Adapting Last things Last to the Yellow King RPG

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In 2021, in the prime of my consumerism in terms of RPGs, I bought many games; some were immediately put to action, others calmly waited until I had any the right group to play. You can imagine then how happy I was to play this month I played the Yellow King RPG, by Robin D. Laws.

The game is focused on investigation, and themed around Reality Horror. It comes with 4 books, each with a different scenario, using the same rules, and it even incentivizes a campaign that sprawls though all these alternate realities. It's crazy!

The game's proposal won completely won me, and I decided then I'd only play a campaign if I could do this overarching story, which led to the long wait to play. Eventually, I had the obvious realization that it's much easier to convince a group to play the giant campaign if they tried something simple before. I decided then to do an introductory session as a one-shot, to display the themes of the game, and as such attempt to convince them to continue the story.

In parallel, in my adventures in Reddit and others, searching for more and more to read on and play, I ran into Delta Green. I must say it took too long, considering my first RPG was Call of Cthulu, its cousin. The intro adventure for this game is Last Things Last, and it is exceptional. It has everything I could want: a simple structure for investigation, but with space for expansion, interesting narrative hooks, and a moral dillema that concludes the scenario in a bizarre way.

Instead of creating my own one-shot for the Yellow King from scratch, I decided to adapt Last Things Last; here's my experience!

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Sobre Aventuras Prontas

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Desde cedo na minha carreira como Mestre, eu busco incorporar módulos nos meus jogos. Apesar de gostar muito de improvisar, e escrever histórias e mundos, existe um tipo de satisfação específico nesse tipo de jogo.

O Justin Alexander, no post How to Prep a Module, compara utilizar módulos com companhias de teatro produzindo clássicos como Hamlet. Através da colaboração entre os atores e a obra, o processo criativo fica focado em representar aquilo duma nova forma; no RPG, usar módulos prontos te permite improvisar de forma mais guiada, colaborando com o autor da aventura.

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