If you’ve come to this blog in search of Dread, the horror game that uses Jenga, you’ve come to the right place. Dig around and you’ll find plenty on the subject. If you’re curious about what else Epidiah Ravachol, the author of Dread, has been up to, or you’ve got a sweet tooth for sword & sorcery fiction, check out Worlds Without Master.
Issue 8, the latest issue of Worlds Without Master, is now available. It’s a bit of a milestone being both our first monthly issue and very soon now it will be the first issue that will be available in print as well as a PDF.
Right now, however, the PDF is available and as always it is jammed pack with adventures to be told and experienced. This 32-page PDF includes:
- “In Pankech: the Ghost’s Chambers,” another Jakko Orange and Tam-tam adventure by Vincent Baker.
- “In Search of a Slaying,” a tale of patience and hunger by Epidiah Ravachol.
- Illustrations by Nate Marcel, Patricia Smith, and Jabari Weathers.
- Another installment of Bryant Paul Johnson‘s comic Oh, the Beating Drum!
- No Longer With Us, a game about what happens when adventures gather to lay a companion to rest by Dymphna Coy and Josh T. Jordan.
- A miscellany of treasures bizarre and rare.
- And full-color cover art by Gennifer Bone.
Or read “In Search of a Slaying” for free at Medium.com/words-without-master.
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Go buy it, read it, and get back here, because I want to talk about the game in this issue: No Longer With Us.
Got it? Read it? Good.
Confession: I love when my character dies. In a roleplaying game, that is. Love it. It’s a chance to shed the old skin and slither into a new one. And a chance I rarely pass up. Take pity upon my PCs, for they risk their lives for a joy and glory they know not.
Because of my eagerness to jump into a new character, there’s rarely a moment to eulogize the dearly departed. This is one of the many reasons by No Longer With Us appealed to me. Death comes hand-in-hand with adventuring and while successful adventures dig down to find new and interesting ways to elude it, eventually it comes to us all. This is a game for the inevitable. A way to celebrate a passing and, perhaps more tantalizing, create a new beginning.
It stands on it’s one, allowing you to create your own rich world at this particular crossroad. You can invent adventures past and witness the birth of new adventures in the conflicting agendas of the various mourners. But it can also serve as a moment outside your regularly scheduled game in which you can turn the passing of a beloved PC into an event with substance and impact.