![]() Hand edited to be weird and psychedelic.Hand curated from ACTUAL museum collections of 1800s photography.Core rules are written for 1800s American Wild West, but Moves are designed to be loose enough to be used in Space Westerns, Contemporary Westerns, etc.Gun slingers, weird spell casters, obsessive scientists, daring rogues.Lots of moves with huge potential for changing the narrative and story, based on player choice.Any time you roll the dice, you're pushing the story forward and making an interesting choice.No Moves about "adds +2 to X rolls", etc.Moves give you choices, not things to remember.Simple Trauma system, based on the FitD "Harm" system.Each playbook comes with a WEIRD RUINATION, a power the character can unleash, that comes with a terrible cost. ![]()
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