stepnix
@stepnix

Let's go on a journey together


Genre: Portal fantasy, epic adventure

Touchstones: Over the Garden Wall, The Chronicles of Narnia, Spirited Away

What is this game?: The Far Roofs is about getting caught up in a world of wonder. Both you and your character have entered a strange and unfamiliar realm. You'll confront the Mysteries, the gods and monsters that stalk this world. And, one way or another, you will likely be changed by that experience. It's also about the rats, but they're giving you a chance to be the hero this time.

How's the gameplay?: The Far Roofs depends on what I think of as an "emotional engine." As you, the players, experience the reality of the game world or get a visceral response from the other players, you draw resources like Scrabble tiles or playing cards and advance Quests, pre-scripted narrative units for your characters. You'll also regularly be making Mood rolls to put a spotlight on your character's emotional experience of the world, and again, advance your Quests. This structure means you can't just win, you have to let an event settle in over time for it to mean something.

What's the setting (If any) like?: Your characters are from a world like ours, but they've entered the Far Roofs, a sea of structures peopled by rats and Mysteries. It's a fantasy world, but one that doesn't import "high fantasy" tropes easily. It's connected to Jenna Moran's other works, but familiarity with them isn't necessary.

What's the tone?: Mood rolls include Being There, Losing Yourself, Wonder, and more rarely Bonding, Peace, Daring, Dismay, and Delirium

Session Length: 2-4 hours, but you really want to stay fresh throughout the whole thing so go shorter if necessary

Number of Players: 1 GM, I'd estimate 2-4 players is ideal

Malleability: The prompts, mechanics, etc. are all built for journeying among the roofs and growing into divine/monstrous power as you're changed by this experience. The emotion rolls and quest structures provide strong guidelines for the kinds of experiences you're expected to have. Making your own prompts, quests, etc. is possible, and the game won't resist you very much, but it helps to provide new structures if you're replacing the previous ones..

Resources: Sample player characters, quests, and NPCs are all included in the core book. You'll want to make your own character sheets.

The Far Roofs will be released on DriveThruRPG and Itch in the next couple months, but the 1.0 dropped on Backerkit so I'm sharing it now. This game started me down a path of TTRPG study that I am very happy to have found. It's a dense book, but I recommend it very strongly.


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