Publisher: Jeremy Forbing Presents
The Crisis can’t be avoided.
Your world will end.
A new one will take its place.
The greatest heroes of a doomed universe placed their faith in you. You’ve left the Earth that is ending, to prepare the Earth that is to come.
If you can sow the seeds of wonder you’ve brought to this more mundane realm, your mentors’ legacy will live on; the golden age of superhuman heroes can dawn anew.
But if you fail, the bright and colorful glories of your dying home will be forgotten forever, lost amid the grayness of a duller world.
The forces of evil got here first.
They want a world without heroes, a world they can rule from the shadows.
They’ve got a head-start on reshaping the new universe in their image, and they’ll do everything in their power to stop you. And that power is considerable.
But so is yours.
Your Earth’s mightiest champions made you their successors for a reason.
You have seven days to forge a new world.
Are you up to it?
But there could be. The young heroes who have traveled to this world bring with them the last vestiges of their brighter universe, and that’s why they’ve come. They’ve been imbued with the cosmic energies that empowered their realm’s costumed heroes and sent to preserve its wonders. By exerting their will, they can alter this world, but their power to do so is a finite resource. If they squander it, the beauty and strangeness of their home will be lost forever, so they have to be careful. On the other hand, they also have to hurry. After seven days, this power will fade forever.
SEVEN DAYS is a world-building RPG. Instead of the setting being created by the GM (aka the Game Master) with limited minor contributions from the players, in this game, the GM presents the initial version of the setting and then sees it changed drastically over a relatively short period of in-game time by the players. The players’ goal with their changes is a simple one: Take a realistic world much like our own and turn it into the kind of fantastic universe you see in the comics (and films) of media companies like DC and Marvel. There is a lot of room for traditional super-heroics along the way—there is always a gang of thugs somewhere plotting to rob First National Bank—but for these first seven days, at least, the potential to change the world gives your heroes one very lofty overriding goal.
Critical Role creator Matt Mercer called author Jeremy Forbing's Ravenloft Archetypes for D&D 5E "Really grand content! Well thought out, well presented, and a fantastic supplement to any campaign... Highly recommended!" Check out this early RPG by the same author at a bargain price, and leave a comment or review to let us know what you think.
If you enjoy this product, and you like D&D 5E, please check out these titles by the same author, available only on DM's Guild:
If you think this product could be improved, please Review or at least leave a comment-- all input is read and considered, and feedback often results in new updates!
Price: $1.00If you enjoy this product, and you like D&D 5E, please check out these titles by the same author, available only on DM's Guild:
If you think this product could be improved, please Review or at least leave a comment-- all input is read and considered, and feedback often results in new updates!
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