Leagues of Adventure is basically Victoria-Era HEX, albeit Victorian super-science over magic. I wouldn’t describe as Gothic at all - it only really gets Gothic if you add Leagues of Gothic Horror.
I'd say that while there's unlikely to be new official material for HEX, it is actually pretty complete in its four books: Hollow Earth Expedition, Secrets of the Surface World, Mysteries of the Hollow Earth, and Revelations of Mars. There’s heaps of material with plenty of player options -...
It’s been years since I read it, but it’s a yes for Revelations of Mars. It is part of the wider HEX setting so connects to the rest of the setting with the ability for humans (and technically the other inhabitants of the Hollow Earth, if you want) to show up on Mars. From memory, getting there...
Hollow Earth Expedition has a supplement called Revelations of Mars which fits that description. There’s also a version of Space 1889 which uses the same core system (Ubiquity) but which is stand alone from HEX.
Broken Compass also has Jolly Roger which is basically adventures in the Golden Age of Pirates. I agree that the Core Book (Broken Compass Adventure Journal) + Golden Age gives you iconic pulp. The other 3 books (Jolly Roger (JR) Voyages Extraordinaires (1890s) (VE) and What If (genre grab-bag)...
I am looking at running Nights of Payne's Town for my group but was wondering if anyone else had done this and had some suggestions/advice - for example, did you run all the Depth 1 cases before progressing to the Depth 2 cases or did you mix them up? Which vein did you start with?
I voted Earthdawn for taking the tropes of ‘standard’ D&D and making them make work in a setting that hangs together. I could just never get into Glorantha.
King of the Giantdowns was the only one I would really recommend as it was really more a sandbox - the Giantdowns is an unclaimed area on the borders of Anuire and Rjurik and the PCs can try and develop it as a Kingdom by uniting the human inhabitants while taking on a variety of opponents...
I also love Birthright and managed to get hold of all the expansions except the individual realm guides. I’ve run a multitude of campaigns there including my longest one which saw the PCs carve the continent up into two Empires (one based out of Anuire, the other Vosgaard) after the party mage...
I’ve used Ghost and the Darkness as a basic plot arc (mundane predators hunting people) several times over the years but generally as an adventure/story within a campaign or as a one-off. I’ve never tried it as an ongoing campaign.
Agree with this. I gmed using a VTT during Covid Lockdown but don’t enjoy it as much and play in person in the first instance. When we do use VTT it was pretty much just flat map and icons, and even less for things like MotW
There’s some podcasts which go into more detail. It’s a shift from the old game being a sequel about those that left the Third Horizon after the events in the official campaign.
* it’s the dice pool Y0 engine.
* it’s a new Horizon
* it’s about 200 years later
* the Portals aren’t working there...
Nope, it’s definitely Classic Unisystem using Pre-Heroic or Heroic Characters and references AFMBE as the ‘core book’ (I have a copy of OP on my ipad). In saying that, it did add Drama Points (characters start with 5) and includes those rules which is why I can see there could be confusion.
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