
Compared to D&D and similar games, the Year Zero engine is relatively rules light and easy to learn. In a way, this is similar to other dice pool games, such as the Storyteller system. To achieve a success you must roll at least one 6 on a single die. The dice pool can be affected by your attributes, skills, equipment and other circumstantial bonuses. The Year Zero engine is a game system where you build dice pools using D6. For the people there, the dark is all too real and they know to fear it. This is a setting where industrialization meets the raw untamed wilderness, where a new civilization is dawning in the cities but the countryside still holds fast to their old ways. The setting however is vastly different from what we know today, since there are mythological creatures about and the myths are real. Vaesen takes place in the Mythic North – or the northernmost part of Europe in the 19th century. Many of their games use the same game system, the Year Zero Engine, which, as far as I know, was designed by Thomas Härenstram. Their catalog spans many super-successful and great games, such as Tales from the Loop, Forbidden Lands, Symbaroum, The One Ring and Alien. Fria Ligan is fast huge in roleplaying games. It’s been a while since I’ve had time to write and review games and what a better way to get back on my feet running than looking at Fria Ligan‘s Vaesen – Nordic Horror Roleplaying. The uses the same game mechanics as Tales from the Loop, Forbidden Lands and many other games by Fria Ligan and the art is by the great Johan Egerkrans. It doesnt matter if they are coming because they heard there was an adventure to be had, because they heard there was a reward, or because they are coming to try to find the missing people, everyone in the party has conveniently arrived in town and they all have motivations to go down into the Citadel.Vaesen is a new Nordic Horror Roleplaying Game by the Swedish publisher Fria Ligan. There are a lot of different hooks for TSC and it prevents me and the party from having to figure out "why are we together?". Secondly, Im using the module as the unifying force for the party. Also, at higher levels there is a lot more leeway for mid encounter adjustments instead of "critical hit! It does 14 damage! - Well, Im dead dead." So Im using a premade adventure to carry the pacing and combat encounters until I get a feel for how this party does in combat.


Im worried that if I homebrew the encounters for these early levels that I could easily kill one of my PCs just due to the swingy nature of low level combat and thats not what I want to do. Im doing this for two reasons: balance and storytelling.įirst, level one characters are SO EASY TO KILL.

I know this isnt exactly what you asked but Im about to use The Sunless Citadel as the start of a homebrew campaign. Combat areas for every conceivable encounter. Collection of Podcasts, Vidcasts, and other D&D Multimedia for your consumption. Worldbuilding, Storybuilding, DM Discussion. The DM Help Multireddit Check out our wiki! Message the Moderators

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