Adventure Gothic

Guide­lines for con­tent in the Incunab­u­li set­ting.

Every ses­sion should include:

The Grotesque
  • Some­thing weird and hideous. Often a human thing. A sick­ness or an ugli­ness in soci­ety.
The haunting Past
  • Fail­ures and ruins that can­not be expunged or put aside. Things that can­not and will not be for­got­ten, though they should be.
The specter of Death
  • Memen­to mori. Death waits for every­one. Humans become mon­sters after death. The cut­ter’s life is a short one.
The Supernatural
  • Close beyond the reach­es of rea­son and safe­ty lie oth­er worlds, exis­ten­tial threats, and the dere­licts of bad, dead king­doms.

Style guide

Dos and don’ts for rules and set­ting.

Ref­er­ence the late 19th cen­tu­ry for tech­no­log­i­cal and styl­is­tic inspi­ra­tion. Cow­boys and chim­neysweeps. Bud­ding elec­tric­i­ty and the advent of the auto­mo­bile. Some ele­ments even bor­der on the 1920s. The Coast’s Gilden Age has peaked, and the world is advanc­ing head­long into an uncer­tain future.

Root every super­nat­ur­al or mag­i­cal effect in the­o­ret­i­cal or spec­u­la­tive sci­ence, even if far-fetched. Mag­ic is “mag­ic.” All of it has an expla­na­tion, no mat­ter how odd. 

Incunab­u­li is sci­ence fic­tion, not fan­ta­sy. Resist adding any­thing iden­ti­fi­able as core to fan­ta­sy, espe­cial­ly addi­tion­al “races.”

There are no social skills save for reac­tion rolls. Nev­er make a “diplo­ma­cy” or “insight” skill or the like.

Abide by the Rule of 2. If you’re look­ing for a mod­i­fi­er, penal­ty, or bonus, use 2. Two actions per turn. Two units water in a can­teen. +2 to to hit per edge (a ~17% weight on a d12 roll.) The excep­tion is dam­age: Bonus­es to dam­age always come in incre­ments of +1.

NPCs have dif­fer­ent lev­els of knowl­edge about the world. A Firl­ish home­stead­er in the March­lands may be very aware of the Oth­er­world but not con­ceive of any neigh­bor­ing real­i­ties beyond it. A cit­i­zen of any major city may be rea­son­ably well edu­cat­ed, but their grasp of world-threat­en­ing issues is prob­a­bly cloud­ed by pro­pa­gan­da and by their dis­tance from dan­ger. Most peo­ple are super­sti­tious, une­d­u­cat­ed, dis­in­ter­est­ed, or amply fed on pro­pa­gan­da, folk­lore, ide­ol­o­gy, and reli­gious dog­ma. Even if they are aware of the high­er ele­ments of the world as schol­ars, magi­cians, politi­cians, and car­di­nals are, they are prob­a­bly too con­cerned with per­son­al pow­er to care.

Mag­ic is not flam­boy­ant. There is no telekine­sis, no light with­out ener­gy source, no col­ored fire or goofi­ness of the sort. Look at the effects pro­duced by knuck­le­bones for an idea of the aes­thet­ic lim­its of mag­ic.

The Oth­er­world tends to bring North Amer­i­can fau­na and flo­ra with it. Like sprig­gans, coy­ote-like wags, and black bears. 

Nev­er let the play­ers play älves. Keep them oth­er­world­ly, preda­to­ry, and dan­ger­ous. älves can turn invis­i­ble and will steal your baby. They may be sexy, but they are aliens, and they do not act like humans.

No vam­pires or were­wolves. Just don’t. Despite this: Real vam­pire folk­lore is eas­i­ly rein­ter­pret­ed as being relat­ed to plague, or to some human muta­tion, like reve­nan­cy. For exam­ple, vam­pire buri­als on the Coast are inter­pretable as buri­als meant to com­bat plague.