Swords of The Serpentine - Hardcover Role Playing Game Book, Pelgrane Press

£13.495
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Swords of The Serpentine - Hardcover Role Playing Game Book, Pelgrane Press

Swords of The Serpentine - Hardcover Role Playing Game Book, Pelgrane Press

RRP: £26.99
Price: £13.495
£13.495 FREE Shipping

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There’s a section on the rest of the world, and it’s fine. Nothing wrong with that, but to my mind its primary job is to provide a list of exciting sounding names of far off places to refer to while in Eversink. It accomplishes this admirably. There is reasonable space for discussion regarding whether this is a push system (GM finds ways to get info to the players) or a pull system (Players get info only if they ask the right question) but from my read, SotS comes down on the push side of the equation – players have plenty of opportunities to be clever without needing to outsmart the GM at cooperation. ↩ That foundation of commerce folds into the expectation of law. Certainly, law’s job is to provide an environment where commerce can safely be plied, but its priorities are also shaped by that emphasis. The very worse crimes in the city are things like counterfeiting and fraud, with things like murder, or even theft, coming as sloppy seconds. The idea is that these things (and the corruption of sorcery, which is also super illegal) are existential threats to the city, and everything else is mere inconvenience. Establishing the Drowned as a new faction (instead of being included under Monstrosities as they normally are) indicates that Colony has goals of its own and has chosen to use its hivemind to subvert existing politics, whether blatantly or as a secret conspiracy. It’s also possible that Colony surfaces for a time as a formidable political force, is thwarted, and fades in political importance. Gear is the most interesting of all. This is player defined, and is a list of 5 or more “iconic” items the character bears (and there’s a small mechanical bump for having them all on you). But what’s delightful is that these are truly freeform — they might be “My grandfather’s sword” but could just as easily be “My unwavering and poorly considered belief in the goodness of man”. I suppose one might call these descriptors, but framing these as gear is a lovely tough.

Also, it might all just be a giant scam, or a might be a mix of real and scams. It’s not like the goddess is providing paperwork. ↩ Whenever Smaug’s roving eye, seeking for him in the shadows, flashed across him, he trembled, and an unaccountable desire seized hold of him to rush out and reveal himself and tell all the truth to Smaug. In fact he was in grievous danger of coming under the dragon-spell… As noted before, the whole city is sinking, at various speeds. Importantly, it’s the buildings that are sinking, not the land, not the roads, not the canals. Just the buildings. This is weird enough in its own right, but it’s important to note that people are aware of this and do all kinds of crazy people-like stuff to deal with this, whether it’s shoring up the walls as things sink to create super-basements, to lifting a building on supports to build a new bottom floor rather than let a treasure sink. That this allows easy justification of all manner of subterranean adventures is delightful, but it ALSO means that the city has incentive to build up, so you get something that’s very vertical and difficult to navigate in places, which is pretty much ideal for a city of adventure.As a city, it has the things you expect, which is to say, neighborhoods with stuff in them. This is the mandatory city format we have come to expect, and it delivers. Where it gets more interesting are the elements that hold the city together, and I’m going to talk about the five which I think really bring it to life because they are ever-present but also constantly changing based off context. One of my favorite ways to utilize these pool spends comes from examples in Laws and Traditions, where a character can spend points from this pool to declare obscure laws that people have forgotten are on the books. I won’t go into too much detail, but this reminds me of the great “the police can’t arrest you at a waffle house until you have finished your meal” law that my group came up with in a Monster of the Week game.

Much more effort than in most other Gumshoe systems has gone into individualizing the player-characters, as part of embedding them in the setting. As well as positioning in fairly familiar iconic archetypes, such as thief or warrior, characters are kitted out with five or so iconic possessions that help define them, as well as a personal "what is best in life?" Conanesque drive. (When I joined in the SotS playtest, I drew up an impoverished son of an ancient noble family who used his flute both to play ancient airs and to cudgel his opponents. I'm determined to give him another outing some day.) Going into SotS, it had a few elements going in its favor and a few strikes against it. Against it was the Gumshoe system, which I’d never quite synced with. I genuinely love how it handles investigation and clues, but for more mundane actions it uses a pool system combined with hidden difficulties, which is a combination I don’t enjoy. However, Gumshoe has also gone through numerous iterations since the last time I looked at it, so I had hope. The aspirations for nobility are a big theme among the monied, and the satire dial on this is turned up as far as it is with the nobility. My favorite bit is the “new old” neighborhood, which the monied are trying to build up as the classy place to live because they can’t get into the actual classy districts. The ways they do this are hilarious (to me) and utterly beg for fraud. Characters can have five or more pieces of minor, iconic gear that define your character. While these might be temporarily lost, you always end up with these items (or ones just like it) in your possession without needing to spend wealth or favors to get more.Defenses – Health: Health Threshold 4, Armor 2 (chain, assuming he’s bothering to wear a shirt at all), Health 10 The Eversink Post Office– Emily Dresner with an article about The Great and Distinguished Eversink Guild of Letter Deliverers (aka the Post Office).



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