Many parts of the game are still not there yet. Still, we managed to have a great gaming session last night. My intentions were to flesh out the setting, test the echoes, and refresh myself on the game [social] contract and premise description skills enough that I could explore these topics in this blog. On … More Actual play: pilot part 1
Or something. First PDF release of the game with some preliminary layout elements and tests is out. Get it from my Google Drive with this link.
A small update to the Old Soul shade Background You were picked up by the Quick. They offered you protection, paid your debts to the local pusher and gave you shelter. Opinions The Family: creepy but mostly OK fellas. The work is good and they pay well. The Touched: Waiter, can I have the ‘shrooms … More Extending Shades: Old Souls
The main incentive for this game was to fix the Quick’s concept by utilizing Fail Fast ideology. I spoke with TK about the premise and the first extended Shade and we concluded two things. Firstly the premise is too vague and secondly the Family sounds like a cheap VtM Giovanni/Assamite rip-off. As VtM:s lousy way of handling ghosts and … More First rewrites
The most fruitful RPG backdrop for a drama to occur, seems to be “the troubleshooters”. People who can do a lot, but are not at the top of the food chain. And have power, but work for a power too. This setting escapes the problems I’ve had with all the times I’ve tried to make … More Some thoughts on power level
I’ve always felt the Ghosts, Necromancers, Zombies and Death to be an abhorrently boring storytelling element. Only game that ever clicked with me was Wraith: the Oblivion. The game that’s almost impossible to GM. The main driver of The Quick is to overcome my aversion to the popular topic. Can I make a game that uses the … More Why this, why now?
This blog is created for my new RPG project. “The Quick”. It’s a VEIL derived game about magick, death and forgotten Gods. Much like the rest of the VEIL games.