Played this earlier today, great cooperative journey familiar to anyone who's seen house hunting tv shows. We made each room slightly odd or supernatural, and found reasons to like or dislike each thing to debate which house we wanted to buy. Enjoyable low stakes interactive game, would happily play again. Good for less experienced gamers too.
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Cheers for your thoughts and feedback.
Disagree on a few points.
1-It's not Big compared many other games/settings which weigh in at 600+ pages for rules and settings.
2-Would not say it's kitchen sink - there are only 60 monster types, making a stronger theme and less variety than any of the D&D settings. Likewise there is bronze-iron age tech only, no steampunk or modern stuff.
Quite enjoyed this game, easy to learn, keeps the pace going, ideal for game at short notice.
This is a neat game for Fantasy fans anywhere! easy to learn, fun to play, at a bargain price! suitable for kids!
Quick to learn and easy to run. Well worth it. This game can easily mimic action movies/stories.
Fun little game for two people. Dark themes.
Actual play here! - http://sasgeek.com/podcasts/42-the-witch-is-dead/
Don't pay the Ferryman (table top pbta rpg)
Setting-Fantasy Supernatural World of Rikirta (including Underworld, moons and Astral space)
Genre-Dark Ages Fantasy. Moderate tone (ectoplasm and pogosticks)
- Don't pay the Ferryman is about Explorers, Investigators & Agents who travel a Supernatural Fantasy universe. This pack has maps, spells, creatures, moons, world details, astral plane, species, underworld & everything else you need to run the game.
Think Mission Impossible+Dresden Files in a Dark Ages Fantasy setting.
While the game works for one-shots, it really shines in 3-12 episode arcs.
Rikirta (the DPTF setting) has big storms. Storm duration=3D8 Hours. 3-6 or Double=Days. 22-24 or Triple=Weeks. Size=3D8 Miles. 3-6 or Double=*10 Miles. 22-24 or Triple=*50 Miles. A fantasy world is more than a list of spells. Discover, Explore!
With Don't pay the Ferryman (pbta rpg) I wanted open advancement after char gen, same as world of darkness. How narrow or broad your skillset and focus is up to you. Every 3 advancements you get a Special Quest, high risk/return, negotiated with the Moderator.
Its the groups story, not just players responding to the GM plot. So for Special Quests you choose some of the ingredients and the Moderator works that into existing or oncoming plots. Players can elect to group or separate Special quests.
Likewise your Fate Weave during character creation is created by the players discussing what they've done & what they are interested in, the moderator notes their current and previous situation & weaves the plots around them. It's an interactive and cooperative story.
Dice and paper tabletop rpg, pbta rules, fantasy setting with espionage exploration style.
Ii see it as Agenda is the goal (destination), Principles is the framework in which you will operate (the map), Moves are what you use to achieve the goal (gears, steering, lights, indicators). So principles and moves should not overlap.