Describing Scenes to Prehistoric Characters

A cave person carrying a torch and illuminating a cave wall with a weird symbol.
Art by Felipe Maria

The way the characters in the game see and recognize people, objects, structure, and other things is not like we do. We see a small oval vertical smooth placid lake hanging on a cave wall that casts your reflection back at you and we immediately recognize a mirror, they will not.

When we look at something we try to understand it with the library of things we already understand, so as to make it “less scary”. And we know more than any other humans ever knew. The characters in Primal Quest do not have this knowledge however, so they will need to “understand” the things they find in the mythical and weird primal world of the game with what they know, which is not much beyond what they see in the primeval setting they live in.

So when you are describing the world to the players, being their sense in the game, make sure to remember that. Try to imagine you don’t recognize any of these things, and can only rationalize them through the natural world and early technological objects. And then try to explain this to the players. Here are some examples to help you get inspired.

Crashed Plane: A huge creature made of this shining hard rock that makes loud clattering noises when hit. It appears to have wings, but one of them was torn apart from its side, and hundreds of small blank eyes stare at the nothingness. A small mouth on the side lies open, and a furry humanoid is getting in, carrying a sack on their back.

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Primal Quest – Players as Ancestors

Art by Felipe Sarau

In the mythical primal world of Thaia, the ancestral spirits of the world can sometimes  influence the fate of their descendants by interfering with the world and by lending these individuals their talents. Almost like how players do with their characters.

Thus, in Primal Quest, players also act in the role of Ancestors of their characters, watching over them, lending their strength, and granting them benefits from time to time. As their descendants go out into the world and face a myriad of challenges, they grow, change, and earn Ancestral Points (AP). Then, the players can spend these AP either to improve their descendants through Character Improvement or to grant them Ancestral Gifts.

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What’s Happening with Old Skull Publishing?

Short answers: A lot and not so much. But let’s dig into this and be more clear. My life has been pretty hectic lately. I suffer from anxiety/depression, and even though I am much better at dealing with this than I was a couple of years ago, things can get complicated from time to time, especially when “real life” gets messy as well. In short, I am OK. I am super tired. I wish I was creating more. But for now I am prioritizing my health (physical, mental and emotional), my family, my kid, and unfortunately the job that keeps a roof over our head and food on our plate. But I am working on getting back on the RPG horse. I miss it too much.

Much longer answer: Old Skull Publishing is basically a fantasy name for a company composed of myself, Diogo Nogueira. It’s almost like a mask I put on to pretend to be something else and have the strength and courage to create, produce, and share this creation with others (and even charge for it). And I LOVE doing that. Creating something, sharing with others, and creating connections through this is one of the things that help give meaning to my life. I am incredibly happy and grateful for all the stuff I’ve created so far, for the connections I’ve made (making me feel welcomed and part of a community), and for the many dear and true friend I’ve met, even if we are thousands of kilometers away from each other. I want more of this. But for now, I can’t dedicate myself to this as much as I did before.

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Primal Quest – The Winged People’s Problem – Session Report #01

This week I was back at our friendly local game store, Game of Boards, and was ready to either continue our campaign with the full group venturing into The Tower That Fell, or finish our dreamcrawl at The Cave Our People. Alas, that didn’t happen and only two players showed up (and only one of them was playing on the cave adventure).

Cover Mock-Up

So after a quick debate over our options, we decided to make another set of characters and do something else. That way we keep playtesting the game, and develop the campaign in another direction, like those old-school RPG campaigns of yore.

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The Primal World of Thaia – Resources and XP for Gold

Resources

One of the main themes of The Primal World of Thaia setting is survival, and to emphasize that, we use two Resources: Food and Water.

Art by Felipe Faria

Food and Water are necessary for any character’s survival, and are used as a form of currency in the sense that almost everything is evaluated in terms of how many units of these resources they are worth.

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