Welcome to the AquaVertigo Playtesting post.
The following games are in playtest:
If you are interested in participating in a playtest of one or more of the above games, please let me know in the contact form below.
Tonight I had the good fortune to run through some core dice pool tests with a fellow designer for my alternate fall of the Bronze Age game, Vigilance, and it was amazing.
I feel as though the game mechanics are taking a while to mature due to the lack of consistent critical testing and after tonight’s run through I am more confident about trying a face-to-face and an online playtest group.
Tonight we ran through the 7th of 12 chapters and the 7th is the Debate between Laws. As it was a playtest focused mostly on the mechanics, I quickly filled in details about the province (formerly called precinct in earlier versions) and the story circumstances of the conflict filled themselves in as the combat developed. This was the first use of chapter 7 and we cut right to the battle between the PC Law and the NPC Law. This game only has the players roll the dice, but there are a few escalation features as well–most notably Chaos. The more Chaos the more d10s and things get worse.
Since we had two versions of the dice pool to test we opted to run through the same fight with the A/B pool use. Things started out more or less the same and then it happened when the second option seemed to really make the player be more engaged and as a result I was more invested with each choice the player made. The Chaos definitely escalated more in the second case and the complication stacked resulting in bitter victory for the PC Law, winning the Debate and losing the respect of his province in the process for doing what he was made to do.
Part mortal. Part god. All justice. As a Living Law, you were created to right the wrongs and restore that which the Wildstorm took from your people before it strikes again. Vigilance is a Late Bronze Age mythic fantasy tabletop roleplaying game that explores legends of loss, humanity, and justice both in a home community and in the wider fallen world ripe with Chaos.
System: Dice pools.
Legends of Mythos is a heroic fantasy roleplaying game of quick and easy action and adventure creation.
System: Cascade Stat System
Inspiration: Action and adventure books, films, and television shows.
Status: Legends of Mythos is NOT in playtest.
Feudal Fairy World is a tabletop roleplaying game of honor, romance, and magic in feudal worlds. In Feudal Fairy World you play heroes who go on quests to help their realm, often while also dealing with the inhabitants and complications from other realms. Caught in the middle of honor and romance during courtly intrigue, pitched battles, and mysterious rituals, you work to bring hope and salvation to a world deep in despair and chaos.
Feudal Fairy World builds utilized the Powered by the Apocalypse system used in Apocalypse World, Urban Shadows, Dungeon World and more. When your character’s actions trigger a move, the move tells you what happens in the fiction or you roll two six-sided dice to find out. Moves are designed to push the fiction forward, building tension and taking the story in unknown and exciting directions.
Feudal Fairy World’s default setting is inspired by various feudal legends, including those of Camelot and King Arthur from the Matter of Britain and other sources.
A fairy tale is an instance of a folklore genre that takes the form of a short story. Such stories typically feature entities such as dwarfs, dragons, elves, fairies, giants, gnomes, goblins, griffins, mermaids, talking animals, trolls, unicorns, or witches, and usually magic or enchantments. In most cultures, there is no clear line separating myth from folk or fairy tale; all these together form the literature of preliterate societies.
The term is also used to describe something blessed with unusual happiness, as in “fairy-tale ending” (a happy ending) or “fairy-tale romance”. Legends are perceived as real; fairy tales may merge into legends, where the narrative is perceived both by teller and hearers as being grounded in historical truth. However, unlike legends and epics, fairy tales usually do not contain more than superficial references to religion and to actual places, people, and events; they take place “once upon a time” rather than in actual times.
Feudal Fairy World is a tabletop roleplaying game for 3-5 players that takes about 3-4 hours to play. The game is Powered by the Apocalypse, revolving around moves and their triggers. As you play and follow the fiction of the story, you look for when your character’s actions hit the trigger of a move—like when you challenge someone to fight you, pursue your destiny, keep yourself from acting rashly, or convince another character to trust you. Sometimes these moves ask you to roll two six-sided dice (2d6) and add the corresponding stat.
In Feudal Fairy World, each character has their own playbook—a sort of character sheet and template that contains all the necessary rules for creating and playing your character. Each playbook is defined by a different archetype common to stories in this genre.
There are 7 playbooks in the base game of Feudal Fairy World, but we might be able to add more through stretch goals. The basic set includes:
By destiny or otherwise, you have been reincarnated or transported into this new life to complete, or to change the course of events, reshaping a world. It is easy for you to doubt yourself, or your place here under pressure in the shadow of greatness and legends.
Part Human and part Brood (monster/demon/ fey…), you straddle the line between two worlds, never fitting into either yet yearning to belong somewhere. It is easy for you to obsess over something of pride which hides a personal pain.
From old or new remains with a purpose as a tool, puppet, or servant, you walk among the living, though you are a construct designed for another’s intentions. You often question your freedom and reason for existence.
You dwell in the world of faith and souls, prayers and rituals, remedies for life’s problems and the burden of forbidden knowledge. All of this you use to purify evil, perform esoteric rites, or help soothe a troubled conscious, even your own when you are blind to the danger before you for the sake of knowing or helping.
Trained to fight Broods (demons/monsters/fey…) using versatile techniques and gear, you work to make the world a better place. In doing so, it often means sacrificing your own desires, or acting on them for the good of others—all to save the world you tell yourself.
You were slain by the hand of malice and have returned to the mortal world due to another who may or may not have your best interests at heart. You often put yourself in dangerous situations to protect another or to feel alive again.
Through and through you are a Full-Brood (monster/ demon/fey…), with all the rights and responsibilities that may come with that status for the kind of Brood Family you hail from. You are determined to accomplish something out of pride as a cover for something missing in your life.
They say the World is vast and uncertain, modern and ancient from dusk to dawn. The World is connected by travelers, like you moving in and out of distant Civilizations: strange hollow lands that speak to you and remind you of where you came from—why you’re with them, fellow Vagrants, you companions of the Road, and in this World. Each day brings new Hopes, Needs, and Fears—some you share, some you steal, perhaps one day you’ll know when it’s time to leave the Road behind you for Blood & Violence.
A rare kind of people, called Vagrants, move between Civilizations along the Road searching for new Stories to learn and share throughout the World, with Hopes, Needs, and Fears as their companions. Eventually, Vagrants settle down as a Civilian, become a Legend, or wander forever as a Reaver along the Road.
Vagrants come from all walks of life and any Civilization. They are people who, for whatever reason, have decided to leave their old life behind to travel along the Road. Many take on alter egos. Few use or share their real identities. Some ply old or pick up new trades. All Vagrants share Stories with those they meet for good or ill results, changing lives and reshaping the world.
In magical realism stories, the world is still grounded in the real world as we might know it, but fantastical elements are considered normal in this world with the lines between fantasy and reality blurred. This includes talking objects, dead or spirit characters, telepathy, robotic caretakers, moving landscapes, and so much more as normal aspects. As a result, the magic of the stories are left unexplained.
Also, stories in this style do not necessarily follow a typical arc of beginning, middle and end, and some magical realism stories are used to critique society, especially in parts of the world that were colonized or oppressed and exploited by outsiders.
This refers to the journey stories of Vagrants’ experiences along the Road and visiting with different civilizations. Part of the game involves mapping the World on notecards and using this map to help define the goals and way that they’ll proceed.
Blood & Violence is meant to be played in an episodic format with Vagrants entering and exiting as the story or players need. The Vagrants are travelers in search of stories to learn and to share with others, and along the way the Vagrants influence the lives of those they meet. Some Vagrants decide to settle down in a community giving up their traveler ways, or become a Reaver and roam the Road forever, or possibly become Legends of the World.