From Demigods to The Wildsea: Godflesh’s Rule Revision

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It’s time to revisit Godflesh, the tabletop RPG I’m developing! It’s been a while since we last dove into this world of grotesque gods and flesh-eating power, so let’s get you reacclimatized.

A World Shaped by Fallen Gods

Godflesh is an Apocalypse Engine game set in a dark fantasy world. Here, colossal and monstrous gods walk the earth, their life and death cycles intertwined with humanity’s fate. People become embroiled in this cycle by slaying gods and inheriting their power – literally, through consuming their flesh (hence the name!).

The game delves into the motivations behind this world’s adventurers. Why do they risk their lives? Why do others support these perilous ventures? And where do all these monsters come from? Godflesh provides a framework that answers these questions and ties them all together.

From Frustration to Inspiration

The last time we discussed Godflesh, the combat system based on the “Demigods” (by Jason Mills) game wasn’t clicking. It resulted in unbalanced situations where some characters were unkillable tanks while others died at the slightest touch. We craved a more nuanced approach, one that captured the lethality of the world without constant character death.

This led to brainstorming sessions with Eran Aviram, where games like City of Mist, Otherscape, and Legend in the Mist offered valuable inspiration. Then, a friend introduced me to The Wildsea, a fascinating Blades in the Dark spin-off.

The Wildsea’s Influence

The Wildsea takes the core Blades in the Dark mechanics and rebuilds them. It ditches the Playbook system, allowing players to construct their characters from a pool of diverse elements. These elements are represented by “tracks” (similar to clocks in other Apocalypse Engine games, but visualized as sequences of circles).

The beauty of The Wildsea lies in its narrative focus. There’s no XP, HP, or other meta-stats. Everything revolves around aspects – character traits with associated tracks. When narrative damage occurs, you mark it on the relevant aspect track, whether it’s your armor, weapon, or some other defining characteristic. Between adventures, characters can heal and recover, just like in real life.

Structure and Exploration

Similar to Blades in the Dark, The Wildsea has a strong focus on structure. The world itself is a sprawling forest, with towering trees reaching for the sky. To navigate this environment, people rely on specialized ships that cut through the dense foliage. This translates to a clear gameplay loop: journeys, arrivals, adventures, and returns to civilization. It echoes the mission-focused structure of Blades in the Dark and other Forged in the Dark games, with clear guidelines on what to do when.

Taking the Reins: A February of Creation

Inspired by The Wildsea and Eran’s insights, I embarked on a creative surge this February. Over 32,000 words poured onto the page, resulting in a revamped rulebook, reworked playbooks, new character sheets, and a complete set of moves.

The current state allows groups to jump right in and experience the core gameplay loop. They can run a session or two, tackling the first adventure. However, the game is still under development. Advancement rules are present in a basic form, but exciting features like crafting treasures, god-flesh consumption mechanics, and fleshed-out factions are yet to be implemented. These elements are crucial to achieving my design goals and truly making Godflesh stand out.

Speaking of progress, we’ve already had two successful playtests with the new rules, and I’m eager to share more about them soon. Stay tuned for further updates on Godflesh’s exciting evolution!