With Legacy out now and physical books on their way, it’s time to talk about what’s next. We’ll be returning to Legacy’s post-apocalyptica soon, but first up we’re doing something new: Worlds of Legacy.
Each one is a brand new setting for Legacy by a new author, bringing new playbooks, moves and ideas for your game. They’re slim books but pack a lot of ideas in there. Each of them draws on Legacy’s faction and character gameplay, and lets you tell a story over generations, but the stories you’ll be telling are completely different. I’m currently looking over the final art and texts for all five, and I’m really excited to share them with you!
First up is Primal Pathways, written by Laurence Phillips and illustrated by Juan Ochoa. Each player controls a species enlightened by an otherworldly Guardian and must guide the growth of their civilisation and the evolution of the creatures, from the dawn of sentient life to the development of cities, nations and more.
Your Guardian might be the Devourer, the Builder, or many more; your character might be an Emissary, a Chosen of their Guardian, or one of four other playbooks.
What I love about this book is the evolution mechanics Laurence put together: the many diverse traits let you create some really weird civilisations (Ambulatory slugs! Parasitic and carnivorous plants! Spiders building cities in a jungle canopy!), while the evolution trees each Guardian provides let you radically change your species as the ages turn while remaining true to its primordial origins.
Next we have Generation Ship, written by Aaron Griffin and illustrated by Tithi Luadthong. Long ago, your ancestors boarded a starship that’d take them to a new colony under a distant star. Frozen in rows hundreds deep, they slumbered through the centuries – until something went wrong. Woken up too early, you must now scavenge and survive within the bowels of a slowly-dying ship.
In this game, your families are organisations within the City that the Awoken have formed in the ship’s tunnels. Your playbook could be The Alliance of Agronomists, bio-engineers keeping the ship fed; The Maintenence Collective, autonomous bots gone far from their original programming; or maybe The Throng of Pleasure, those who tend to the City’s vices. Your character, meanwhile, might be a Diplomat skilled at making the disparate factions work together; a Sleeper, a newly woken remnant of the ship’s original builders; or The Touched, who has made contact with the void outside the ship and has drawn strange power from it.
And as you play, you’ll be working towards your final arrival – seeking out the ship’s key systems, working out how they’ve gone wrong, and claiming them for your Family. Each activated system – from the Astrogation Arrays to the Dropships – gives your family particular advantages so long as they claim them, and brings you all closer to your final arrival at a place you can call home.
Of course, getting to a new planet is only half of the struggle. When you arrive, what sort of society will you all build?
That question is the heart of Worldfall, written by Katherine Cross and illustrated by Claudia Cangini and Tithi Luadthong. It’s a game of political sci-fi in a new colony, with each player controlling an ideological cabal within the colony’s society. You might be the Officer Class, still clinging to their ship-borne authority in this new society; the Guardians of Eden, attempting to understand and protect the ecosystem of their new home; or the Scum of the Universe, agitators, provocateurs and artists partying on the fringes of society.
Worldfall is a game of reputation and favours. As your character deals with the colony’s problems – the Hero of the People winning fairer wages for the workers, the Gasoline Fire burning the midnight oil to create age-defining artworks, the Flag pushing back over-aggressive wildlife – your cabal will accumulate political capital they can use to get what they need. Defining all that is your Constitutional Convention – a brand-new Wonder that sets out the freedoms your colony enshrines in law and responsibilities it enforces. As you play the constitution mutates and changes, to match your colony’s expansion.
Let’s depart from the shores of sci-fi, and head to a mythic land. A land where gods bicker in their heavens. Where their avatars face down armies single-handed, and where the end of days is fast approaching.
In Godsend, written by Khelren and illustrated by Jess Taylor and Tithi Luadthong, you’ll come together to tell a story of faith and despair in a mythic age. You’ll make your divinity – maybe a domineering god of Knowledge who’s the head of the Pantheon, or a conniving Trickster deity who everyone keeps at arm’s length. Then you’ll make an avatar – for another player’s god. Maybe you’re an Angel, sent by them on a mission? A Pandora, mother of monsters? Or a Prometheus, who has stolen power from their god and must somehow deal with their wrath?
Godsend is bringing a lot of interesting things to the table. First, you’ll have a built-in relationship with two other players: you’ll be the god of one, and the avatar of another. Second, it’s entirely diceless: as rulers of fate, it’s fitting that you’re unconstrained by random chance. Instead, your stats determine how many good things happen when you use your divine abilities – and how many calamities you avoid. Finally, you will fill your map with grand civilisations to lay low, armies to challenge, monsters that can rampage – escalating in scale and drama as the apocalypse approaches.
Rhapsody of Blood
Every generation the blood moon rises, and the castle exalts a villain with its dark gifts. They shall command its legions, use its powers to twist reality, and seek the godlike power of the unholy grail.
In Rhapsody of Blood, written by me (James Iles) and illustrated by Adrian Stone, you are the ones here to stop them. Your bloodlines have fought the castle since its first emergence, and that legacy has granted you endless tenacity, strange powers, or unbreakable faith. Together, you will root out the wards of the castle where they have infested the mundane world, slay the acolytes of the castle’s regent, steal their dark power for your own and banish the regent and the castle with them.
But the castle is immortal, and the blood moon will rise again. As generations rise and fall, what tales of heroic action and gothic bloodshed will you tell?