshed out things (I hope) in response to the critiques from Gamechef and various of my friends who looked it over. I'm also adding a decent bestiary and GM repository, to make it easier to kick-start a game.