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6/21/2025, 11:59:59 PM
>>95923509
>Galactic and Going Rogue use the Belonging Outside Belonging system designed by Avery Alder and Benjamin Rosenbaum for their games Dream Askew / Dream Apart— also used by other popular TTRPGs like Jay Dragon's Wanderhome—with new mechanical innovations by Rethal and Levine.
>In it, players each select a PLAYBOOK, a collection of unique aesthetics, relationships, backstory, and moves. Vulnerable moves demonstrate your characters flaws, while strong moves highlight their strengths—the all new lateral moves, meanwhile, reward other characters for playing into your playbook's narrative. Lateral and vulnerable moves gain tokens for your characters, setting you up to spend them on heroic strong moves.
>Each game also includes PILLARS that represent important aspects of your game's setting. In an all-new Galactic & Going Rogue innovation, pillars now have their own tokens, which they gain or give to players through moves that any player can make on the pillar's behalf. Pillars are shaped by desires that players choose collectively during character creation. Together with traits that grant moves to NPCs, and random tables that generate places, pillar moves and desires guide players in simulating the game world, removing the need for a GM.
>Galactic and Going Rogue use the Belonging Outside Belonging system designed by Avery Alder and Benjamin Rosenbaum for their games Dream Askew / Dream Apart— also used by other popular TTRPGs like Jay Dragon's Wanderhome—with new mechanical innovations by Rethal and Levine.
>In it, players each select a PLAYBOOK, a collection of unique aesthetics, relationships, backstory, and moves. Vulnerable moves demonstrate your characters flaws, while strong moves highlight their strengths—the all new lateral moves, meanwhile, reward other characters for playing into your playbook's narrative. Lateral and vulnerable moves gain tokens for your characters, setting you up to spend them on heroic strong moves.
>Each game also includes PILLARS that represent important aspects of your game's setting. In an all-new Galactic & Going Rogue innovation, pillars now have their own tokens, which they gain or give to players through moves that any player can make on the pillar's behalf. Pillars are shaped by desires that players choose collectively during character creation. Together with traits that grant moves to NPCs, and random tables that generate places, pillar moves and desires guide players in simulating the game world, removing the need for a GM.
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