Farewell to Fear
Here are quotes that caught my eye:
Fantasy’s full of all sorts of legacy concepts that are rather disgusting to us; sexism, classism, racism, institutional violence, those are just a few choice items. Farewell to Fear is a game about revolution, about taking fantasy out of the dark ages through drive and action.
Think punk rock meets fantasy. Bad Religion meets Tolkien, boot to face.
It’s important that we recognize that people in the middle ages were still human, and were often a lot more intelligent than we give often them credit for. We’re putting that at the front of our fantasy in Farewell to Fear. When you’re done with a game of Farewell to Fear, the world should not be the same.
The current setting focuses on four main city states, each with particular strengths, weaknesses, politics, laws, and the like. We're not going to go into every little detail of every little NPC. Instead, we're going to give you the details that help bring your game to life. This means money, anecdotes, folklore, sayings, traditions, and bits of day to day existence that'll help you consider the micro, as opposed to just the macro implications of Arduise.
This will be a fantasy game where archaeology is a valid character goal.
The main game system is inspired by the scientific method. Instead of a huge focus on pass/fail mechanics, we’re mostly concerned about finding solutions through conjecture, precedent, and experimentation.
Characters will be quick to create, and self-contained. I'll be using a playbook model, similar to Vincent Baker's Apocalypse World.
Basic character types will include things like archaeologists, historians, alchemists, monster hunters, priest hunters, musicians, detectives, politicians, sorcerers, exorcists, biologists, and cavaliers.
Like all Machine Age Productions, Farewell to Fear will be released as a Creative Commons Attribution/Share-Alike/Noncommercial license.
We here at Machine Age Productions vow to put 5% of our Kickstarter profits into other creative projects via Kickstarter.
David A Hill Jr [snip] He's won awards for his work on games such as Hunter: The Vigil, Shadowrun, and Pathfinder. He's worked on a ton of others, including Vampire: The Requiem, Werewolf: The Forsaken, Eclipse Phase, Dragon Age, Leverage, and others.