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Shadows of a Dying Sun

Shadows of a Dying Sun

Publisher

Gallant Knight Games

Author

Alan Bahr

Age Rating

Teen (13+)

Price Type
Paid
Tags
Combat Dark Fantasy Death Duet Faith GM Human Made lang:English Magic mechanic:Oracle mechanic:Playing Cards mechanic:Dice mechanic:Resource management mechanic:Tables mechanic:Toolkit Post-apocalyptic Science Fiction Solo Three or More Weird

Summary

Baroque dying earth fantasy for solo or GM-led play.

Full Description

Explore a world far past its prime, built upon the bones of history long forgotten

Shadows of a Dying Sun (or SoaDS) is a roleplaying game rules toolkit, written by Alan Bahr, set in a world on the brink of extinction, where fantasy, science fiction, magic, and faith all intermingle in a complex web of adventure. It’s explicitly designed for running dying earth genre fantasy, in modern frameworks influenced by narrative games, as well as classic adventure games.

Shadows of a Dying Sun is written with the following philosophies in mind:
Death. Death is an ever-present threat for the adventurer, and as adventurers walk the Heron’s Path, they draw every closer to their inevitable demise. But approaching death can be freeing, and as such, you gain access to powerful new abilities and rules.
Resource-management. As many rules as possible are resources that are in the characters’ control. This allows them to be aware of where various situations and conditions are, as well as make as fully an informed choice as they can.
Guidelines, not absolutes. The rules in this book are designed to get you 90% of the way there. The last 10% happens at your table and makes your game truly unique. Expect to have to make rulings, not reference rules, and use the existing ideas in this book to leverage the new items you create.
Weird, extravagant, dying cultures and civilizations. The cities and nations that still remain in the Shadow of the Dying Sun are the last remnants of baroque and ornate worlds. The world around you should feel alien and different

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