Playtest 007: Adventures and Primordial Forces

It’s been a few months since I’ve last posted about the Let Thrones Beware playtest. How’s it doing, you ask? Great, I’ll reply; and then I’ll go on to explain some of what we can expect in the 007 iteration (no British spies will be included). There are two major highlights for today’s post: Bells of War, a Let Thrones Beware adventure and Primordial Forces.

Playtest Addition: Bells of War: A Let Thrones Beware Adventure

Bells of War is an introductory adventure for 3-5 players (plus GM). It is intended for groups who are new to the system, and was designed with several goals in mind:

First, Bells of War serves as introduction for everyone at the table to the core concepts, mechanics, and style of Let Thrones Beware. Through a series of encounters, players will learn how the non-combat and combat challenge system works. GMs will learn how (and why) the system works the way it does, how to build effective and challenging encounters, and how to respond to player decisions.

Second, Bells of War establishes the groundwork for a long-term campaign spanning the hero, champion, and legend tiers of play. Primordial forces, mythic foes, and settlement management are all introduced to the groups who complete this adventure.

Third, this adventure is a template for anyone who’s interested in designing their own quest for Let Thrones Beware heroes. The challenges, decisions, and structure of the quest contained herein are representative of the system. Following the example set out by Bells of War will allow you to construct balanced adventures that challenge players and take advantage of all of the functionality Let Thrones Beware has on offer.

Playtest Addition: Primordial Forces

Primordial Forces are a new addition to Let Thrones Beware. The Kingdom of Man’s invasion, enslavement, and eventual destruction has left Ceyenus a fractured, broken world . The Primordial Forces of Trauma are the anguish of Ceyenus manifested. Four forces exist: Malice, Greed, Despair, and Disorder. Each of these forces stands in opposition to the heroes and their efforts to repair the world. Mechanically, each Traumatic Force provides the GM will a set of obstacles and complications that are inserted into combat and non-combat challenges. The ability of the Primordial Forces of Trauma to influence Ceyenus will be reduced as players progress through an adventure combating evil and righting wrongs.

Future iterations of the playtest will introduce new options for the players. Heroes will be able to align themselves with Heroic Primordial Forces that seek to bring Ceyenus back into balance: Hope, Compassion, Love, and Harmony. As characters gain experience, their connections to these Heroic forces will deepen. This will provide them with advantages which they can exploit to counter the machinations of Trauma.


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