Thursday, 24 May 2018

Five Leagues - how magic?

So this is where things get controversial:

The initial vision of Five Leagues is going to be very low-magic.

Does that mean it's just a historical game? No, but it means it's going to be in layers.

The world we're envisioning is one where life in and around the cities and villages is pretty much like we'd expect in a sort-of-realistic medieval setting. Mostly.

However, as you go poke around the foggy swamps and the deep woods, all manner of horrors might lurk.

I have a number of ideas for how the more fantastical and mystical elements will arrive in the game, but much of that will depend on the initial reception of course.
The aim is to lean into a bit of a horror route there: So less unicorns and orcs and more cultists and strange creatures.


A benefit of this is that you don't have to go get a bunch of fantasy figures (which are often pricey).
Medieval miniatures ranges are brimming with figures that make outstanding low-fantasy characters and opposition, often at pretty affordable prices.


Tomorrow, we'll talk a bit about the village system and how you'll be able to progress your campaign, as well as your characters.