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Places to Go, Places to Be

Places to Go, People to Be has translated two more of my essays into French. This time it’s Don’t Prep Plots and Don’t Prep Plots: The Principles of RPG Villainy.

Interesting factoid about Don’t Prep Plots: It includes the summary of a plotted adventure. After presenting that brief summary, I included this note:

(This is derived from an actual, published adventure. Names and milieu have been changed to protect the innocent. Bonus points to anyone who can correctly identify the original source.)

I actually expected that someone would quickly twig to the identity of the published adventure I was talking about and identify it. But no one ever has.

Don’t Prep Plots: The Principles of RPG Villainy, on the other hand, was the first Patreon-sponsored post here on the Alexandrian. As always, my appreciation goes out to all of the amazing Patrons of the Alexandrian, without whom this site would be a more barren place and PTGPTB would have fewer things to translate.

Previous translations from PTGPTB include Three Clue Rule and Node-Based Scenario Design.

Go to Part 1

In order to be successful, I believe an open table requires (or will greatly benefit from):

  1. Quick Character Creation
  2. Easy Access Systems
  3. Open Group Formation
  4. Default Goal
  5. Default Action
  6. Regenerative / Extensible Content

QUICK CHARACTER CREATION

At the beginning of any given session at an open table, you can have a brand new player sitting at the table. They’ll need a character to play, but the character creation process needs to be expedited: You don’t want the other players growing bored while waiting on the newcomers; nor do you want to spend half of every session generating characters. What you’re looking for, ideally, is a process that takes no more than 15-20 minutes.

SheetCharacter creation in OD&D basically proves perfect for this: Roll ability scores. Pick a race. Pick a class. Buy equipment. Play! (And I eventually reduced this time commitment even more by designing equipment packages that could be quickly selected.)

Unfortunately for the purposes of an open table, most RPGs these days feature far more elaborate character creation procedures.

PREGENS: Pregenerated characters offer a simple alternative (just pick one and start playing!), but as I discuss in On the Importance of Character Creation this solution isn’t without its disadvantages: Creating a character fires up the imagination. It gets new players thinking about all the cool things that they’re going to do with the character. If someone is the type of person who’s going to get excited about playing an RPG, then character creation is going to hook them.

In that same essay I also lay out three principles that are generally true and which particularly apply to an open table:

  1. Character creation must be quick.
  2. Character creation must be fun.
  3. Character creation must be comprehensible.

(The last meaning that the decisions being made must be meaningful to someone even if they haven’t read the rulebook: Choosing whether you want to be a Soldier or a Hacker is something you can do with zero rules mastery. Spending a budget of 100 character points is not.)

LIFEPATHS: Another solution is to use a character creation system that the GM can effectively guide new players through away from the table. (So if a new player signs up for the game, the GM can engage them via e-mail or chat in the days prior to the session so that they’ll have a character ready for them when they show up.) I find that lifepath systems are particularly effective for this: For each step in the lifepath I can randomly generate the events, and then present those (plus the decision the player needs to make) in an e-mail.

This has the advantage of creating a much deeper and richer character, but there are drawbacks. (It’s not as easy to run a pick-up game on-the-fly if nothing else.)

EXPERIENCED PLAYERS: Of course, if you only plan to play with experienced RPG players who can guide themselves through the character creation process before coming to the table, these concerns become far less significant. (But, obviously, the utility of your open table will be limited.)

In the absence of an ideal character creation system for your game, some combination of these alternative methods – lifepaths, a rich selection of pregenerated characters, trusting experienced players to create their characters – can bypass the most significant issues.

CHARACTER CREATION HOUR: You can also set up your sessions so that new players can arrive an hour (or more) before the other players to create their characters. If you can make the scheduling work, this is often a good compromise. The disadvantage is that it tends to rule out weeknight sessions. It can also create confusion around scheduling.

UPKEEP TASKS: It can also be effective to pair the character creation portion of the session to a set of upkeep tasks that are performed for established characters. This can include things like managing hirelings, advancing characters, purchasing new equipment, randomly generating downtime events, checking on the progress of long-term arcane research, playing a mini-game with a character’s corporate investments, and the like.

This technique isn’t meant to mitigate longer character creation processes. (You’re still losing play time if nothing else: You want to get to the action.) But it is effective time management (and opens up an additional design space).

EASY ACCESS SYSTEMS

An open table needs a system that’s easy to access. This does not, it should be noted, necessarily mean a simple system. Rather, an easy access system is one which allows players to start playing quickly.

D&D 3rd Edition, for example, is not a simple system. But it is an easy access system: Once you explain skill checks, combat actions, attack rolls, and damage, a new player has everything they need to know in order to start playing.

Eclipse Phase, by contrast, has roughly the same degree of mechanical complexity as D&D 3rd Edition overall, but it is a much harder system for new players to access: You can get a similar spiel of skill checks, combat actions, attack rolls, and damage… but you’ll find that new players will also flounder unless they understand how to interact with digital systems and use the reputation system for obtaining things and favors.

I’ve found it difficult to quantify exactly what makes a system harder to access. But you’ll know it when you see it. Dissociated mechanics certainly play a part in it (often creating common decision points which only make sense for players with a comprehensive understanding of the rules), but this is not the only factor (as the example of Eclipse Phase indicates).

CUTTING TO THE CHASE: If you’ve got new players at a session of your open table, you basically want to be able to start actual play within 30 minutes at most. This includes character creation and the rules explanation.

OPEN GROUP FORMATION

Because different players and/or characters will be participating in every session, the open table requires a premise which supports the constant shuffle of personnel. In general, I’ve found this breaks down into either (a) expeditions or (b) organizations that can assign task-specific teams.

HexThe classic hexcrawl is an example of an expedition: The PCs are all based out of a frontier city and each session essentially becomes an ad hoc expeditionary team that’s going out to explore the wilderness together. Megadungeons work the same way (although in the case of something like Undermountain, the frontier is subterranean and the city is a metropolis).

Task-specific teams can include things like shadowrunning (where various Mr. Johnsons assemble their “chosen” team for each session/mission) and Delta Green agents (who are assigned to each case). One could also imagine, say, a Star Trek open table in which each session consists of an away team mission.

DEFAULT GOAL

The point of open group formation is that it allows us to immediately contextualize why each semi-random assembly of characters has come together. We don’t need to spend much (if any) time at the beginning of each session figuring out how the characters have met each other or why they’re motivated to work together.

This goes hand-in-hand with a default goal: Hexcrawls and megadungeons have a default goal of exploration (usually motivated by treasure). Delta Green agents have a default goal of “solve the case”. And so forth.

For an open table, it is particularly effective for your default goal to be:

  • Holographic – i.e., a group can achieve part of the goal and still feel like they got a complete experience. (For example, you can explore part of the wilderness in a hexcrawl or get some of the treasure in a dungeon and still feel like you’ve accomplished something.)
  • Non-specific – e.g., you can get a bunch of treasure from Dungeon A and then get more treasure from Dungeon B and still be accomplishing your goal of “getting lots of treasure”.
  • Non-interdependent – e.g., you can clear the first half of a dungeon and somebody else can clear the second half; whereas you generally can’t solve the second half of a mystery unless you’ve got clues from the first half.

The reason for this should be fairly clear: Since each individual character/player will only be seeing part of the total play experience, it will be best if each slice of that experience remains meaningful in and of itself.

The alternative method for achieving this is basing your open table around a series of one-shots (each of which is a stand-alone experience). But there are limitations and drawbacks to this approach (mostly relating to an increased prep load and the difficulties of guaranteeing that each one-shot will successfully wrap in a single session).

DEFAULT ACTION

In addition to a default goal, open tables also benefit from having a default action (which, for obvious reasons, is usually directly connected to the goal).

A default action is basically something that a character can do to trigger interesting content even if they have nothing else to do. For example, in a hexcrawl – when all else fails – a character can simply choose a compass direction and start walking. In a dungeon you simply choose an exit from the room you’re in and walk through it. In Technoir you ask any connection for a lead or a job.

Combined with a default goal, the default action allows players to sit down at any session of your open table and immediately know what they want and what they should do to achieve it. When properly designed, it should basically be impossible for the players to ever say, “I don’t know what to do.”

Default actions are useful for sandbox campaigns in general, but are specifically useful for open tables because – like open group formation – they facilitate effortless session starts. During actual play you’ll discover that specific goals and agendas will rapidly begin to accumulate (and entire sessions will be scheduled with the specific aim of achieving them), but with a default action the question of, “What do we do today?” is simplified away and ceases to be any sort of obstacle to play.

REGENERATIVE / EXTENSIBLE CONTENT

A successful open table is, in fact, all about removing these obstacles to play. The goal is to make your open table campaign as easy to pick up and start playing as any board game. Ideally, play can become an impulsive activity.

DiceOne of the obstacles preventing that from happening is the need for a GM to generate new content. If you played the game yesterday, would you be ready to play it again tomorrow? You could create a backlog of material, but at the end of the day you’re still going to have to prepare new material. (This is one of the reasons why an open table based around sequential one-shots is possible, but not necessarily ideal.)

This has the appearance of a Catch-22: Ultimately, for material to exist, somebody has to prep it.

This is true, but the prep load can be heavily mitigated by designing what I refer to as regenerative content.

A fairly common form of regenerative content are procedural content generators. The most common example are probably wandering monster tables: In addition to spontaneously generating content during a session, they can also be used to restock dungeon levels which have been previously been cleared by the PCs. Thus, for example, the megadungeon becomes a regenerative structure: With minimal effort, you can constantly refresh its content. (See Juggling Scenario Hooks in a Sandbox for an example of this at length.)

Hand-in-hand with the need for regenerative content, however, is the ability to quickly and easily expand the content of the campaign for long-term players. (In a megadungeon this is as easy as adding more dungeon levels. In a hexcrawl, you simply continue drawing hexes on the edges of your map.)

Part 3: Organizing Your Open Table

Open Table Manifesto

August 15th, 2016

Back in 2011 I wrote an essay titled Opening Your Game Table. It talked about how we can play our favorite games more, share them with more people, and create more of the memorable experiences we love by changing the way we approach roleplaying games. At the time this was a relatively new discovery for me, and Opening Your Game Table was a pretty casual exultation of the possibilities I saw in an open table.

Now, however, I’ve spent the last five years reaping the benefits of various open tables (and also seeing some open tables crash and burn). So I’d like to take the opportunity to share some of the lessons I’ve learned. Some of the material here will be familiar to those who have read the previous essay, but I think you’ll find the new insights of the Open Table Manifesto worth your time.

PLAYING CATCH

Imagine that you had never heard of baseball before and someone said, “Hey, wanna join a baseball team?”

“What’s that involve?” you ask.

“Well, we practice 3 hours every Wednesday evening and Baseball Playerwe’ll have a game every Saturday afternoon for the next 7 months.”

You’d have to be really, really curious about baseball in order to take that guy up on his offer, right? And if you actually made that commitment, then the quality of that baseball team would probably be really important and you’d need to be really convinced that someone was going to make a great baseball player before you’d invite them to join you, right? Plus, it’s such a huge commitment of your time that it would be incredibly difficult for you to commit to two different baseball teams, so at a certain point you’d just play baseball with the guys on your team and you’d stop inviting other people to play with you because there would be no room for them.

If that was the only way people could start playing baseball, it’s pretty easy to see that you wouldn’t have a lot of baseball players.

Of course, that’s not how people start playing baseball. Most people start playing baseball when somebody says, “Hey, wanna play catch?” And playing catch is easy. You pick up a ball and you throw it. And if you get bored, you can put the ball down and you do something else. There’s no commitment, so people will be more open to trying it (and inviting others to do it with them). Some people, of course, will never pick that ball up again. But lots of people will find they like throwing the ball around, and some of those people will eventually find themselves agreeing to spend 300 hours every year participating in amateur baseball leagues.

THE DEDICATED TABLE

When it comes to roleplaying games, the equivalent to the amateur baseball league is what I’ve come to call a dedicated table. And it’s the way that most people play RPGs today: They have a regular group of 5 or 6 people who plan to all get together on a regular or semi-regular basis for 10 or 20 or more 4-8 hour sessions.

When you agree to join a campaign like this, you’re making a minimum commitment of 80 hours or more spread out over months or years of your life. Dropping out or missing frequent sessions is usually considered bad form, since losing a player (and, therefore, their character) can be incredibly disruptive to the tightly woven continuity of the modern campaign.

And that level of commitment can result in truly amazing things. Last year, for example, I ran the Eternal Lies campaign for Trail of Cthulhu: We played for 95 hours split across 22 sessions, and that amount of time allowed us to explore a deep and interesting scenario while creating well-rounded characters who changed and grew over time. I’ve also got a D&D campaign that’s been running as a dedicated table since 2007 and, once again, the commitment of time and focus unlocks creative options that simply would not be possible otherwise. (Just like a baseball team that practices together regularly is going to be more skilled in their collective play than a pick-up team that plays for a single afternoon.)

But that mode of play also comes at a cost. Part of that cost can be personal: Lots of people talk about how they can’t play RPGs any more because they just don’t have the time to commit to them. Another part of that cost comes from the incredible difficulty of inviting new players to join your game (particularly if they’re completely new to roleplaying games because there’s no way to know whether or not they’ll like the game enough to make the significant commitment you’re asking of them).

What’s unfortunate is that many people believe that this is a cost which must be paid in order to play an RPG, and if they can’t pay that cost they conclude that they can’t play RPGs any more.

But there is another option.

THE OPEN TABLE

An open table campaign is structured so that you can pick it up and play it with little or no prep. This makes the game work like playing catch: You can spontaneously play it as a spur of the moment social activity. It also allows you to open your gaming table: Instead of having a regular set of players for each session, the GM can send an open invite to everyone participating (or interested) in the campaign. The same structures that make the game instantly playable also allow you to run it seamlessly for whichever set of players show up for a particular session.

This is awesome.

It’s awesome for you because you never have to worry about wrangling schedules. Feel like playing on Thursday? Send out an e-mail saying, “We’re playing on Thursday. Who wants to come?” and you’re good to go. Just hanging out with some friends and you’re trying to figure out what to do? Normally you’d never suggest an RPG because of the prep time involved; but with an open table you can always just pick it up and start playing.

It also makes it incredibly easy to invite new players. Even if they only play the one time, they can have a great experience without causing any disruption to “continuity”. Over the years I’ve heard many people say that they can’t make an open table work because they don’t know enough players. But when you actually have an open table, you’ll be astonished at how quickly you can end up with more players than you know what to do with. For my first open table I started with an e-mail list of 8 or 9 players. Within a couple of months that list had grown to more than 30. Today, I have more than 60 people in my pool of active players. And that’s only possible because the open table makes the recruitment of new players so easy.

This is also why having an open table can be really awesome even if you prefer the focus and intensity of a dedicated campaign: The open table is how you find the high quality, enthusiastic players who make dedicated campaigns possible. That awesome Eternal Lies campaign I ran last year? I first played with severaPlayers at a Tablel key members of that group through my open table. And when I needed a replacement player for my long-running D&D campaign I knew exactly where to find her, because for months she’d been proving herself to be the perfect player for that campaign at my open table.

With an open table I can play with more people. I can play more frequently. I can use it as an incubator for testing out new ideas in a low-risk environment. And it improves all of my gaming, both open and dedicated.

If you love playing roleplaying games, I really believe you owe it to yourself to keep an open table in your back pocket.

It’s also awesome for the hobby and the industry. This type of open format which makes it easy for you to share something you love with other people is how activities become memetically viral. Most recently you can see that with the board game boom: When you get a game you love, you play it with other people. Then those people buy their own copies and share it with more people, who also end up buying copies.

When played as dedicated campaigns, RPGs don’t get that kind of viral spread. But that wasn’t always the case. When D&D was first created the game was designed around an open table. And, in fact, those open table values endured and remained common throughout the hobby’s rapid growth and boom. (Which, frankly, I don’t think was a coincidence.)

That first game structure was the Megadungeon: It took form in Dave Arneson’s Castle Blackmoor. Gygax copied it for Castle Greyhawk. And the vast majority of the earliest Dungeon Masters, following the guidelines laid out in the original D&D manuals, created their own megadungeons.

And the megadungeon campaign inherently leant itself to an open table: The dungeon didn’t care who plunged into its depths each week, and therefore each expedition into the dungeon was free to feature different players and characters. Arneson and Gygax both talked about the fact that a typical campaign would feature fifty or more players, and their campaigns (and the early rulebooks) featured a panoply of options for play which could only flourish in the rich dynamics these large player bases could make possible.

The megadungeon, however, is not the be-all or end-all of open table play. So let’s take a moment to step back and consider what’s needed for successful open tables.

Part 2: What An Open Table Needs

Technoir - System Cheat Sheet

(click for PDF)

I’ve done several of these cheat sheets now, but for those who haven’t seen them before: I frequently prep cheat sheets for the RPGs I run. These summarize all the rules for the game — from basic action resolution to advanced combat options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GMs and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

These cheat sheets for Technoir, a cyberpunk RPG with two incredibly clever mechanics:

First, instead of traditional ability scores, characters have Verbs. They use these Verbs to push Adjectives onto a target. So instead of making an attack roll and inflicting 15 points of damage, they’ll use Shoot to make their target Bloody. Or Winged. Or Lamed. Or Ruined. Or Shattered. Or…. well, anything that follows logically from the action they’re attempting. The beauty of the system is that it allows you to create very specific effects in the context of the game world, and it can do fluidly in any arena.

Second, an incredibly rich set of plot map mechanics which, when combined with the game’s Transmissions, allow an almost infinite amount of gameplay within a given setting with minimal or no prep.

I’ve written about Technoir a number of times here on the Alexandrian. Whether you’re familiar with the game or not, you may enjoy checking some of them out:

Technoir: Sequences vs. Skill Challenges
Technoir and the Three Clue Rule
Technoir and Smart Prep
Technoir and PvP
Technoir: The Untouched Core
Untested Technoir: Fleeting Relationships
Technoir + Vornheim Contacts

HOW I USE THEM

I keep a copy of the system cheat sheet for quick reference and I also provide copies for all of my players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to summarize all of the rules for the game. This consolidation of information eliminates book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The sheets for Technoir are fairly straightforward:

PAGE 1: This page contains the entire action resolution mechanic of the game, including rules for sequences and examples of common attacks. You’ll be looking at this page about 95% of the time that you’re playing.

PAGE 2: This page plays clean-up. It includes the Recovery rules. It also includes a quick reference for the equipment tags relating to the Interface and Links. And a Favors reference.

PAGE 3: A GM-only page summarizing the plot map mechanics.

Although this cheat sheet replaces some of the functionality of the Technoir Player’s Guide, that booklet can still be useful (particularly during character creation) by listing the Training Programs, equipment, and relationship adjectives used during character creation. Alternatively, you can print, in booklet format, multiple copies of the core equipment guide (pages 40-49 of the core rulebook). I’ll also print off a single sheet with a list of all the relationship adjectives in a large font (which can be passed around during character creation so that entries can be crossed off as they’re used).

I’ll also print out a reference to all the connections (and the favors they offer) in the current transmission on a single sheet of paper. This, again, facilitates quick and easy character creation without having to swap books around.

MAKING A GM SCREEN

I don’t actually use a GM screen when I’m running Technoir, but these cheat sheets have been designed with the same format of all my cheat sheets so that they can be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Technoir

 

Review: Ten Candles

May 19th, 2016

Ten Candles - Stephen Dewey

Ten days ago something, or someone, blotted out the sky. Now no stars can be seen, all communication with satellites has been lost, and the sun no longer lights up the sky. Five days ago, They came. No one knows who or what They are, but two very important things are clear:

They fear the light.

They’re coming for you.

Ten Candles is a masterful storytelling game by Stephen Dewey. The basic premise of the game remains the same every time you play: The sun and stars went out. They came. You and a handful of other survivors are clinging to flickering sources of light and trying to find a safe haven. But the mechanics of the game vary the identity, nature, and goals They possess, and this can be combined with an almost endless variety of starting conditions (which the book amply demonstrates by including twenty-five radically different modules) to create something unique and special every time you play.

Your characters will die. The story we’re going to tell today is not one of survival, but one of hope and loss. This is a story about what happens in the dark and the final few hours in the lives of a group of survivors fighting against it, losing themselves within it, and inevitably being consumed by it. Though their endeavor may be doomed to fail, it is our duty to make this story of their struggle as meaningful as possible.

During character creation, two major things will happen: First, your character will be defined by a Vice, a Virtue, a Hope (a moment which will give your character hope if it occurs during the game), and a Brink (the place to which your character can be pushed when things become desperate; and a place to which one of the other characters at the table has seen you go before). Second, ten candles are lit in the middle of the table.

Once character creation is completed, the first scene begins. The players receive a communal pool of 10 six-sided dice (equal to the number of lit candles). Whenever a conflict roll needs to be made, the character initiating the conflict rolls the communal dice pool:

  • As long as you roll at least one 6, the conflict is successful.
  • Any dice that roll 1 are lost and discarded for the rest of the scene.

If the roll results in failure, a candle is darkened and the scene comes to an end. At that point, the communal dice pool is restored to the now reduced number of lit candles, and the GM gets a pool of dice equal to the number of darkened candles which can be rolled in order to seize narrative control of successful conflict rolls away from the players.

The major wrinkle to this simple resolution mechanic is that players can choose to burn their character traits: Each trait is written on a card and placed in a stack when the game begins, allowing each player to burn the top card of their stack. Literally burn it: Light it on a candle’s flame and toss it into a burn pot in the middle of the table. (This doesn’t destroy the character trait in the sense that it still defines who your character is, but it does force each trait of your character to be placed in the spotlight as the game proceeds.) Vices and Virtues can be burned to reroll 1’s. You can attempt to achieve your Hope by staging the moment and making a conflict roll. And your Brink, which is always a character’s last card, can be used to reroll all dice in a check repeatedly… until a check ultimately fails, at which point the Brink card is lost.

Once only one candle remains, unsuccessful conflict rolls now result in the death of the character attempting them. When the last character dies or the last candle burns out, the game concludes.

PERFECT PACING

The atmospheric effect of playing Ten Candles in a darkened room is tremendously effective: The candles going out one by one. The ritualistic elements of burning the cards. It all greatly heightens the mood of horror, suspense, and fatal tragedy engendered by the game’s premise.

But what makes Ten Candles a great game is its perfect control over pacing: Each scene builds in tension as the dice pool dwindles… and dwindles… and dwindles until failure seems absolutely certain and a candle is darkened forever. The restoration of the dice pool relieves this tension, but now the path to desperation is shorter. And so each scene generally becomes shorter, more intense, and more desperate creating an ever-escalating cycle of tension and release.

This simple pacing pattern is expertly disrupted, however, by the Brink mechanics: As the game nears its end, more and more of the characters will be pushed to the edge. And because each Brink survives until a roll is failed, at the very end of the game — as things reach their most desperate level — there is a momentary suspension of hope.

All of this is then thematically colored by the GM’s growing dice pool, allowing the GM to seize narrative control more and more frequently and viscerally creating in the mechanics the loss of control being experienced by the characters.

CONCLUDING THOUGHTS

A few years back I talked about how the fundamental failure of Dread — despite the strength of its core novelty — was the fact that the mechanics of the game ultimately created pacing that was deeply and irrevocably flawed: The collapsing Jenga tower created a similar “rising tension” to the Ten Candles scene mechanics, but on a scale of time which combines poorly with early player elimination and which lacks a satisfying conclusion. Although Ten Candles uses a completely different set of mechanics, I’ve repeatedly found myself comparing the two games because of the similar pacing hard-coded into their mechanics.

And, at the end of the day, I feel like Ten Candles basically just kills Dread and takes its stuff.

The only limitation of Ten Candles is that it’s tied to the central conceit of the sun going out and Them appearing. But I don’t think the ties are particularly tight: Although you might lose the thematic connection which exists between the candles and the loss-of-light premise, there’s really only one step in the character creation process which would need to be adapted for other premises. (There’s one card during Brink phase on which a player writes the Brink for Them. You would need to shift the nature of that card to match whatever survival horror scenario you were running.)

In any case, Ten Candles is great. I’ve only had the game for a couple of weeks and it’s already hit my table multiple times, which is a strong testament to its quality. An even stronger testament, perhaps, is that multiple players have bought copies of their own and are either planning to run or have already run their own sessions. That only happens when a game is getting something very, very right.

In short, Ten Candles nails it.

THESE THINGS ARE TRUE.

THE WORLD IS DARK.

AND WE ARE ALIVE.

Style: 5
Substance: 5

Author: Stephen Dewey
Publisher: Cavalry Games
Print Cost: $28.00
PDF Cost: $10.00
Page Count: 90


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