In the expansion volume of Beyond the Wall, our heroines are not only drawn behind the walls of the village, but into the far distance. The goal is to explore the world and defeat threats to the village in the region in order to protect their home from harm.
At its core, Neon City Overdrive wants to be a science fiction / cyberpunk game that sets a dark and dystopian tone. The author cites Akira, Altered Carbon, Blade Runner, Cyberpunk 2020, Dredd, Ghost in the Shell, Neuromancer & the Sprawl Trilogy, The Matrix and many more as influences.
ARC is a rules-light but atmospheric role-playing game. The core of ARC is a doom that can take place on a personal level or plunge the entire world into the abyss. Players take on the roles of heroes that stand against this doom and want to prevent it. The question is whether they are up to the task or the world changes because of their failure.
In Mausritter the players take on the role of little knights in a large and dangerous world. In Mausritter, magic is dangerous, beasts are powerful and the lands are wondrous. We are in a sword and whisker world, although the appearance of the people can change from setting to setting.
The game pays homage to rules regarding a character’s carrying capacity as well as other tropes that arise in games involving dungeons or dungeon crawling. The game itself is gm-less and requires no preparation.
Trophy Dark is a horror storytelling game where the players are treasure hunters and set off to a dangerous place (abstractly called the forest, although it can also be a swamp, castle or something else entirely). However, the focus is not on finding treasure (that would be more like Trophy Gold), but on the character’s personal downfall. The game is a play to lose game, where the impending doom, whether death or physical as well as mental change, is in the foreground.
In Ten Candles, the entire group tells a tragic horror story. A story of hope but also of a world before its end. Why together? Because the players and the game master share the right to tell the story at the table. Why tragic? Because no matter how much hope the characters may have, they all find their end in this story.
On 52 pages, the principle of Arium:Create is explained in detail. The authors emphasize that it is a collaborative process and that we are building an Arium by mutual agreement. Therefore, safety tools are recommended via the Lacunae found in Arium. At several points it is pointed out that we consult concerned persons before we make a decision or change an idea with the Creation Tokens. An Arium for all should be created.
If you’re up for a dark world like Warhammer’s, but prefer to roll d20 instead of d100 and want to be able to do something with your character, you might feel comfortable with the Demon Lord. The system is uncomplicated and the combinations of professions, talents and spells are gigantic.