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Paleomythic

GM jiggidy · 1 player

First time GM running Paleomythic

Here's the rundown on Paleomythic:

 

**The Pitch**

It's a "Stone & Sorcery" RPG — Sword & Sorcery adventure concepts transplanted into a Stone Age setting. Instead of a hero with a steel sword facing evil wizards, you've got a hero with a wood spear or flint blade facing evil priests, prehistoric beasts, and savage beast-men.

**The Setting**

The game takes place in Ancient Mu — a harsh prehistoric world full of mysterious ruins and temples, huge terrifying creatures, and nefarious sorcerers plotting dark schemes. It's a world of brutal winters, hunting and foraging to survive, and tribes in constant warfare.

**What PCs Do**

Characters fight other tribes, take on dangerous creatures, explore forbidden ruins, face spirits and magic, and help their tribe survive the vagaries of life in Mu. PC roles include hunters, healers, warriors, soothsayers, and others.

**The Tone**

It's gritty without being too granular. Magic permeates Mu in a way that feels organic. It's a truly dangerous world where PCs can die, but not a game where one failed roll gets you killed. It rewards small-scale heroics and clever use of resources.

**The System**

It runs entirely on d6 dice pools. Characters have Traits (natural characteristics like Brave, Guileful, or Wise), Flaws, and Talents. Your current Trait count sets your base dice pool. Having a relevant Trait adds a bonus die; a relevant Flaw removes one. Any 6 is a success. Tools and weapons can add dice too, but they break on a roll of 1.

**My Game**

I'm looking for a small but dedicated crew to run this with. I'm an experienced GM but I'm new to this RPG and I want to play it a bit in a low-stress environment before I host it live. This instance will be an opportunity for me (and my players) to learn while we collaboratively tell a fun story. I love to co-create, not railroad, so the world building happens together.

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