Tuesday, December 25, 2012
Tenth and Last Christmas Freebie of 2012 - Worlds Apart (Fantasy Spin on the Traveller Engine)
Last and certainly not least, I present Worlds Apart, an RPG that puts "fantasy" into the Traveller RPG engine.
Isn't releasing a game under an OGL an awesome thing?
Welcome, traveler, to Worlds Apart! Brave the Forever Sea in a fantasy game of trade and exploration. Take the role of soldier or sailor, entertainer or scholar, dweomercraefter or drifter. A thousand thousand islands populate the world and riches, adventure, and danger lurks upon every shore!
This is the sans-art, free version of Worlds Apart. Don’t forget to check out some of the smaller PDFs that expand and detail the world a bit more for the harried GM.
The Worlds Apart line contains the Core Rules, the *free* sans-art version of the Core Rules, the island gazetteers Awmrie, Deave, and Gryce, and Suppliers, a list of pre-generated cargoes for speculative trading.
"Four islands composed the sultry chain, floating upon a bright blue sea under a tropical sun, each island gradually decreasing size as the eye passed from north to south. They were mountainous, etched with deep valleys, and covered with lush foliage. Greysolt surveyed the chain as best he could with his spyglass, taking the longest time upon the southernmost island, covered in a hazy steam of warm clouds. The crew of The Dromedary remained silent as the Captain surveyed what no other voyagers had ever seen. Each held different thoughts in the silence: thoughts of receptive natives, thoughts of fresh water and fresh fruit, thoughts of spices unknown to the civilized world, thoughts of slaughter and pillage.
The crew was a motley sort, a dozen or so hardened men and women in their late 30’s. Each had another life behind them; some, several different lives. They were unreliable in the mainstay, but rock-solid in a clutch. They bickered and feuded as they worked, helping each other make The Dromedary move, breath, and live. Their ship was not just a thing of wood and artifice, it was a collection of elemental powers: it was a voyager ship.
Greysolt declared the all clear indicating an isolated cove to drop anchor, and the crew jumped into action. Several went into the hull to tend to the elementals bound within eldritch machinery, but most headed towards their cabins, gathering various equipment for the coming landing. The cove beckoned, the unknown called.
The Dromedary calmly pulled into the bay and slowed to drop anchor. Two dinghies plopped into the water, and their crew descended into the rocking ships. Crossbows ready, the small craft rowed to the black sand shores. Behind the shores a seemingly impenetrable wall of vegetation dazzled in a multi-colored display. Now, to heed the call…"