[Closed] Recruitment - Dawn of the Orcs

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ClosedCustomPublic1 / dayJdoublep
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We are sages, wizards, scholars, geniuses, charlatans, and assorted other meddlers. Our nation faces destruction at the hands of an overwhelming foe.

To save our homeland, we have put our occult learning, secret arts, and esoteric skills to use to build an army of new soldiers, who we call the ORCS.

Each battle of the war buys us time to improve and modify our Orcs. Can we repel the invaders with a combination of sorcery and strategy? What will we have created when the fighting is over?


Dawn of the Orcs is a GMless dark fantasy game for 1-8 players. Players take the role of a powerful Council of Sages creating the first Orcs to win a war of survival. It includes both collaborative worldbuilding and strategic decision making. Dawn of the Orcs is friendly to new players but will give even jaded veterans a new experience.


Dec 23, 2024 3:09 am
https://www.rascal.news/content/images/size/w2000/2024/11/IMG_2790.png

We are sages, wizards, scholars, geniuses, charlatans, and assorted other meddlers. Our nation faces destruction at the hands of an overwhelming foe.

To save our homeland, we have put our occult learning, secret arts, and esoteric skills to use to build an army of new soldiers, who we call the ORCS.

Each battle of the war buys us time to improve and modify our Orcs. Can we repel the invaders with a combination of sorcery and strategy? What will we have created when the fighting is over?


Dawn of the Orcs is a GMless dark fantasy game for 1-8 players. Players take the role of a powerful Council of Sages creating the first Orcs to win a war of survival. It includes both collaborative worldbuilding and strategic decision making. Dawn of the Orcs is friendly to new players but will give even jaded veterans a new experience.

Looking for 3 more players.
Last edited December 25, 2024 8:54 pm
Dec 23, 2024 5:54 am
Looks interesting. But also not very clear what to expect from the game. Are there more details?
Dec 23, 2024 1:38 pm
We play the game over 8 Chapters.

The Core Loop

Each Chapter describes a key battle or event in the war for which we’ve created Orcs:
1. Narration: One player narrates the situation (e.g., a siege or ambush). This comes straight from the book, so for PbP, I will simply copy and paste.
2. Choose Stratagem: The Council (players) picks two of the Orcs’ stats (Brute, Clever, Numbers, or Loyalty) to represent the Orcs’ approach. The catch: you can only use each combination once.
3. Roll: You roll 1d6 + the sum of those two chosen stats. Each chapter has a target number (difficulty) to beat.
4. Victory or Defeat:
• Victory lets you pick 3 Warps to evolve the Orcs.
• Defeat means you pick 2 Warps and suffer some penalty or complication.
5. Warps: Each chapter has unique "Warps"—genetic, magical, or cultural modifications you can apply to the Orcs (e.g., night vision, extra fury, forging new armor, etc.). These boost or reduce the Orcs’ stats.
6. Shifts (optional): At the end of each chapter, players can also apply "Shifts"—extra tweaks like making the Orcs larger/smaller or indoctrinating/educating them.

Key Stats & How They Evolve

The Orcs have four core stats, each starting at 0:
1. Brute: Physical strength and power.
2. Clever: Intelligence, cunning, magical aptitude.
3. Numbers: Population size and ability to muster large forces.
4. Loyalty: Devotion to the Council or to a chosen bound item/person.

Across the chapters, Warps and Shifts change these stats, shaping how your Orcs grow (or degrade). Hitting ±4 or ±8 in a stat triggers a new custom—a cultural or biological trait that separates Orcs further from ordinary humans.
• Each chapter represents a major confrontation or turning point.
• After each chapter, you alter the Orcs.

Player Experience & Expectations

• Collaborative Storytelling: Every player gets to narrate scenes in turn. There’s no "primary GM," so everyone contributes ideas, descriptions, and twists.
• Worldbuilding & Strategy: You’re essentially co-authoring the history of your Orcs and their culture. Decisions about Warps and Shifts are both mechanical (choosing which stats to buff) and narrative (deciding what those changes look like in the story).
• Light Rules, Big Impact: The rules are simple—pick two stats, roll 1d6, then apply Warps—but each choice drastically changes the Orcs’ development and the kingdom’s fate.
• Moral Dilemmas: The game deals with "dark fantasy" themes: war, atrocities, forced creation of a warrior race, betrayals, curses, etc. Players should expect some grim or morally ambiguous turns, though you can tone it down (or up) to suit your group’s preference. Ultimately, it’s a game about the hubris of attempting to control other lives.
• Short to Medium Play Time: A typical campaign takes 90–120 real time minutes to get through all 8 chapters (a bit longer with more players or extra roleplay).
• Minimal Prep: You only need the rulebook, some dice, paper (or a digital note-taker) to track the Orc stats, and a willingness to improvise.
Dec 23, 2024 9:38 pm
I'm interested in this as it seems to have a lot of the stuff I like. I don't have to rulebook though and would not be able to get it in the near future, in case that is a requirement.
Dec 23, 2024 9:39 pm
Yeah I'm rather confused about where does one buy the PDF, as the one place I saw has all the buttons locked.
Dec 23, 2024 10:58 pm
This looks interesting.
Dec 23, 2024 11:12 pm
Damn! I'm sorry I missed this Kickstarter - it looks like great. Funnily enough, I'm trying to persuade my council in a long-standing Pathfinder Kingmaker campaign to consider how to magically procure / create an army to protect and grow our nation!

I'd love to be involved. How can I get a copy of the rulebook? There's no late pledges available and no retail sources (yet) that I can find?

Thanks
Dec 23, 2024 11:13 pm
...whoops, sorry, I repeated what others said about the rulebook. Should have re-freshed the page LOL
Dec 23, 2024 11:42 pm
Rulebook is def not a requirement and the first time playing you may enjoy it more without. Digital be available on itch in a bit. Kickstarter ended this weekend and Lyme sent out pdfs to backers, so we’ve gotten to run a few in person since. The core loop is: read the chapter narrative, decide which two traits to use against the threat described (catch being you can only use those two traits together once per game), roll 1d6 plus those 2 Traits’ values, view results of success or failure (which consists in bumping stats up or down). The rest is world building and narrative left up to the group. I feel the game expects us to role play the Orcs’ evolution diegetically, based on why we choose to evolve particular traits. Many evolutions ask us to narrate particulars about that evolution.
Dec 23, 2024 11:53 pm
I'd be interested in giving this a shot.
Dec 24, 2024 12:22 am
Jdoublep says:
Rulebook is def not a requirement and the first time playing you may enjoy it more without....
Thanks! I'll definitely pick the book up when it's available anyway. Please count me as "want to play"

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