I am looking to run a game of Fellowship, a system still in its infancy, and this will be my first go at it in a forum format. I am looking for 4 people to play this with. For now however, I am seeking simply to gauge interest. IF anyone is interested, or wants to learn more, post below and I'll happily discuss it.
What is Fellowship?
Fellowship is a fantasy RPG with a heavy emphasis on story and creating a world and its lore together as one adventuring party. Players will form a fellowship, with one player acting as the Overlord (Fellowships equivalent of a DM - this will be me), who acts as the overall adversary of the party and also the means by which challenges and puzzles are laid out. The fellowship will form bonds with each other, and the world around them, with deeper meanings than a simple one line statement at character creations. Much of the lore of the world will be created by the players as they play, moreso even than what the Overlord establishes.
One of the big features that makes this system unique is that each player in the fellowship is master of his own 'playbook'. A Playbook is a customization tool that allows a player to dictate not only the appearance and traits of their own character, but of their entire race. A lot of this will become apparent in creation, but an even greater part of this will come out as play progresses. Each player picks one of the races each to play, and from that point on takes on the role of shaping their race. Having your character behave a certain way in the world will be representative of how their race behaves as a whole. A dwarf who is racist towards his elf counterpart is very much representing his own races overall attitudes towards the elves.
Choose your race. Define what your race IS. Forge bonds with champions of the other races and step forward to stop an evil that blights the world. The game is all about developing the world as play goes on, and solving problems by having each races representative using their own strengths to complement one another. Players have full creative control over the race they choose to represent.
An example of play might involve a Fellowship consisting of representatives from a race of Dwarves made of stone, an Elf more akin to merfolk than Legolas, an Orc made of fungus and a kind forest giant being led by a 4-armed Harbinger to stop a psychotic Overlord from blowing up the world with his insane alchemy experiments.
Here is the description as written by the author:
Fellowship is a tabletop adventure game, where you get a bunch of friends together to save the world from an evil overlord bent on destroying everything. The game is built around the adventure - traveling the world, facing down challenges, protecting the weak, and defeating the grand villain attempting to destroy everything your characters love. One player takes on the role of the villain, and everyone else takes on the role of one of the heroes of the story, and everyone works together to tell the tale of your Fellowship.
Currently Available Playbooks:
Fellowship is about a world of History - each playbook gives its player the ability to define an entire people, their history, their lore, their past. Fellowship is about Loss - things are not what they used to be, and a great evil has brought about a great change in the world.
Fellowship is about Hope your losses will not stop you from rising up, pushing forward, and changing theworld again, thistime for the better. Fellowship has a lot to do with a great evil destroying the world if the players don't stop it, but this world is inherently optimistic. The heroes will succeed, as long as they can work together. The great evil is powerful, nearly unstoppable, but not completely unstoppable - with their wits, their teamwork, and the combined might of their people, the heroes will succeed. But it won't be easy.
Fellowship is a game about playing as the heroes in such a story, and figuring out just how they actually go about saving the world. You will go on an epic journey across the world, help people along the way, see miraculous things, and build a world around you as you fight the heart of evil itself. And if all goeswell, havea lot of fun with some friends while you're at it.
So how does a tabletop adventure game work?
In a Tabletop Adventure Game, you need to get a bunch of friends together, along with some six-sided dice, pencils, and paper. You will write down the events that happen, build a world together, and explore it through the lens of the heroes and villain you are playing as. The dice are used when an event's outcome is in question - when you need to know how your course of action turnsout, roll thedice to find out. Basically, you're re-imagining the Lord of the Rings movies with your friends, going on a grand adventure to find and defeat the villain who has thrown the world into peril.
Or maybe not Lord of the Rings, but more Avatar: The Last Airbender, or Wakfu, or Dragon Quest, or most of the Final Fantasy series’ main entries, or Jojo's Bizarre Adventure: Stardust Crusaders. If it's an epic journey with a varied cast of heroes trying their best to defeat an evil final boss causing problems; that's what a game of Fellowship is.
I have seen the bones of this world. The winds, howling against the mountains. Like the mountains, the Dwarves will never fall. We have endured. We will endure. But we know that nothin' lasts forever.
This threat you called us all here for, we feel it. We know it's comin'. Tha's why I came, why I was chosen to represent my people. Like a crop farmer takes winter, like an anvil takes blows, like a mountain takes an avalanche, so too shall I take this comin' darkness. The Dwarves will never fall, never yield, and never surrender. I am the Dwarf. I can take it.
Just you try me.
I have witnessed many of this world's wonders. I have seen them come, and seen them go. My people have added to them, and taken them away. Our endless lives attain meaning in the pursuit of timeless perfection. Even among such wondrous people as these, I have earned respect, and that is why I have been chosen to defend our great works against this coming evil.
We elves may sometimes forget the world, lost in our dreams of beauty and perfection, but the world does not forget us, and we shall not let the world fall. Among all people, not just my Elves, can be found those of some worth. If you will have me, then my arts, my grace, and my wisdom will serve our common cause.
I am the Elf. We remember.
I have kept the good things secret and safe. We're small, often we'll go unnoticed, but any bully will pick on the weakest folk they can find. That's where I come in. I lead danger away, sling rocks at it, taunt it, trick it, you name it! If they won't pick on someone their own size, then you can't expect me to play fair, can you?
We like to duck our heads, enjoy our pleasures and live our lives peacefully inside of our comfortable little nooks. Comfort, safety, security - they're what's important, you know? So that's what I stand for, if you'll have me.
I am the Halfling, and my people are bigger than you think.
I have walked this land long. I have seen many things. I have known many others.
Today, I speak of a great threat to this world. It must be opposed, but we cannot do so divided. Of my kind, I alone will stand against it, but we need true and hearty champions from all the world's peoples if we are to have hope. I know many of this evil's ways and secrets. Do not ask how. Such knowledge was earned painfully. Many have chosen to ignore my warnings, but I beg that you are not among them.
To those who have courage, to those who would see this world saved, to those who would be champions, I will guide you.
I am the Harbinger, and Doom is coming.
My kingdom has stood for centuries, and its legacy lives on in me. The weight of history rests on my shoulders, but we live in an age where that history may be coming to an end. It is for that reason that I stand here now. So that our legacy shall never be forgotten, I pledge to oppose this rising evil. It is nothing less than my duty.
I see the path this evil has taken. In their wake, I see want, suffering, and fear. This I cannot allow. To any who would follow me, I promise, I shall lead you to victory. We shall not be lost this age. We shall prevail. Our history will go on.
I am the Heir, and the burden of history is my blade.
I have earned my place in this world. It was earned with sweat of the brow and cunning of the hand. Progress, industry and toughness are what my people are known for, and they are the qualities that made me their champion. The world will change in our wake, whether poets and scholars and cowards like it or not.
Not for us is the shallow "beauty" of timeless stagnation. I will smash that which holds us back and destroy those who would dominate us. Nothing will stand in my way and remain unbroken. You have my word on that, if you will have my blade. For
I am the Orc, and my people will always move forward.
I'm not much concerned with all these grand sorts of things.
I mean, they concern themselves with me often enough - that's what I get for stickin' my neck out - but I'm not gonna' go out of my way for any glory or fame or nothin'. I'm here because, well, it sounds like you need all the help you can get. Even if that help's just me.
I'm pretty handy, I suppose, and I know a lot of little tricks to make things easier. I'll keep us on track, no problem. We'll make it to the end of that road, and the return trip, to boot. I'll make sure of it, cross my heart.
Oh, do you need a hand with that? I'm the Squire, let me take care of it for ya'.