In the shadow of empires, an epic saga of ambition and desire! In an arid badlands, the hill people hunger. Your neighbors have grain, cattle, gold. You have horses and spears, courage and ambition. Together with those you love and hate, you will remake history—or die. With the Hillfolk roleplaying game, you and your group weave an epic, ongoing saga of high-stakes interpersonal conflict that grows richer with every session. Its DramaSystem rules engine, from acclaimed designer Robin D. Laws, takes the basic structure of interpersonal conflict underlying fiction, movies and television and brings it to the world of roleplaying. This simple framework brings your creativity to the fore and keep a surprising, emotionally compelling narrative constantly on the move. As you build your story, you mold and shape the Hillfolk setting to fit its needs. Do you entangle yourself with the seductions of your wealthy cousins to the north? Do you do battle with the fearsome sea people to the west? Or do you conquer the scattered badlands tribes to forge a new empire of your own? Detailed play style notes show you how to make the most of DramaSystem’s new tools. Once you’ve mastered DramaSystem’s nuances, you’ll hunger […]More...
DC script writer Lowell Francis turns from sceptic to believer in this detailed breakdown of Hillfolk.
I didn’t think this game would be good. I read it. I was terribly wrong. It is great.
Rick Neal goes into some detail about the system here.
…for those who are interested in the kinds of story that involve lots of interpersonal drama, who want to model the kinds of TV shows that are getting a lot of press – and a lot of viewers – today, who are interested in the kind of gaming that de-emphasizes combat for interaction, this is a Kickstarter you should get in on. Now.
RPGamer’s Scott Wachteron says:
In the case of Hillfolk the dare was to create a game that emulates both the beat analysis model of story construction used in Hamlet’s Hit Points and the character-oriented drama present in premium cable series. And like his other bizarre dare-based games, it delivers all while creating a story game I want to play more with as many different people as possible.
Brand Robins posted on the game on Google+
I thought it was a very elegant system that did what it did without fear or apology, and was sold on it from the first time we played.
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