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I'm in the process of putting together a working draft of my folklore-fantasy hack, The Blackwood Tales. The elevator pitch is that you are wandering adventurers inspired by (mostly European) folklore who have gathered together in an inn to recount adventures you went on together years ago. The GM is the Innkeeper and seems to know more about your adventures than they should...

I haven't thought in terms of "what I'm cutting out" because essentially I started with a foundation of GM/player principles and agendas and literally nothing else. When a principle or agenda requires a mechanic, I look at what exists already and figure out if I can use one of those pieces. So for now my hack is limited to:

  • Position/Effect
  • Stress ("Tangles")
  • Trauma ("Folly")
  • Vice ("Calling")
  • Playbooks (currently 4 character playbooks and 3 currently undrafted crew playbooks)
  • Push Yourself and Flashback have been combined into "Embellishment"
  • Devil's Bargains

Load, Reputation, and several other mechanics will probably become a part of the hack too but I'm not sure yet! Trying to build as lean a draft as I can at first so I can playtest and determine what's missing.