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Kingdom: A Role Playing Game About Communities

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I suspect a DM could easily adapt these seeds, almost like a one-shot adventure per each location and seed them out across a realm. Taking a break from my kickstarter (and the worrrrrrlllldd) to talk about a character creation trick that’s extremely applicable to Kingdom, but also applies to a whole host of other games. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform.

It is also cool to see that it is adaptable with Microscope, since this one is more focused on a specific period. That's what Kingdom is all about: communities and how the people in them decide what they stand for. It is cool to see that there is something playable in the veins of a fiction first approach that also works for more competitively minded people. When RPGs grow into longer term campaigns it's very common for the setting to take on a life of its own with recurring characters and increasingly fleshed out histories and conflicts which many times the players themselves help shape. Instead, I found myself hoping that at some point I'll be able to get into a game with at least one very experienced player.

And these are almost always in disagreement/conflict which is a great way to grease your central tension on an interpersonal level (and thus make it easier for your PCs to connect with what's happening). That said, I think this could be a really cool game for creatively minded friends who want something a bit different from a game night. It's a quick read and is probably useful for setting up initial ideas in session zeroes for campaigns or games. Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon?

Kingdom is always about a community, but you have huge latitude about the group you make and the kind of decisions it faces. Even when the character's a pre-generated there is a conformity to the features of that characters skills and abilities, so the focus is often more on the personality and character of the individual.What I like about this that Microscope did really well is that the randomness isn't down to dice, it's down to how people find ways to complicate things. Every role has their own sort of power, a very fine control over what direction the kingdom they're part of is going to ultimately take. Reddit and its partners use cookies and similar technologies to provide you with a better experience. It does a number of things that are a little more familiar than Microscope: you have a (mostly) persistent character, this character has a role they play and certain information about them written onto a sheet, in a way they are kind of the main protagonists of the story.

Beyond that, there's also an intriguing set of roles, where each player has slightly different mechanistic powers. Microscope is a model of minimalist complexity: with easy-to-learn tools you gain the power to create a believable history that will surprise you even as you're authoring it.

It's got a number of very clever mechanics, and a lot more emphasis on role-playing characters and scenes than its predecessor. Players play out not truly individual characters, but manifestations of forces within society and how they shape and determine things.

You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. You could play a Wild West frontier town, a colony ship crawling to a distant star, or a sprawling Empire holding conquered peoples beneath its thumb.In Microscope, you're creating something a little more like a timeline, like something that would span a number of books or an extended series the sort of thing you might look up to see what happened in your favorite setting.

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