Category: Info

Unbound Actual Play report

Rob Whitford playtested Unbound a month or so ago, and he very kindly wrote up the whole thing in exacting detail. If you’re after a more in-depth report of what it’s like from the players’ perspective, take a look. UNBOUND PLAYTEST WRITEUP I was kindly sent Unbound to give it a playtest by Grant, one of the writers. I asked if I could have a copy early to test for two reasons, firstly I have

9 things Goblin Quest taught me about how to run a Kickstarter (and what we’re doing differently for Unbound)

(By guest author Mary Hamilton, who’s acting as producer on this project, and is smarter than both designers of Unbound put together)   1. Ask for what you need, not what you’d like… When we put together the Kickstarter for Goblin Quest, Grant cut out everything that the game didn’t need in order to get the funding target as low as possible. We researched the cheapest possible printing options that would let us create a book,

CHARACTER CREATION, PART TWO: ROLE

Welcome back to a series of posts on how to create characters in UNBOUND through the lens of Gelt Dimespinner, a fabulous sci-fi gunfighter. Our previous entry focused around Cores, the fundamental building blocks of the character – and today, we’re going to look at Roles, which form the crux of a character’s power in battle scenes. There are five roles: Brawler, which focuses on being at the centre of big melees; Deadeye, which focuses

CHARACTER CREATION, PART ONE: CORE

CHARACTER CREATION, PART ONE: CORE Welcome to the first of the series of blog posts where we’ll break down the way that character and world creation work in Unbound. For these example posts, we’ll be following the story of Gelt Dimespinner, a maverick sci-fi gunfighter. Today we’ll be looking at the most important part of any character – the core. We’re going to assume that Gelt is in a swashbuckling sci-fi setting. The touchstones we

No-nonsense Kickstarter pitch

WHAT IS UNBOUND? UNBOUND is a universal tabletop RPG with a focus on character-focused world-building, group-led episodic storytelling, and streamlined combat. We use playing cards as a resolution mechanic to create an exciting, freewheeling game system with lots of dramatic highs and lows – and we’ve made a game that lets the gamesmaster focus on running the game, rather than preparing to do it. The central mechanic of the game is simple: for every action,

Overview

From the creator of Goblin Quest, One Last Job, Drunken Bear Fighter and more besides comes UNBOUND! Co-written by Grant Howitt and Chris Taylor, UNBOUND is a mix of streamlined tactical combat and collaborative worldbuilding and storytelling. UNBOUND allows the players and gamesmaster the chance to craft the characters, the adventure and the game world together, all at the same time, through a series of directed prompts and leading questions tied to the powers and

Cores

All characters in an adventure pick the same core – sort it out during character creation. A character’s core tells us who they are, what they’re doing, and what sort of problems they’re likely to face – they act as a group identity, so everyone’s on the same page. They also come with a themed healing power, usable once per combat, to give the characters an edge when things don’t go their way. Additionally, each core comes

Roles

A character’s role determines how they behave in combat. Each role comes with a selection of optional powers that can be upgraded to allow the player to craft the character according to their vision. ROLES BRAWLER – A master of the melee; an expert at getting kicked in the teeth and dragging themselves to their feet; a role never happier than when they’re under a swirling mass of adversaries. DEADEYE – A nimble ranged combatant with deadly accuracy; their upgrades

Traits

Traits offer flavour and additional powers for characters in Unbound – each character starts with one, but can upgrade to two through fulfilling their fates. Traits come with a series of questions attached to them, and with these questions the GM can use them to shape the world around the players with reference to their particular abilities. We have twelve traits in the book, and here are a selection: FIRE – Control and channel fire into

Fates

Characters have fates that change from session-to-session, and they act both as a way of “levelling up” the character and also a way for players to direct play and frame scenes within the game. Simply put, fates are something that the player (and the group) want to see the character do or have done to them. Here are some example fates:   – My character develops a new way of divining the presence of ghosts. – My

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