RPG Playtest – Afterlife: Wandering Souls

Things got a bit busy for me, so this is a few days later than expected, but hey, at least it actually got written! Progress! That said, I do owe Liz an apology for how long it took to get this done, I really did want to get it posted earlier in the campaign so it could potentially help more with funding. Anyway…

So a few years back, my friends Terry, Evan and I ran a playtest session for a game called Afterlife: Wandering Souls, by Angry Hamster Publishing, the same company that created Witch: Fated Souls, a game I reviewed back in 2016 (for those who can’t be bothered reading the review, I really liked it, and it’s only grown on me more over the years). Afterlife was supposed to hit Kickstarter in 2017, but was delayed for an overhaul after the playtests were run. Well, it’s finally up on Kickstarter, and honestly, it was worth the wait. Before we get into the system though, what is Afterlife: Wandering Souls? Well, the Kickstarter campaign sums it up pretty well:

Afterlife: Wandering Souls is a macabre fantasy game set in surreal plane known as the Tenebris. You take on the role of a Wanderer—someone who died, but didn’t end up in Heaven, Hell, or any other traditional afterlife.  Devoid of any memories of your life on earth, you find yourself in an endless desert filled with gateways. Search different planes of existence for clues of your former life – or a semblance of one. Along the way you’ll encounter strange inhabitants, alien cultures, and other humans who’ve lost all hope and are bent on destroying you. 

Most of the action in Afterlife takes place in Mirages (cities located within the Tenebris itself, inhabited by natives who were never humans) and Limbos (extremely varied and sometimes very strange planes of existence accessed from gates within the Tenebris, where the inhabitants may not even know there’s a world outside of their own). The travel between Mirages and Limbos is usually handled in a fairly streamlined manner, referred to in the rules as Encountering the Dark, where the GM presents a scenario and each player takes a turn determining how they want to try and overcome it, building on the results of earlier actions by other players.

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Hollowpoint Playtest – Setting the Scene

NOTE: There’s been a bit of a change of plan on how this is going to work. This update is going to cover the basic rules and the setup of the session. That’s just so I can get something posted. The following update will involve a detailed report on the actual game, written as a report to the Board of Directors of the Firm (the organisation the player characters work for). My housemate suggested taking this different approach to it as a way to potentially work around my writer’s block. We’ll see how it goes. It’s a public holiday here tomorrow, so I’ll get up early, have some eggs benedict for breakfast and try to get cracking on it. Fingers crossed. .

Hey guys, thought it was time I get something posted. It’s been longer than I intended again, as recovery from my accident and sorting out insurance took far longer than I expected. At this stage I’m still going to be without my scooter for at least a couple of weeks, and it’s making life awkward as hell in the meantime. I do have a loaner, but it’s a tiny little 150cc, and has trouble cracking 80km/h, so I only really use it to get to and from work.

Anyway, I’m still working on the campaign journal and starting to realise it may be a long time coming, but it’ll get there eventually. In the mean time, I thought I’d share some details on a playtest we ran a couple of weeks ago for a game I picked up a month or so ago, Hollowpoint. It’s an indie RPG produced by VSCA, the same guys who made the hard science fiction FATE setting Diaspora. Rather than using the FATE or FATE Core system though, Hollowpoint uses its own system, based on building matching sets of d6s from a dice pool. It’s a fast paced, cinematic, brutal little system, and is specifically designed to emulate high violence movies, television series and comics. In fact, the book calls out some of my favourite films and graphic novels as inspiration, including Reservoir Dogs and 100 Bullets.

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