Players take turns narrating the action and drawing the Venture to its finale! Players tell grand stories of subterranean adventure and craft in a light, GM-less, storytelling RPG set in the Homes, the vast and sprawling dwarven civilization featured in the novel HOMES. In The Dig: A Roleplaying Game, Dwarves band together to reshape the underworld. Unimaginable wealth buried ages ago works of art thought long lost new works bringing glory to House and Cog a new tavern because, really, that one down the street just isn’t what it used to be. Still, as an advocate, historian, and just someone who lives this world, I have to say the new trends intrigue and charm me, and here’s yet another entry that challenges typical thinking while still delving (pun intended) into some traditional tropes. I readily admit to being a New Wave Traditionalist (just made that up, though it’s possible someone else coined it and I just bubbled it up from deep memory) – while I am nowhere near the OSR (Old School Revolution) way of thinking, as I love point-based, full character creation, and action-cinema over wargaming roots, I still like my games with one GM, crunchy character creation, and drama-in-the-dice style play. I’ve noticed a trend, folks – more and more games challenging the status quo of RPGs.
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