The Heart: a roiling tear of unreality beneath the city of Spire.
Within its borders, there are routes to unknown places, great secrets, shrines to long-dead gods, and monsters the like of which have never been seen on the surface world. In the Heart RPG, players take on the role of delvers – strange, desperate, broken people exploring the nightmare city in search of the object of their obsessions.
Take your first steps into the City Beneath with this streamlined version of the rules for the Heart RPG. This document includes:
* All the rules you need to adventure, go mad and die in the Heart * Five pre-generated characters with space for advancement – the magic- addicted Junk Mage, the zealous Heretic, the noble Vermissian Knight, and more * An adventure, Drowned, which sees you rescuing vital components from a lost settlement to put a stop to coral-boned monsters flooding the Church of the Moon Beneath with salt water
Really lovely little package here. It’s probably silly to list this on goodreads, but I read it and thoroughly enjoyed it, so, for the low low price of free, I’d certainly recommend you do the same. A really interesting, player-facing (so solo friendly), fail-forward, storytelling-focused, fantasy/horror rpg system.
I particularly enjoyed the Beat system where each player selects personal goals at the start of each session and works with the GM to attain those goals which then translates to character advancement. I like the explicit, codified setting of expectations and the way this system immediately quantifies the character’s/player’s engagement in the story. This keeps both the player and the GM aware of whether they need to be more or less involved in a session to ensure that everyone gets a chance to contribute. I’ve only run a couple of sessions, and this has a learning curve to it, but it seems like a real quality of life improvement once you get into the swing of it and would probably improve my GMing if kept in mind for other games.
If there’s any critique to be had, here, it’s that the adventure details are fairly sparse. Depending on your personal level of comfort with improvisation, you might find the adventure to be more or less difficult to run. I quite enjoyed it, and found the level of detail to be just enough to be able to run with without requiring a significant amount of prep time, but your mileage may vary