God-Killer Prophecy -- Augury Edition is at Hand
God-Killer Prophecy is my new game. I'm running it this Saturday evening at Phantasm Gaming Convention in Peterborough, ON.
It's a one shot game where you create the world together and face escalating threats across 6 chapters to see if the Chosen One can vanquish the Dark Lord.
This was playtested at CanGames in May, and at the Hastings D&D Festival in July.
It has been . . . under the radar so far, but there will be copies at Phantasm!
Each put together by hand by yours truly with the help of my brother Timothy Kitz, who also did some editing and provided feedback. Each cover is a little different because each is written by hand.
But how does it work do you ask?
Play is divided into two major phases: Auguries Phase and the _Adventure _Phase
You use two regular decks of playing cards. One a heroes deck, and one the dark gods deck. In each chapter you face at least two threats, where the heroes use their cards to overcome the dark gods deck.
The heroes lose card's as they face challenges and must get more cards into the hands of the chosen one so they can defeat the dark lord in the final confrontation.
While that is happening the dark god's deck also loses cards, but only the weakest, causing increasing tension.
The playing cards are first used to setup the prophecy. This is the first thing that shapes the story.
Then there are question prompts for each chapter that guides players to illustrate where they find themselves and who and what they must do. This then feeds into the challenges of the Adventure Phase.
I thought to myself one day -- "I want a one shot story-game with teeth." And then I thought, "if I am doing that it must be the high-fantasy epic that I loved to read." Thus, God-Killer Prophecy was born.
There's more to that story, but those are tales for another time.