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#legacy 2e


One thing (of many) that I adored running Legacy 2e was drawing the map together during session 0, each picking landmarks from their playbook that establish parts of the history of the world, including the GM from unused playbooks. It's like a gmless game you play together that establishes the setting and imminent threats. It felt more collaborative than when I started a Fellowship campaign, and have us a visual relationship for the different families (I actually did a similar "let's take turns adding things to a map" game after the first arc of Fellowship, when the fellowship started their first journey, but the different cultures had been mostly created independently, without an idea of where they were in relation to each other).

So, sometime after starting that Legacy 2e campaign I thought about writing a similar map creation method for Fellowship, with lists of landmarks for each playbook (including, probably, the Overlord). I wrote a few lists as a proof-of-concept and that was it, but maybe I'll return to it. While the Legacy lists are divided into steps of before the Fall, during the Fall, and current threats, I thought Fellowship would be more concerned with current communities and sources of power that could be under threat from the Overlord, or provide an advantage against them. Maybe instead of the Overlord having their own list, they can destroy, capture, or corrupt one landmark from each culture.

I'm especially proud of the Squire's sources of power being "a thing my mate said his aunt heard a traveler saw once over there."



daily-indie-ttrpgs
@daily-indie-ttrpgs

More of an engine than a system at this point, Legacy is a game about... legacy, each player plays as an entire faction of people, guiding their history, their conflicts, and their choices. Eventually, the game zooms in, showing the story of a couple of notable heroes from each PC faction going on dangerous quests to save people. Legacy is also full of many different settings for playing different tones of play. Including Rhapsody of Blood (a Castlevania inspired setting), Worldsoul (a sci-fi colonization game), Generation Ship (a game about colonizing a ship full of humans who awoke way too early), and Free from the Yoke (a game about being a group of medieval houses recovering from the local empire's fall)


noahtheduke
@noahtheduke

This game is sick. The book is beautiful, the rules seemed fairly tight, and the supplemental mechanics (world-building, etc) were really really cool. We only played a 2-session one shot so we sadly didn't get to the legacy stuff, but I was very into it and wanted to keep going.



More of an engine than a system at this point, Legacy is a game about... legacy, each player plays as an entire faction of people, guiding their history, their conflicts, and their choices. Eventually, the game zooms in, showing the story of a couple of notable heroes from each PC faction going on dangerous quests to save people. Legacy is also full of many different settings for playing different tones of play. Including Rhapsody of Blood (a Castlevania inspired setting), Worldsoul (a sci-fi colonization game), Generation Ship (a game about colonizing a ship full of humans who awoke way too early), and Free from the Yoke (a game about being a group of medieval houses recovering from the local empire's fall)