An outline of what a player might expect in Lambda.
The game I propose is a game in which…
Decisions are more important than choices. The utmost care is taken to strip away everything which does not lead to some interesting consequence or implication.
Heroes’ true character is revealed. I tend to focus on choices which impact who a character is, and what they believe in. I draw heavy inspiration from film.
You will be challenged. I don’t shy away from true consequences, character death, or permanent alteration. We’re playing a game.
Tone matters. Everyone coming to the table contributes to the story being told. We’re all dedicated role-players, and we all want to string a tale which is compelling to participate in. Consistency, dedication, and trust matter a lot at my table.
Commitment is important. If we’re going to pull a game like this off, we need all hands on deck! I need 3-4 hours a week of time, though scheduling conflicts may occur. What matters most is that when you come to my table, you are locked in, and laser focused.
The game I’m interested in running involves three pillars of play: Exploration, Combat, and Social Interaction.
The main essence of Exploration involves the mystery of an unknown world, and the promise of discovery.
Exploration centers around character motivations and narrative. For instance, your character might seek a long-lost blade of legend, and explore the world to find its resting place.
The main essence of Combat involves dramatic situations with outside-the-box approaches.
Combat is loose, and dangerous. The enemies characters encounter might not be set up for them to win. Because of this, flat-out combat is rare, and short. Heroes, just like human beings, will probably be apprehensive about entering a fight, rather than circumnavigating it in some way.
Characters have lots of options at their disposal. They must use these options carefully, or encounter defeat.
The main essence of Social Interaction is the natural dynamics of human relationships.
This aspect of the game is not governed by mechanical systems, but is deeply ingrained in the core of the game. It’s clear to me that we all care about this here.
The game will use my custom system, Rubicon, whose rules are found here.
Notes on the rules
The game I run tends towards discrete chunks, which I call arcs. The typical arc is 3 sessions.
To begin, I propose we play through one arc, and proceed from there.
I tend to run fast and loose. Combats last less than 20 minutes. I expect players to be pretty active during play. The game should be nimble!
I like to run a game in-person, without miniatures. I like to play with music.
I tend to keep the dice off the table in most scenarios. If a player comes up with a plan that seems very likely to succeed, I tend to not require dice.
My system is based on negotiation. Few actions have defined modifiers, but when you make a check, you make me a case as to which modifiers should apply.
I want to run swords and sorcery fantasy, with the cinematic feel that epics tend to conjure up. I want magic to be rare and mysterious. I want there to be unknown ruins in the untrodden wilderness holding untold secrets.
I want exploration, and especially combat, to be dangerous. I want death to loom around every corner. I want the heroes to feel fear, to grapple with it, and to come out victorious at the end.
I want the heroes to grapple with their own motivations, and determine how they should act. I want those motivations to be challenged by the danger the heroes feel.
I want characters to act in a reasonable and personal way to them, and in a way that a character of their world might.
I have no reservations about the gruesome, the grim, or the bleak. However, I don’t involve sexual violence in my game. I aim to avoid all matters which would keep a player from authentically participating in my game.
I enjoy jokes, jests, and jibes, but I want my players to know that it’s the exception, not the rule, at the table. We’re here to tell a story! We can talk and hang out before and after the session.