Hey Scoundrel-types!

Hey Scoundrel-types!

Hey Scoundrel-types! Personal life intervened and I’ve been absent from this space, but I’ve got an idea I’m working on and would like to share with you.

For a while now some friends and I have been running ‘Con games about a world of early myth called Pellikoi.

The conceit was that the PC’s would be the fireside-told-tale heroes of an island people, exploring their world, contending with primeval monsters, hungry ghosts and a gigantic cast of spirits. In between sessions the village would grow Sid Meier-style, gaining in wisdom, technology, etc.

The system we used is irrelevant because in playing Blades, with it’s hideouts, Tier systems and Faction game, I’ve found a perfect rules set for this world. A couple of groups have been assembled and play testing has begun!

So, over the next however long it takes to perfect it, I’ll be posting work on this hack of the Blades rules, suggestions appreciated, and I hope you folks enjoy it.

-Galen

3 thoughts on “Hey Scoundrel-types!”

  1. That’s an awesome idea (and I’m not only saying that because I’ve had some similar thoughts cooking) and the art is stunning.

    Are you going for any particular touchstones in terms of myths? Or is there some pre-existing media that you are trying to emulate?

  2. Daumantas Lipskis Definitely looking to make this about a different earth from ours, not just to avoid any cultural minefields, but also so that players will feel like they’re creating THEIR own set of myths.

    That said I’d like a world where the forest shadows are dark and terrifying, all the more so in contrast to bright sunlit seas. So in no particular order: Miyazaki, Zelda: Wind Waker, The Oceanic exhibit at the Field Museum in Chicago, Jakartan shadow puppets, Avatar, The old kingdom of West Africa, The Ramayana, and Just So Stories.

    Song: the Anima Mundi film score by Philip Glass

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