Hey, Jim here! Before Frankie gets started, I wanted to remind you that High Level Games is bringing you game content and commentary absolutely free, as well as providing a home and launching point for a slew of great creators! If you want to support our endeavors, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! It’s been quite a long time since we’ve had occasion to converse. I do, of course, apologize for the circumstances that led to your imprisonment in the dungeons of the Kargat. I hope that my efforts to arrange your…early release…might mitigate your ill feelings in this regard. Since you are no doubt fleeing through Tepest on your way south, I thought I might send this little gem on to you. Tavaani al-Chole is one of the Tepestani Inquisition’s most ardent rising stars. In particular, he seems dedicated to turning the Inquisition’s attention away from the fairies and onto the witches his organization believe work alongside them. To that end, he’s distributed a little leaflet to his own supporters, helping them identify “witches” among the populace. I’m sure a seasoned adventurer like yourself will spot the dangers right away… Trust Not the Witch Brothers and sisters of the Inquisition, we have allowed the servants of the fey too free a hand in the mortal realm, and the will of Belenus demands that we address our laxity before their baleful influence proves our undoing! These fiendish beings masquerade as everyday citizens, and in most cases, the techniques developed by Brother Wyan will prove adequate. Some of these malevolents, however, have learned to shield themselves from our ministrations. The Inquisition, as ever, knows how to ferret out the demons in our midst. 1) Spell Components Those holy warriors and devout priests pious enough to call upon the might of Belenus do so with merely the power of their faith and a brandished holy symbol. The vile fey sorcerers, however, require an assortment of trinkets and tokens to perform their lesser magics. By this, you will most easily recognize them. Be on alert for travelers carrying bric-a-brac with no clear purpose. Loose feathers, colored sand, clear stones, tokens from children’s games, carved figurines, spiderwebs or insect parts: all of these are documented paraphernalia for the occult. In addition to their use in the manufacture of wicked potions, various herbs and flora can be used for similar results. These items should always be viewed with suspicion by the canny Inquisitor. Be on the lookout for traveling artists, jewelers, herbalists, or those claiming to be students of the ‘natural sciences.’ These are often cover identities that allow a convenient explanation for carrying these arcane sundries. 2) Literacy Since there is no divine wellspring supplying their deceitful arcana, witches in the service of the fey often commit their devilry to paper so that they can pass it on to future generations of apostates. Traveling witches (who frequently call themselves ‘wizards’ to avoid execution for their crimes in foreign lands) carry working spellbooks called arcanabula, which function as eldritch workbooks and spell journals. These are easily identified. More cunning are the formal grimoires, finished tomes which can often present in coded passages decipherable only by those trained to understand their gibberish. Books or papers which contain unintelligible ramblings, which may appear to the eye of the studious Inquisitor as philosophy, poetry, or advanced ‘sciences,’ should be viewed as suspect and burned if necessary. Those capable of reading more than a single language should likewise be viewed as suspicious. 3) Tolerance Witches are deviants, and thus are likely to find willing company with other deviants. The form of man is sacred, of course, and Belenus in his infinite wisdom has shown that the lesser forms of the dwarf, the elf, and even the pitiable caliban are acceptable in his sight, provided they show proper deference to Belenus’s true children. The beings of the Void and the Pit, however, taint the flesh they come in contact with, and spawn bastard races as surely as the acorn grows into a mighty oak. The goblin, the hag: these are only a few of their forms, whom witches often offer open acceptance to. Other folk are stranger still, with unnatural hair, eye, or skin colorations; scales or tails; even the ability to breathe fire or perform unholy feats! While the witches who claim such companions will betray their ‘friends’ at a moment’s notice if convenience requires, their allies are usually unaware of this, and will frequently fight to the death for their vile comrades. 4) Oaths Knowing the treacherous hearts of those that serve them, the fairy lords demand fealty through unholy oaths and pacts. These promises can prove to be an Inquisitor’s greatest tool, if he or she knows how to look for them. Keep an eye out for strangers who show bizarre behaviors that they then brush off as ‘cultural’ in origin. Witches of a shamanic bent in particular are known for eschewing metal tools and equipment. I have enjoyed great success in identifying witches among traveling groups by requiring strangers who view our executions to light the sacrificial pyres. Since their vows to their fairy masters forbid them from participating in Belenus’s rituals, they often violently refuse. By this method, I have identified no fewer than seven heretics, many claiming to be devout holy warriors of imaginary deities like ‘Rao,’ ‘Ilmater,’ or ‘Kiri-Jolith.’ Go Forth Wyan has lit our fire, brothers and sisters. It us up to us to now go forth and spread it. With the tools I give you, and the tools Wyan has given you, let us be the torch in the night. Let us be light unto the believer, and let us burn the sinner to ash. Real piece of work, isn’t he? Yvanova has uncovered evidence that Tavaani is really half-fey, and suspects that our young Inquisitor might be spurring the faithful to purge spellcasters in order to distract them from his own family’s machinations. If you wanted to ‘take care’ of Brother al-Chole while you were in Tepest, I’d see fit to reward you some 5000 gp on your return. If not, feel free to spread word of my offer to any interested parties you come across in your travels. Good luck, and happy hunting. Frankie Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, the granddaughter of Nathan Timothy. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.pinterest.com/pin/842736148994274726/ by Sir Tiefling Premade settings are alright. Ravenloft is nice, but perhaps constant darkness is a little much. Maybe the Forgotten Realms has too much to keep track of and not enough flex. Waterdeep just doesn’t have the natural world aspect for your group. Well my friend, allow me to introduce you to perhaps the most honoured tradition of every DM: making it all up. 1) Don’t Be Afraid To Rip Someone Off I have before and will again steal. I’m a criminal of the worst variety. I’m a pirate. And I’m in no way ashamed of my piracy. Mostly because it’s not really piracy but I pretend it is to justify my eyepatch and poofy hats. It’s also the reason I use the word “avast.” But, I digress. There’s no shame in taking inspiration from other works of fiction or other people’s games. Absolutely none. (At least not when you’re writing for friends, and not for profit.) Take characters and plots and big bads from all over the place if you want. There’s a lot of beautifully written characters, monsters, and settings out there. My friend Scott used a monster idea from the Netflix Castlevania anime - that being the petrifying cyclops - in one of his games and I didn’t find out about it until well after we played. (Also, I highly recommend that show. I’m not much for anime, but it’s witty, heavy, and brutal in all the right places in my humble opinion.) Even if your players recognize what’s happening, you can account for that and change some things accordingly. Rip everyone off if you want. Call your MacGuffin the Singular Ring. Call your character Luke Windwalker. Call your bad guy Baldimort! No one can stop you! You’re the DM! 2) Don’t Rip Everything Off This seems to run counter to the previous point, you may say. Well, you see, if you make everything the same as the thing you’re ripping off, then you might as well just go and experience the thing. There’s no real point in making your plot the exact same as the plot of Lord of the Rings, because the players will all know what to do. You have to mix things up. You have to make things up, typically on the fly. Which for some people may be very difficult. But don’t despair, my friend! There is a solution. There are hundreds of “what if” ideas out there. What if Gandalf kept the One Ring? What if Alduin never came to return during the Skyrim civil war? What if Anakin didn’t fall to the dark side? Etcetera. I’m sure even you have some. Use them. Or rather use the equivalents. Don’t just rip off NPC names unless you’re making everything up. This brings me to my next point. 3) Need A Name? Combine Two Things “Welcome to Bladeburrow. My name is Baldr Silverhand. This is the Valor Hall inn where we serve our world-famous Black Beer.” Boom. Easy. Made that all up in less than thirty seconds and all I had to do was mash a bunch of words that came to mind in a way that made general sense. The rest is just world-building and that’s where the real fun (or perhaps the real difficulty) comes in. This is perhaps the most time-honored worldbuilding tip for DM’s and GM’s that I am personally aware of. Give it a name and you’d be surprised how easily everything else can fall into place. Sometimes genius strikes after you make a name, and a whole campaign can spring from a single idea. Sometimes you make a name and it falls flat. It’s even a little awkward to keep using in-game so you give the thing a nickname and slowly phase out the original name. No issue. Other times, Fartsberg will never fall into obscurity. No matter how hard you try. Burn it to the ground and the players will just dedicate the rest of the game to rebuilding the damn place. But the important thing is that even the dumbest of made-up-on-the-spot names can make for a memorable and enjoyable gaming experience. These games are often at their best when something stupid happens or is said or in the case of Fartsberg, exists. Don’t be afraid to give something a stupid quality when you’re making everything up. Stupid exists in the real world and that’s something a lot of worldbuilders overlook in my experience. Just think about allergies. Then think about the fact that cats can be allergic to humans. This simple fact is incredibly dumb. 4) Become the Description Master This is a pretty obvious tip that’s easy to account for but hard to master. Learn to describe things masterfully. I find that in order to do this, you have to have a very clear picture of what you’re trying to describe in your mind. The next most important thing is to include stupendous adjectives. “The stone tablet glows slightly” is very different from “The smooth stone tablet glows with an ominous light.” Another thing to consider is color. Color is an often overlooked but critical part of the descriptive process. There are a hundred different articles online to teach you how to be better at describing things during writing, but a tip that I find to be the most valuable is to imagine yourself in front of the thing or in the room, or meeting the person in question and ask yourself what would stand out to you personally when inspecting that. Lastly, always try to stimulate all 5 senses when really getting into the description. You walk into a large decrepit room. As the door opens, the cracked stone bricks around the frame sprinkle rocks onto your shoulders. You look around and an overwhelming feeling of dread fills you as you notice the large pile of slimy bones in the corner. The pale white of the bone is intermingled with the yellow stains of time and rot. A gentle dripping can be heard, but you’re not sure from where; there are no obvious leaks in the ceiling. As a wafting smell of rotting meat suddenly hits you, the realization that there is more to this ruin than meets the eye sets in. What do you do? I hope this supplied a mix of ideas for new worldbuilders and new as well. Have fun with your games and don’t be afraid to mess up. Because you will. Repeatedly. Borderline constantly. Fartsberg taught me that. Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm. Picture Reference: https://assetstore.unity.com/packages/3d/environments/fantasy/medieval-world-creation-kit-36555 Welcome to Avalon, a city with secrets held tight to her vest, crime and corruption are openly practiced, and “strange” being the default state. While the general feel of Avalon is familiar, there are some distinguishing features that make it unique. Survival, hard choices, and player driven play are some things you will find on the Streets of Avalon. There are no real heroes here, just those trying to survive and those that do are counted among the lucky. As a kickstarter backer, I received an early release of the PDF to check out. Here's a few reasons to give it a try. 1) City Play Streets of Avalon centers around a sprawling city, the last city after the final battle in the Soul War. Avalon is a gritty, steampunk (really steampunk, not steamfun or steam-is-cool), noir setting with aberrations, undead, and the mysterious Lamplighters: mystics from another realm with the urge to help the beings of this realm. The city is ruled by magistrates and their griffons, but money is the true despot here; seems everyone is open to a bribe. The history and current mood of Avalon is well explained, but still has plenty of mysteries left for the dungeon master to flesh out. This city setting isn’t a building by building account of the city, rather a background to set your games against. In a world with the highly detailed Forgotten Realms, one of the more exciting ideas in this book is “What does your Avalon look like?” 2) Unlimited, Changing Play Avalon is a city campaign, there isn't really a reason to leave the city, and if one area gets boring or finished, you just move on to a new area of the city. Play centers around neighborhoods, small sections of the city that you build up with a three step process: 1 - who’s in charge, 2 - groups, people, places, 3 - adventure locations and ideas. This is explained in a succinct way with three sample neighborhoods provided to mine for ideas. With play focused on politics, heists, investigation, monster hunts, and dungeoneering, as opposed to the general theme more D&D products lean to, each neighborhood the players move to can be a different taste of what Avalon has to offer. The city has a really familiar feel which makes it easy to start playing in. The themes in this city can also be found in Marvel’s New York and DC’s Gotham, movies like Dark City and Brazil, or books such as Diamond Age, Boneshaker or The Difference Engine. 3) Unique Flavors Of Fantasy Avalon has no gods. Priestly magic is granted through study just like arcane. This is a great choice by the author and has no real mechanical effect, and is just a small tweak on the game's rules as written (cleric's spellcasting functions like a wizard's spellcasting normally does). This book is full of flavorful delights that make Avalon strange and unique. Examples include Lamplighters, who are outsiders with knowledge and the compulsion to help citizens for a strange price, a different take on the investigation skill, focus on a living city that is not waiting for the characters to show up, and planar creatures trying to break through and affect Avalon in some devious way. Within the 5th edition D&D universe these things are all possible in any setting, but when you put the focus on them it brings out a new flavor that really compels players to act instead of react. 4) Random Encounter Tables If you know anything from the articles I’ve written here, it’s that I love tables. Clocking in at thirteen pages of random encounters, a lot of the feel of Avalon is communicated in these tables. They are not just full of entries like “2d4 gang toughs,” but a sentence or two with little nuggets of story baked in. Most of these are designed to lead the players (and the dungeon master) onto an unplanned, emerging adventure. As a dungeon master, I appreciate the work that went into these tables, with many ideas about the people and creatures of Avalon, as well as setting information you could do worse than to start every session here. They lend themselves to development at the table instead of before, a style that I really enjoy, giving the dungeon master some unknown fun as well as the players. The tables go over eleven different areas each with twelve encounters. That’s one hundred thirty-two story starters! They are even fairly system agnostic so you can use them in your own campaign. All these things lend to Avalon's dark, gritty theme. Bringing the game to a street level with focus on who you live by and what they are doing is the best part of this setting. If nothing else, this makes a good read for doing some alleyway adventures or even a Defenders-like campaign. This all works well with the newest version of dungeons and dragons and it’s heroic play; letting the characters persevere and play a part (albeit small compared to the vastness of Avalon) in the stories that unfold. Brett Bloczynski has some great ideas in his head, hopefully we’ll get to see more soon. Streets of Avalon is not yet available but will be soon on DriveThruRPG. Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog at www.slackernerds.com, and recently started a Patreon. Picture Reference: https://www.kickstarter.com/projects/encoded/the-streets-of-avalon In my posts here on HLG, I like to talk about theory of worldbuilding, or game design theory, or sometimes both, such as with settlement building. As much as I consider myself a world builder foremost, the ability to use game mechanics to evoke a “sense” of a world is something unique to tabletop, and so I enjoy exploring that design space. This time, I want to talk about “The Crawl”. The most common Crawls to my mind are Dungeon Crawls, Hex Crawls, and Point Crawls. There are better articles that define and discuss these concepts that you should read if you aren’t familiar, but I’ll briefly summarize a Crawl in the abstract. As defined in this article, a Crawl is a way to parameterize the game environment, and how players can interact with it. Dungeon Crawls are for navigating within a specific location, Hex Crawls for navigating a wider and more varied (but generally still thematic) area, and Point Crawls are more about abstracting at an Event level, rather than spatially per se. While not every tabletop RPG is trying to do Dungeons & Dragons-style Traditional Fantasy, often games in other genres are, from a design-level, doing very similar things to D&D. Alternatively, they operate in a more story-telling fashion where “The Crawl” may not be as prevalent or relevant (although I believe this distinction has more to do with dice probabilities than anything else, but that’s a separate topic). I recently published my first game as part of DREAMJAM on itch.io, Pixels & Platforms: The Platform Crawl RPG. I describe the game as attempting to simulate the feel of retro 2D platformer video games, implementing what I’ve called a Platform Crawl design. The game in its current form still needs lots of playtesting and additional content, and currently does not explain the Platform Crawl design as in-depth as I would like (although I’m expanding upon this in the devlog), but if you enjoy my articles, I would encourage you to give it a look! In this article, I’ll outline a few other concepts for unique Crawl designs. Try them out and let me know what you think, or share your own Crawl designs! 1) Environment Crawl This is mainly just a variation on the Hex Crawl, although it could be adapted to other kinds of Crawls as well. A fellow blogger friend of mine has started a cool series for a Wilderness Crawl. Essentially, it’s an old-school D&D-style hack, with fairly simple game mechanics, meant to gamify the difficulties of wilderness traversal. There are mechanics for stumbling, traveling at different paces, foraging, exploring through brush, etc., and he’s also experimenting with giving character classes unique abilities for wilderness traversal. With a rules-light system such as old-school D&D, this doesn’t even need to be a separate game as much as a bolt-on for an ongoing game. I think this kind of thing could really spice up a game, so that an Arctic Crawl isn’t just a Wilderness Crawl with another paint of coat, but actually has unique features the players must contend with. Even an otherwise “standard” Crawl, from a worldbuilding perspective, can be made unique and interesting, if the ways the players can interact with it is suitably unique and interesting. Just imagine an Oregon Trail tabletop RPG! Speaking of video games... 2) Video Game Crawl Pixels & Platforms would fall into this category, but I think there’s a lot more to mine with video game genres in tabletop than has currently been explored. The trick is in figuring out what makes a video game genre work, and how to make that work in a tabletop format. For instance, for most platformer video games, much of the fun comes from the real-time, “tactile” action of pressing the buttons at just the right time to make the jump or dodge the enemy attack. Trying to simulate that phenomenon exactly is unlikely to be as fun in a turn-based tabletop game, since the result is determined by a random dice roll or flat stats, rather than player skill per se. However, by creating circumstances in which the challenge is not about making the jump or dodging the attack, but about how to position yourself on the “Screen” to make the jump, and also avoid the attack, and also protect your party members, then it becomes more of a puzzle platformer-like challenge: a Crawl. The player skill is in the tactics, and the randomness from the dice rolls is something to be accounted for, not the core appeal of the game. In addition to the platform crawl, another video game crawl is the beat-em-up crawl. This would be a type of point crawl, where the emphasis would be placed on fighting relatively large numbers of mostly weaker enemies, who have the ability to swarm characters and knock them down, making them vulnerable. The crawl becomes more of a tactical positioning game, without necessarily being a complicated Warhammer-style wargame. Some of these ideas end up being almost more like board games, and if you really wanted to get wacky with it you could attempt to integrate an actual board game as the resolution mechanic (but that might be for a future article)! In any case, there are lots of video game genres, many of which may require much more thought, creativity, or hard work to make as a functional tabletop game, but I think designing these Video Game Crawls is a fun exercise in how to challenge preconceived notions of tabletop game design. 3) Combat Crawl I generally prefer rules-light systems with minimalist combat mechanics, where much of the variation is abstracted. That being said, whether in literature, movies, or video games, different kinds of combat can be evocative in different ways, and it’s worth exploring this in tabletop. However, rather than trying to create a really granular game, with very specific statistics for how every kind of weapon could operate, another approach is just to compartmentalize and gamify these kinds of combats into Combat Crawls. For instance, I’m currently running a campaign for the tabletop RPG Tunnels & Trolls, and as part of that campaign, I’ve developed a unique combat system for Dueling, for Massive Combat, and for Mech Combat. These rules aren’t intended to simulate hard physics of the world, but to evoke a certain feel. Dueling removes most of the random chance, playing out more like a game of Rock Paper Scissors or even poker, which to me seems evocative of a duel. Dueling could be integrated as part of a Western Frontier Crawl, or maybe even a Trench Warfare Crawl, which seems really well suited for tabletop (I’m surprised not much has been done with that). In the anime Attack on Titan, soldiers use “omni-directional mobility gear” to rapidly traverse environments and gain verticality to strike at the titular titans (giant humanoid monsters). The massive combat rules, in combination with some unique traversal mechanics, could make for a Scout Crawl. The logistics of traversal and maintenance with a mech could make for an interesting Mech Crawl. Unlike the other Crawls, this is about designing a combat conceit, and building the Crawl around that conceit. The RPG Deadlands also includes some unique mechanics for dueling and spellcasting, the latter of which actually plays out like poker, and a generalization of those mechanics for other systems could make for good Combat Crawl mechanics as well. All of this is to say that the intersection between game design and worldbuilding can and should be explored further. It is possible that some of these ideas just won’t work, or will require significant consideration and refinement, but to move the medium forward, we should be thinking about new ways to design games. In video games, there is a concept of ludonarrative dissonance, immersion breaking effects of a game and its story being at odds, such as a game where the “Hero” regularly goes on massive killing sprees. However, I think the idea of ludonarrative dissonance / consonance is just as, if not more, relevant to tabletop. I enjoy “story games” and rules-light systems that make it easier for me to tell a particular kind of story, but I also think that a game can be used harmonically with the world and the story. That being said, not every game is or should be like a Traditional Fantasy Dungeon Crawl, so let’s design some new Crawls! Max Cantor is a data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds and design games. He writes a blog called Weird & Wonderful Worlds and hopes to spread his worlds across the multiverse of imaginations! He also published his first game, Pixels & Platforms: The Platform Crawl RPG, and would encourage you to give it a look! Picture Reference: https://img.itch.zone/aW1hZ2UvNDQ2Mzk1LzIzMTIyMzAucG5n/original/K%2FBtka.png A while ago, I talked about Shadowrun: Anarchy, a rules-light version of Shadowrun that uses a narrativist ruleset called “The Cue System.” I’m not normally a fan of narrativist games. My experience is usually that most of the game elements I like get stripped out in favor of giving more wiggle room to keep the narrative in place. As I was digging around, I discovered that Catalyst Games Lab applied the same rules system used in Shadowrun: Anarchy as they did the Valiant Universe RPG. Having recently got my hands on a copy of the Valiant Universe RPG, and being a casual (but uninformed) fan of Valiant Comics, I spent the next few hours reading it and sharing details about it to my friends who also like Valiant. So today, for your reading pleasure, I present to you: 5 Reasons The Valiant Universe RPG is Super! (Hint: Most of them come down to “The Cue System Is Great For Narrativist Games.”) 1) Title Exposés Any comic multiverse, mainstream or indie, is going to have a large collection of characters, settings, worlds, and story arcs: such is the nature of any medium that’s constantly being written, with an ever increasing lore. The Valiant Universe is no exception. The Valiant Universe RPG uses Title Exposés, two page long series of synopses, to bring potential players and gamemasters up to speed on the setting. As many modern games seem wont to do, every Exposé is led by various tags and cues for what that arc is about. For example, if you were looking for something involving advanced technology, you can take a quick look at Shadowman’s Tags (which includes terms like magic, necromancy, and spirits) to see if it’s worth reading further. 2) Organizations and Sample Characters The Title Exposés use a lot of Proper Nouns, without much further explanation. This is normally a pet peeve of mine, especially in original fiction. However, the Valiant Universe RPG functions a little bit more like an encyclopedia: even when something is mentioned in one place, you can often find another detail about it elsewhere. This is where Organizations and Sample Characters come in. Many of the named characters or organizations are further described, and in the case of characters, they likely have a stat block for them. Just like the Exposés, they include tags and cues, too, so you there’s no wrong place to start; be it organizations, characters, or arcs. The most important thing about the organization section, however, is that it describes not only their involvement in the setting, but also their day-to-day activities, meaning there’s plenty of room in the Valiant Universe for original characters! 3) Scenario Briefs There’s sample characters, organizations, and different settings abound explained for people new to the Valiant Universe, but what if, even with all that, a potential GM still has trouble fitting all this information together? Enter the Scenario briefs! These, like the Title Exposés, are two pages long and list cues and tags for players to work with. They follow the familiar Three Act Structure, with a setup, confrontation, and resolution across the introduction and three scenes. Furthermore, it lists objectives for the player characters to follow, and even refers to sample NPCs that might appear in given scenes! 4) The Cue System One of the most prominent features of the Cue System is what the system gets its name from: Character Cues. These are one-liners and taglines that describe characters, settings, and scenarios. Some of the setting cues don’t mean as much if you’re not already familiar with the setting. However, if you notice a character you like in character section, you can make a note of their tags and flip through all setting, character, and scenario sections that share that tag to get a better idea of how everything fits together. 5) Valiant Comics Setting A few years ago (when I could still afford them) I was a big fan of comic books. While I usually followed Marvel, I also really liked indie or smaller press companies, such as Malibu, Image, and even Valiant. Ever since I was a young boy, I always gravitated towards strange and unusual things, favoring Robert Frost’s proverbial Road Not Taken. It’s often led to me finding some real gems, and in modern days, things that address people’s grievances with pop culture. Valiant is one such case. While many, including yours truly, sometimes bemoan how DC and Marvel comics reuse the same plots while rebooting their stories ad infinitum to create an eternal crisis in their universes, Valiant can only boast having done so once. (And this was because the company was being refounded two decades after it collapsed!) Characters in the Valiant universe follow long standing arcs, many spanning thousands of years, and switching allegiances as they crossover from one story to another. This setup allows for all kinds of different stories to happen, and characters to be expressed in all manner of situations, without retconning what previously happened. Setting all that aside, the beauty of The Valiant Universe RPG is all in it’s presentation. It’s detailed in its explanations of the setting and characters, and has all the important major characters from Valiant Comics’ story arcs. At the same time, it also includes shorter, easier to digest information via cues. The two ways of presenting this information makes it great for cover-to-cover reading, as well as just scanning and picking out specific information. When I picked this up, I was originally only familiar with Shadowman and Bloodshot, and only had a passing familiarity with X-O Manowar. But, even with just some brief skimming, I was able to get a grasp on Bloodshot’s impact beyond his personal mission, and also found a new favorite arc in the Valiant Universe: Quantum and Woody, the two slapstick superhero brothers that fight each other almost as much as they do the villains! Aaron der Schaedel is the host of an eponymous YouTube channel. On it, he talks about all kinds of different RPG, either slicing through the rules for really dense ones, or shining light on oddities. Aaron would greatly appreciate if you would check out his channel, and subscribe if you like what you see. Picture Reference: https://www.catalystgamelabs.com/valiant/ |
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April 2023
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