Shirocco
2010-07-13, 07:32 PM
Why i'm posting this here
Because i want to see folks playing it! Lotsa work went into writing Warglory, i'd like it to spread. The main article is in Myth because of encoding differences with Giant, have a read and post there or here - i'm easy either way.
The thread is for those interested in running (or playing) a game like this. I'm the author, and if in reading the thread anyone's curiosity is piqued & interest stirred to run a game feel free; i've been running these for quite some time and hope to see it spread around.
The core concepts can be readily applied to other settings & wars in different eras; i have, many times. These rules and their earlier versions have done blackpowder, science fiction, trench warfare and the maneuver warfare that immidiately followed.
For questions or advise just ask.
http://i364.photobucket.com/albums/oo81/Shirocco2/dday-001.jpg
Forward
Warglory is a game of soldiers, of fighting, of choosing either to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Marines is set in Warglory’s fantasy universe, told not from the eyes of man but from those of the things he once believed in. It borrows heavily from old Norse, Slavic & German myth. Dvergr – the black elgi – are a formidable race often pitted against the wilder powers of man, fae, troll and monsters far across the many worlds of Yggdrasil linked by the spirit conduits of the World Roots. In this game it is the setting’s second Great War, fought with gun and bomb and bayonet, with armoured column and infantry, with air support and artillery. Strange magics bloody the mudfoot’s fight as players seek glory in the most terrible war yet between man & monster of a universe thick with peril.
This is an established game. I’ve been running it for over 3 years now; it has grown considerably from its bone-simple beginnings. There have never been hit points, nobody shrugs off bullet wounds and melee is as much about good writing as it is roll of the dice. Tactics revolve around fire and manoeuvre, with magic offering situational utility for those who pursue the sorcerous paths & ken the wielding of them.
Rules are simple and low on bookwork, designed always for forum play. Every shot can kill, every melee roll could incapacitate one or both combatants. Combat can be brutal and unforgiving; GMs are best to interpret events in a player’s favour when no mistake is made, but fools live fast and die young.
"Follow the rules to stay alive; to make a reputation, break them!" - The Saxon Stories by Bernard Cornwell
Because i want to see folks playing it! Lotsa work went into writing Warglory, i'd like it to spread. The main article is in Myth because of encoding differences with Giant, have a read and post there or here - i'm easy either way.
The thread is for those interested in running (or playing) a game like this. I'm the author, and if in reading the thread anyone's curiosity is piqued & interest stirred to run a game feel free; i've been running these for quite some time and hope to see it spread around.
The core concepts can be readily applied to other settings & wars in different eras; i have, many times. These rules and their earlier versions have done blackpowder, science fiction, trench warfare and the maneuver warfare that immidiately followed.
For questions or advise just ask.
http://i364.photobucket.com/albums/oo81/Shirocco2/dday-001.jpg
Forward
Warglory is a game of soldiers, of fighting, of choosing either to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Marines is set in Warglory’s fantasy universe, told not from the eyes of man but from those of the things he once believed in. It borrows heavily from old Norse, Slavic & German myth. Dvergr – the black elgi – are a formidable race often pitted against the wilder powers of man, fae, troll and monsters far across the many worlds of Yggdrasil linked by the spirit conduits of the World Roots. In this game it is the setting’s second Great War, fought with gun and bomb and bayonet, with armoured column and infantry, with air support and artillery. Strange magics bloody the mudfoot’s fight as players seek glory in the most terrible war yet between man & monster of a universe thick with peril.
This is an established game. I’ve been running it for over 3 years now; it has grown considerably from its bone-simple beginnings. There have never been hit points, nobody shrugs off bullet wounds and melee is as much about good writing as it is roll of the dice. Tactics revolve around fire and manoeuvre, with magic offering situational utility for those who pursue the sorcerous paths & ken the wielding of them.
Rules are simple and low on bookwork, designed always for forum play. Every shot can kill, every melee roll could incapacitate one or both combatants. Combat can be brutal and unforgiving; GMs are best to interpret events in a player’s favour when no mistake is made, but fools live fast and die young.
"Follow the rules to stay alive; to make a reputation, break them!" - The Saxon Stories by Bernard Cornwell