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The game is made on the UsefulNotes/PoweredByTheApocalypse system, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other [=PCs=] through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the [=PCs=] can also take strife's from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]

Definitely on the story side of StoryToGameplayRatio, the game actively lacks rules for combat, instead encouraging that combat be used to push more engaging interaction between players and what would best fit the narrative for everyone. TheRealMan probably won't find much fun in this system but, conversely, TheRoleplayer will likely have a blast.

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The game is made on the UsefulNotes/PoweredByTheApocalypse system, and sequentially so places a lot of focus on PC interaction. Each action the PC takes takes, even outside of battle, counts as a move even outside of battle and will frequently have generate an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with emphasis; each PC starting starts off with 10 'Friendship Gems' they can give to other [=PCs=] through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. actions. However, the [=PCs=] can also take strife's strifes from particularly poor roles, rolls, which can cause them to form rifts between in the party; and, if not careful, can cause them to party and even fall to [[TheCorruption the darkness.]]

Definitely on the story side of StoryToGameplayRatio, the game actively deliberately lacks rules for combat, instead encouraging that combat; it encourages combat be used to push more engaging interaction interactions between players and what would whatever best fit the narrative for everyone. TheRealMan probably won't find much fun in this system but, conversely, system, but TheRoleplayer will likely have a blast.



* DarkIsEvil: The Darkness, naturally. The [=PCs=] themselves can tap into the darkness, if need be, using their strife's as pluses to the rolls. However, even perfect roles will have some form of cost to them, and anything less than perfect can have some negative consequences, with the worst being the [=PCs=] actively spreading the darkness to the immediate area around them.

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* DarkIsEvil: The Darkness, naturally. The [=PCs=] themselves can tap into the darkness, if need be, using their strife's strifes as pluses to the rolls. However, even perfect roles will rolls have some form of cost to them, and anything less than perfect can have some negative consequences, with consequences- the worst being that the [=PCs=] actively spreading the darkness to the their immediate area around them.surroundings.



* OurGhostsAreDifferent: Dragons do not die from old age; instead, they become massive crystal statues, or silent, intangible beings that wander across the land. No one knows what they do, or even if they do anything.
* ThePowerOfFriendship: An actual mechanic in the game. Each [=PC=] starts with ten "Friendship Gems" and is encouraged to give them to fellow [=PCs=] when they exact a quality they themselves possess. The [=PCs=] can then use the gems to power up their Moon Magic.

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* OurGhostsAreDifferent: Dragons do not die from old age; instead, they become massive crystal statues, statues or silent, intangible beings that wander across the land. No one knows what they do, or even if they do anything.
* ThePowerOfFriendship: An actual mechanic in the game. Each [=PC=] starts with ten "Friendship Gems" and is encouraged to give them to fellow [=PCs=] when they exact enact a quality they themselves possess. The [=PCs=] recipient can then use the gems to power up their Moon Magic.

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* AlienSky: Which is marked by Dragonia's five moons.

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\n* AlienSky: Which is marked by Dragonia's Dragonia has five moons.
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* ThePowerOfFriendship: An actual mechanic in the game. Each [=PC=] starts with ten "Friendship Gems" and is encouraged to give them to fellow [=PCs=] when they exact a quality they themselves possess. The [=PCs=] can then use the gems to power up their Moon Magic.
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* DarkIsEvil: The Darkness, naturally. The PCs themselves can tap into the darkness, if need be, using their strife's as pluses to the rolls. However, even perfect roles will have some form of cost to them, and anything less than perfect can have some negative consequences, with the worst being the PCs actively spreading the darkness to the immediate area around them.

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* DarkIsEvil: The Darkness, naturally. The PCs [=PCs=] themselves can tap into the darkness, if need be, using their strife's as pluses to the rolls. However, even perfect roles will have some form of cost to them, and anything less than perfect can have some negative consequences, with the worst being the PCs [=PCs=] actively spreading the darkness to the immediate area around them.
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Added DiffLines:

* DarkIsEvil: The Darkness, naturally. The PCs themselves can tap into the darkness, if need be, using their strife's as pluses to the rolls. However, even perfect roles will have some form of cost to them, and anything less than perfect can have some negative consequences, with the worst being the PCs actively spreading the darkness to the immediate area around them.
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Added DiffLines:

Definitely on the story side of StoryToGameplayRatio, the game actively lacks rules for combat, instead encouraging that combat be used to push more engaging interaction between players and what would best fit the narrative for everyone. TheRealMan probably won't find much fun in this system but, conversely, TheRoleplayer will likely have a blast.
Is there an issue? Send a MessageReason:
None


The game is made on the UsefulNotes/PoweredByTheApocalypse system, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other PCs through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the PCs can also take strifes from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]

to:

The game is made on the UsefulNotes/PoweredByTheApocalypse system, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other PCs [=PCs=] through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the PCs [=PCs=] can also take strifes strife's from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]
Is there an issue? Send a MessageReason:
None


The game is made on the UsefulNotes/PoweredByTheApocalypse, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other PCs through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the PCs can also take strifes from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]

to:

The game is made on the UsefulNotes/PoweredByTheApocalypse, UsefulNotes/PoweredByTheApocalypse system, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other PCs through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the PCs can also take strifes from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The game is made on the UsefulNotes/PoweredByTheApocalypse, and sequentially places a lot of focus on PC interaction. Each action the PC takes counts as a move even outside of battle and will frequently have an equal and opposite reaction in response. ThePowerOfFriendship is given great emphasis, with each PC starting off with 10 'Friendship Gems' they can give to other PCs through good roleplaying, which they themselves can use to give a boost to their own actions when the time arises. However, the PCs can also take strifes from particularly poor roles, which can cause them to form rifts between the party; and, if not careful, can cause them to fall to [[TheCorruption the darkness.]]
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''[[http://www.magpiegames.com/epyllion/ Epyllion]]'' is a TabletopGame published by Magpie Games.

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/185551.png]]

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''[[http://www.magpiegames.com/epyllion/ Epyllion]]'' is a TabletopGame published by Magpie Games.

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/185551.png]]
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''[[http://www.magpiegames.com/epyllion/ Epyllion]]'' is a TabletopGame published by Magpie Games.
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But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- out of caution, corruption, or both.

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But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- all -- out of caution, corruption, or both.

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The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever...or so everyone hoped.

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The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever... or so everyone hoped.



* CrystallineCreature: Dragons who've died natural deaths have two options. One of these options is to become a still crystal statue, capable only of sharing one piece of telepathic information (like an epitaph, or words of encouragement) with those who approach it.



** Corruption by [[AlwaysChaoticEvil Darkness]] is a very real threat and a matter of public safety. Therefore, it's not considered rude or naïve to accuse a dragon of being ''objectively'' evil- if the accuser has proof to back it up.

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** Corruption by [[AlwaysChaoticEvil Darkness]] is a very real threat and a matter of public safety. Therefore, it's not considered rude or naïve to accuse a dragon of being ''objectively'' evil- evil -- if the accuser has proof to back it up.



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The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever...or so everyone hoped. But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- out of caution, corruption, or both.

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The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever...or so everyone hoped. hoped.

But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- out of caution, corruption, or both.
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But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring. Heartwarming/{{Epyllion}}

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But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring. Heartwarming/{{Epyllion}}
adventuring.

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* JackOfAllStats: Young dragons can use all five moons' magic, but it will be weaker and less reliable than the magic empowering older dragons. The very oldest dragons can only connect to one moon; adaptability always replaces specialisation eventually.

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* JackOfAllStats: Young dragons can use all five moons' magic, but it will be weaker and less reliable than the magic empowering older dragons. The very oldest dragons can only connect to one moon; adaptability specialisation always replaces specialisation adaptability eventually.



* NotSoOmniscientCouncilOfBickering: The Council is ''slow'' and canonically hasn't realized yet that the Darkness is returning. They are basically invisible for story purposes, only appearing at the beginning or end.



* RousseauWasRight: All of the Shadowself triggers are involuntary.

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* RousseauWasRight: All Most of the Shadowself triggers are involuntary.
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* WhiteAndGreyMorality: The dragons are either good-hearted, or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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* WhiteAndGreyMorality: The dragons are either good-hearted, good-hearted or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.
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* SlidingScaleOfIdealismVersusCynicism: Thanks to themes of [[ThePowerOfFriendship friendship]] and [[RousseauWasRight redemption]], the tabletop game snuggly fits in the idealistic end of the spectrum.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/185551.png]]

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*OurDragonsAreDifferent: Since this is a tabletop about dragons, the dragons are pretty diverse in terms of design and character.



* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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* WhiteAndGreyMorality: The dragons are either good-hearted, or antagonistic by outside reasons, but never evil by choice. Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that [=PC=]s will often move into the Darkness and out of it.

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But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.

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But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.
adventuring. Heartwarming/{{Epyllion}}


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* CreepyChild: The textbook example of the Seer class is this- a distant, terrified hatchling isolated by the terrible futures their powers force them to see.


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* EvilIsEasy: As easy as being injured or ignored one too many times...but then, so is coming back to the light.


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* OurGhostsAreDifferent: Dragons do not die from old age; instead, they become massive crystal statues, or silent, intangible beings that wander across the land. No one knows what they do, or even if they do anything.
* RousseauWasRight: All of the Shadowself triggers are involuntary.

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* InsufferableGenius: When the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.

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* AlienSky: Which is marked by Dragonia's five moons.
* CondescendingCompassion: The Warrior class's shadowselves have this. Their eagerness to protect Dragonia is poisoned by disdain for the "weakness" of everyone else in it.
* DeliberateValuesDissonance: Often, due to the fantastical setting.
** Corruption by [[AlwaysChaoticEvil Darkness]] is a very real threat and a matter of public safety. Therefore, it's not considered rude or naïve to accuse a dragon of being ''objectively'' evil- if the accuser has proof to back it up.
** ''Epyllion'' dragons don't have parents. An egg belongs to whatever House it's been assigned to, and is raised collectively by that House. They have friends and siblings of varying ages, but rarely any blood relations.
* InsufferableGenius: When a member of the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.otherwise.
* JackOfAllStats: Young dragons can use all five moons' magic, but it will be weaker and less reliable than the magic empowering older dragons. The very oldest dragons can only connect to one moon; adaptability always replaces specialisation eventually.



* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)

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* MustMakeAmends: House Kebros is defined by the shame of their betrayal during the War of Shadow, and its members know it. Even those born ''after'' the War consider regaining Kebros' honor very important.
* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being getting hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)
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''[[http://www.magpiegames.com/epyllion/ Epyllion]]'' is a TabletopGame published by Magpie Games.

The player characters are young dragons ("drakes") fighting to protect their world from the Darkness' corruption. They grew up in a time of peace and prosperity, long after the war in which the Darkness was banished forever...or so everyone hoped. But terrifying omens are emerging all across Dragonia; strife grows between its ancient Houses, more hearts fall into Darkness every day, and the Council ignores it all- out of caution, corruption, or both.

But it's not all doom and gloom. ThePowerOfFriendship is alive and well, the moons of Dragonia will lend their magic to worthy drakes, and Dragonia is still a fantastical, idealistic world ripe for adventuring.

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!! This game includes the following tropes:

* InsufferableGenius: When the Academic class falls to the Darkness, they become this trope: an egoistical jerk who believes that they know everything. The clutch can purify an Academic by showing them otherwise.
* TheMentor: The party (or "clutch") must be sponsored by an elder dragon, who is naturally this trope.
* WhiteAndGreyMorality: Becoming corrupted by the Darkness is never a good thing, but it is often unavoidable or sympathetically motivated. ([=PC=]s can gain a shadow even for being hurt in battle, concealing their identity, or ignoring a friend's advice, among other things.) Nobody is irredeemable, and it's expected that the [=PC=]s will often move into the Darkness and out of it.)
* WorldOfBadass: The setting's dominant race is dragons. (Horns, claws and spiked tails are optional but suggested in the character creation rules.) And any dragon who lives long enough will become a giant, magic-blasting elder "mightier than any weapon ever forged".

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