
Welcome to We Who Dare, a low fantasy, Role Playing Game (RPG) set in the Thardic Republic...wait...what's that I hear you say?, "hah...a Republic! that means Senators wearing togas, gladiators fighting in the Coliseum, and Roman Legions conquering the world..." Well...sort of, but sort of not as well... Yes, Tharda is a Republic, and yes, there are Senators, but they certainly don't wear togas, it is way too cold for that. The climate is more like England, so people tend to wear tunics and leggings (think feudal medieval clothing). Are there gladiators who fight in a Coliseum? well yes, but it may be a little different than what you expect...and as for the military, yes there are Legions, but they look more like medieval troops than Romans... Down to the nitty gritty....game mechanics will be handled using the excellent "Hero System - 4th edition" ruleset. For those players who have never used these rules before, they are (in my opinion) the best rules for gaming (like I said, just my opinion). They are very similar to Champions, and GURPS rules, so if you have used those you will have a fair idea what to expect, if not, well, you will soon get the hang of it. There are no artificial "character class" concepts in this game. A player can develop their character along any lines you like. The only limitation is your imagination, and the opportunities for character development that present themselves as we go along. All characters will begin as 14 year old peasant villagers (or if you are really lucky, the son of a noble family). You may or may not be playing solo initially, and each player will have at least one, and probably two "pre-game" solo sessions in which to develop their character to a point at which they are ready to meet the other characters. I call this, the "Nexus Point" in the game. It is the point in time and space where the characters are brought together to form "the party" for want of a better term. To a certain degree, this will require a certain amount of "railroading" on my part, and I ask your forgiveness for this necessary evil, but it should all be worth it in the end. I am really not a fan of the "you are all adventurers and you have just met in a tavern" type of artificial scenario, It just doesn't wash with me. I prefer a more organic game, where things happen of their own accord, and where characters develop naturally. Anyhoo...I am sure you will figure it all out as we go along. My best advice is to not have any preconceived ideas when you hear things for the first time...just go with the flow, accept that things may be a bit strange and unusual at first, it is a Role Playing Game after all, and most importantly, have fun. Oh...one last thing...combat is very realistic in this game, and therefore very deadly. A knife can kill as surely as it can in real life. Injuries sustained from combat do not (normally) magically get healed in seconds. Armour classes do not exist, armour absorbs (hopefully) damage, thus reducing the injury (again, hopefully). Weapons, shields and armour can break in combat...an untimely snapping of your shield strap can get you killed. if you are a fan of combat, and hack and slash fests, this may not be the game for you...but if you like fighting with finesse, well aimed sword thrusts to the throat of your opponent, and brilliantly executed duels resulting in your well earned victory, then you just might like this game. oh...and one more last thing...law exists in this world. Murder, rape and pillage are generally illegal in most places, and you may find yourself in a spot of bother if you step outside the law. Trying to explain to a jury that you are an adventurer will probably not cut it...they are likely to interpret that as "brigand". After all....doesn't everyone just love a good hanging??. Ok...the final last thing, I promise...all players will be required to submit to the GM after each session (and prior to the commencement of the next session) a "fiction" of the session. This can take the form of an ongoing story, a clinical narrative, a poem, or any combination of literature that tickles the players fancy. The purpose of these "fictions" is to provide a campaign Diary from the point of view of each character. The diary will therefore constitute each player's, and by association, each character's memory. We Who Dare is open for player applications as of 18th November 2017. Maximum number of players will be 5 Current number of players is 3 All sessions will be played Monthly, Saturday afternoons in Melbourne Australia time. Please contact me via message to apply.