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And the Meek Shall Inherit - A Falling Out

And the Meek Shall Inherit - A Falling Out

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And the Meek Shall Inherit - A Falling Out

A Ready to Roll module for And the Meek Shall Inherit, a Forged from GRAM saga of staying safe and sane after the fall of civilization and the rise of a new religion.

The apocalypse and what comes after is a fascinating topic that the media loves to cover and pick at… and gaming is no exception. What does it look like, at the end of days? What would it feel like to live in these exciting and terrible times? And the Meek Shall Inherit is the setting where the GRAM Role-Playing Game puts all the different options on the table. The fall of civilization, an outbreak of the undead, and the rise of a new religious order. It’s a new landscape full of options... and none of them are really favorable.

A Falling Out is at its core a simple intervention, trying to remove the burdens from two hearts, to absolve a married couple of the decisions they’ve had to make just to survive. These strings are not so simple they can be easily snipped or re-tied though. The Party will have to use tender hands to calm these restless energies and a strong will to see it through. Love after the Age of Man is never easy, but that doesn’t make it any less important. In a world where giant, radioactive scorpions exist, it’s still the connections between people that weigh the heaviest.

Ready to Roll!

The Ready to Roll series is a line of all-inclusive products, where each module contains the setting information, scenario, and pre-created Iconic characters, so that you can quickly prepare for a session even if you're unfamiliar with the GRAM Role-Playing Game or inexperianced with RPGs in general. All you need is one of these scenarios and the short copy of the rules and you're ready to start!

This product only contains the scenario content, and requires the Ready to Roll - Rules & References product to play!

About The GRAM Role-Playing Game

Named after Odin's sword, the GRAM Role-Playing Game focuses on telling narrative-focused sagas worthy of the eddas.

  • The game mechanics are easy to understand as both a player and as a GM and math has been minimized as much as possible making it ideal for younger audiences and players who are new to the hobby. Players need only a single twenty-sided die, a character sheet, and a one page reference sheet to have everything they need (and never need the rule book), the GM also has a second reference sheet and shares a deck of playing cards with the table.

  • Characters are built as a personality first, statblock second and are created by selecting from a diverse range of abilities instead of structured classes that highlight teamwork, utility, and alternative problem-solving paths which allows and encourages players to bring their unique concept to life, from sniper-mages to rap gods to sentient barrelfolk.

  • Players earn rewards for invoking their character concepts such as quirks and relationships which lends to players staying more in character, interacting with their party, and participating in the story and less time metagaming and rules-lawyering.

  • The game engine and the characters are created to be flexible and adapt as play progresses; characters can evolve and their character sheet changed. There are no strict archetypes forming a dedicated path to power or destiny and no one way to ”win.”

  • Conflict is resolved through competitions which are fast paced and engaging, using a deck of playing cards. There is no dedicated set of skills, but attribute tests using twenty-sided dice against static numbers or compared to an opponent’s roll when opposed. These options come into play more frequently than combat, which when it does happen takes place on a grid and is quickly but tactically resolved.

  • Creativity is encouraged for players and GMs with customization suggested in the form of tips and tricks from the development team on how to make the game your own from renaming and tweaking abilities to borrowing from pop culture, and including anecdotes about real-play experiences.

  • Nearly 30 different campaign sagas have been played to date, from classic fantasy to near-modern horror; from contemporary modern day to far-reaching sci-fi. This includes both original campaigns and “fanfiction” mock ups of worlds from popular shows, movies, and books. These have all been detailed to provide options to get started and inspiration for you to build your own worlds!

Are you ready to FORGE YOUR OWN SAGA?

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Information Produit
Rule System(s)
Pages
14
Pleine Taille:
6.16 MB
Format
Original electronic
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File Last Updated:
November 29, 2018
Cet article a été ajouté à notre menu sur November 14, 2018.