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I'm so glad to hear that, thanks! I'm currently working on a revised edition to release later this year, which will be available to download for everybody who already has this version. It will have a bunch more arcana, some new profiles (replacing some that didn't work out great in playtesting), updated advancement rules, and at least one more sample mission. I'm planning on sharing some posts on my blog soon, too, to suggest how to adapt a bunch of adventures I've run to fit with this game (most of which are free Trilemma adventures). 

Would like to hear more about adapting adventures for your game as it is something I would want to do myself, given that I have both a One Page Dungeon Compendium and Dissident Whispers (awating shipping) in print.

Short answer: 

  • All NPCs/creatures have default abilities of 10, 3 HP, and weapons/attacks as per equipment page
  • Replace fantasy weapons with modern weapons as appropriate
  • Be prepared to address anachronisms with excuses or editing (e.g., motor boats go faster than assumed boat speed in most swamp adventures)
  • Come up with an excuse to be someplace with older architecture/ruins so it’s less obvious to players where you got it

I’ll try to get a blog post up soon with more detailed info!

Great tips, very helpful.

Have just been looking at some of the Trilemma Adventures.

Have also pulled out some classic source material like Colin Wilson's Mammoth Encyclopedia of Unsolved Mysteries.

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I'll have to take a look at the Encyclopedia! Mostly been using Trilemma adventures myself. Apparently I should also be looking at SCP, which I didn't even know existed until I ran playtests at Metatopia!