Garphill Games and Dice Up Games are proud to bring you The North Sea Epilogues. This is a new roleplaying game, designed by Tim and Kristin Devine and set in the North Sea universe of games, including the award winning Raiders of the North Sea.
After raiding and exploring the North Sea with the acclaimed board game series, the time has come to journey deeper into the world as a Viking warrior in The North Sea Epilogues roleplaying game. Create heroes and set out to battle enemies, uncover mysteries and gain reputation. The possibilities are endless and the North Sea is waiting. So ready the longboats and prepare to forge an exciting and epic saga!
A Roleplaying Game
The North Sea Epilogues is a collaborative storytelling game for 1 Game Master (GM) and up to 5 players (recommended). The GM is the narrator of the story. They set Scenes, introduce Challenges, interpret dice rolls, act as non-player characters (NPCs) and describe how Scenes change. The players are the Heroes in the story. They must work together to creatively overcome the Challenges introduced by the GM and help breathe life into the story.
- Narrative focus with less dice rolling and more story building
- Simple, easily to follow rule set and intuitive hero sheets
- The GM never has to roll any dice
- Games have a natural flow with no need to constantly reference rulebooks
- Players are encouraged to inject their own elements into the story, making for a more collaborative story telling experience
While the GM will be the main narrator in the game, players are encouraged to help shape the story. Players take on the role of their Heroes and interact with the Scenes, NPCs and other Heroes. In the North Sea Epilogues, Heroes will embark on adventures and face many Challenges. Players may attempt any kind of action they wish when trying to overcome these Challenges. For most actions, the GM will ask players to roll a twenty-sided die. When dice are involved, the GM secretly sets the Difficulty Level for dice rolls to overcome. The players involved choose which of their Skills to use and roll their dice. The GM will interpret the roll and summarize the impact based on the Challenge they set. Regardless of the Outcome, both players and the GM will help describe what happened. There are no meaningless rolls, as all of them help advance the story.
This is a hardcover, thread sewn book. The final page count should be somewhere around 120-150 pages, depending on how many additional adventure modules are added through stretch goals. The cover will be gloss paper, mounted on 2mm board. The pages will be 128gsm matte paper, with black 140gsm paper at the front and back of the book. The book has been designed with A4 (210x297mm) pages, so that Hero and GM sheets can easily be tucked away inside.
Rather than offering a number of stretch goals to upgrade the book’s quality, we have decided to have everything upgraded from day one. This allows us to focus on creating stretch goals that add more content to the book, especially in the way adventure modules from a collection of various writers.
Hero Sheets and GM Sheets
Both the Hero Sheet and GM Sheet have been designed based of our experience designing board games. The Hero Sheet acts like how a player aid might in a standard board game. This allows players to be constantly engaged in the story, rather than bound up reading reference books. Both sheets are A4 (210x297mm). These will be provided in PDF format, as well as printed in the back of the book.
The Mico has illustrated an absolutely gorgeous piece of art for this optional GM Screen. Inside you will find all the necessary rules for running a session, which means less time stuck in the rulebook and more time forging your epic saga! The screen measures 210x1188mm and is mounted onto 1mm high-density cardboard. Once folded, it will be the same dimensions as the book, making it easy to store them together.
As with the board games, Epilogues is based loosely in history. While heroes won’t be fighting ice giants and other mythological creatures, they may still believe in such beings and unworldly forces. To make the game as easy as possible to learn and play, we have written the book a lot more like a board game rulebook. The front half of the book covers all the mechanisms, rules and information for building a campaign. We have saved the back half of the book for a fully-fledged introductory campaign and a series of adventure modules, written by a variety of talented authors. Here you will find a lot of theme and inspiration for creating your own stories within the world we created for the series of board games.
Some contributing writers for the book include:
Doug Levandowski, Banana Chan, Tobie Abad, Epidiah Ravachol, Tim Devine and Kristin Devine. We hope to add even more through a number of planned stretch goals.