Welcome to the new series of playtest of Aphelion, in which I take Jakub’s brilliant system and try to break it multiple ways. As we’re currently wrapping up the alpha version of the Aphelion Toolkit (just some work left on the scenario and campaign generation!), the time has come to check how all the pieces fit together in solo play! We’re also running two separate group playtests – but I’m a solitary animal. Now, let’s see what we’re up for!
I’m going to tell you something I’ve never told anybody because I tried to be nice, even though it was the wrong choice. Should have gone for helpful instead.
Lately, I’ve watched a plethora of YouTube videos with tips and tricks for Game / Dungeon Masters that will engage the party and give the players the hooks they need to latch onto the adventure. So many words spent on ways of ensuring the players will not go and destroy your carefully planned campaign. And before you think I have a bone to pick there: they’re not wrong, and their advice is helpful.
But their advice is mostly applying patches to a system I find inherently flawed.
The Game Master is not the only person responsible for everybody’s fun.
So let’s talk about player agency and responsibilities on both sides of the table.
I’ve been toying with the idea of Fantasy RPG survival guide for a while – and here’s the first post in the series. What I’m trying to achieve is a comprehensive guide for players and GMs who’d like to solve those matters in a more involved way than just “roll Survival (DC 15)”. In this series we’ll be covering all topics from assembling the party, sharing the loot, small unit tactics, wilderness survival, fighting different types of enemies, surviving a siege, building fortifications, to establishing your own kingdom. Basically, everything your character/party/NPC might need to be successful in the weird worlds of fantasy.
You’ve just left the fighter’s collage. Your mentor has just told you to go find your own path. You’ve just been kicked out of the circus. Your village has just been raided by goblins. You’ve just picked up your trusty sword, bow, dagger, or spellbook, and made your first step on the path to glory.
You’re a novice adventurer with little to no adventuring experience. Based on your background, you probably know a bit about combat, can chat up an innkeeper, can read and write, and have some more minor skills and a major destiny in front of you. In short, there’s hundreds of people just like you in this part of the kingdom alone, and in a year, half of them will be dead or retired.