Rebel Crown is a Forged in the Dark game of courtly intrigue, feudal ambition, and perilous conflict.
As we did with Goblinville, we’re sharing a Quickstart of the rules that folks can check out and play from day one.
I wanted to share this with the Gauntlet community a little early and open up a space to talk about the design and answer questions that might come up for folks that read or play it.
Design elements of note:
- Asymmetrical Playbooks designed around character motivations and dynamics.
- A player-driven campaign driven by seizing feudal holdings and forming alliances.
- A set campaign structure with epilogue rules for victory and defeat.
- A scars system (replacing Blades’ trauma rules) with shared authorship of these conditions and more player choice in how they manifest in the moment.
Here’s the link to the Quickstart, I’d love to hear your thoughts and field questions.