I am currently looking to run a game of Fellowship for 4-6 people. Please post below if you're interested, and ask any questions you may have, I'll do my best to accomodate.
What is 'Fellowship'?
From 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 onthe 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.
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 the
world again, this time 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.
In my own words - Fellowship is a Story Game. While the numbers are still there to crunch, this game isn't really about that. The point of it is the narrative weaving powers shared by all of the players.
Each player chooses a playbook based on a race, group or civilisation present in the world they are about to create. They will create a character from this who will be part of a Fellowship to defeat 'The Overlord', but unlike other types of tabletop RPG, the players control does not end there. Each player has narrative control of the race or group that they pick - they define them and describe them both on creation and as the tale unfolds. The Dwarf player will start by defining what a Dwarf is - Tolkien-esque ale-loving bearded men, or maybe a race of mushroom people who live away from the sun? You can get creative. During play, if a question about Dwarf Kind comes up, it is not the GM who answers, it is the Dwarf Player.
The GM (i.e. Me) will take on the role of 'The Overlord', the antagonist and threat for the Fellowship foil, be foiled by, and eventually overcome. Who The Overlord is, what they plan, and what they are capable of, are different in every game. The Overlord is a character, like any other. As such, the GM doesn't just pull anything from the air. The Overlord will make plans at the start and will stick to them until the Fellowship force them to act otherwise. They have stats, skills and gear. They level up as The Fellowship does. They earn their stronger abilities like the rest do.
I would first like to gauge interest and confirm numbers before I distribute any materials and get creation going, so please post below if you'd like to take part. I'll also list the standard Playbooks to choose one, if anyone would like to register interest. Game Participation will be first come, first served. If more than one person wants a particular playbook, you can roll for it or engage in any other polite contest of your choice.
Standard Playbooks (All these can, through levelling and heroic action, become something greater by earning a Destiny Playbook down the line):
The Dwarf is built to last. Their people are the most solidly grounded people this world has to offer. The Dwarf offers you the ability to defend your allies well, clear a path through anything in your way, and keep on chugging in spite of the
Play as The Dwarf if you want to be built to take on anything, if you want to outlast the world, if you want to be the toughest person at the table, or if your thirst for treasure outweighs your common sense.
The Elf is graceful eternity. The elves are long-lived, unnatural, unusual, and, if you ask them, perfect. The Elf offers you the ability to dance around your enemies, show up your allies constantly, and generally be the best around at everything cool and flashy.
Play as The Elf if you want to shine like a diamond, if you like being stylish and graceful, if you want to be the coolest person at the table, or if you want to play as a mysterious magical being
The Halfling is a troublemaker. You are tiny, underestimated, the underdog, and relatively unknown. The Halfling is a tricksy sort. You'll pop up where they least expect you and you'll do much more than anyone else thinks
Play as The Halfling if you want to sneak around, if you want to play tricks on your enemies, if you like finding alternative solutions, or if your idea of a good time is partying and food.
The Orc is a fighter. Their people are never content with leaving things as they are, and progress is the most important aspect of Orc society. The Orc is all about war, and has the tools to fight, win, and thrive.
Play as The Orc if you want to be able to destroy anything you see, if you enjoy creativity and spontaneous decision making, if you want to lash out at a world that has wronged and judged you, or if you just want to be a big green murder machine
The Heir is the leader, the ruler, the one everyone else looks up to. Their people are versatile, wise, and strong, and your position gives you a lot of power. The Heir gives you the ability to throw your name around, guarantee good treatment
for the fellowship, and strike down those who would oppose you.
Play as The Heir if you want to lead the fellowship, if you value versatility and consistency, if you want to be surrounded by powerful companions, or if you want to do your own thing with conviction.
The Squire isn't supposed to be here. They're here with someone else, to carry the bags, to help keep track of the horses. The Squire looks out for everyone else, makes sure the trip goes smoothly, and often gets in over their head.
Play as The Squire if you want to be the unlikely hero, the underdog who was given a chance, if you like playing the support character who smoothes out problems, or if you're the quiet type who is fine hanging back and letting the real heroes do most of the work.
Powerful Playbook (Starts out more naturally powerful than the others and as such does not move on to a Destiny Playbook. They grow through other means):
The Harbinger is a prophet of the end of days. They are magical beings, and they are both very rare and very powerful. A Harbinger never shows up when times are good. You will have more raw power and utility than anyone else, but you tire quickly, make friends poorly, and you cannot do this alone.
Play as The Harbinger if you want to play the mentor character, if you want to have access to powerful and deadly magic, if you want to be a bit of a loner, or if you want to play a gloomy prophet of the end times.