Asylum is an adventure tabletop roleplaying game set in a hard-boiled urban fantasy world that parallels our own. Players take the roles of covert magical contractors involved in clandestine adventures. The name of the game is both a major theme, single-word description, and main in-game organization. Player characters are members or affiliates of Asylum, which is dedicated to a world where supernatural creatures (Outsiders) and regular humans (Insiders) can live together in harmony.
Asylum is a political movement.
Beginning early in the last century, beings both Inside and Outside began to see changes in the world. In those changes they saw an opportunity: they envisioned a place where the differences between Inside and Outside could be erased. The Earth could be something unique in all the universe. It could be a world where all beings could peacefully coexist, cooperate and learn from one another.
Asylum is a secret society.
Well we haven't done this in a while, so we decided to start in our comfort zone. . .
Asylum kicks off another year of public appearances, play tests and general tomfoolery with a visit to Boston and PAX Prime! Look for us in the RPG area on Saturday afternoon.
If you're in the New England area and would like to visit, grab beta playtest packets or just want to bust a cold chill with us. Let us know here or on Twitter!
We've been busy putting together material for the public release of the Asylum playtest packet. It probably won't be ready for a little while, but if you're itching to try Asylum out we're going to be running it at two gaming events in the next couple of weeks. The first event is Escapist Expo in Durham, North Carolina. We'll be running Asylum in the table-top area on Friday, October 4th from 6pm to 10 pm, and then again on Saturday, October 5th, from 2 to 6 pm.
No Design Diary this week, as I'm getting over a nasty case of Bronchitis. I do want to tell you about some more public playtests that are on the way! Our next big event is the Escapist Expo in Durham, North Carolina. We'll be playtesting Asylum in the table-top area on Friday, October 4th from 6pm to 10 pm, and then again on Saturday, October 5th, from 2 to 6. We have a couple of very polished playtest modules to run for you, so you can get a sense of how the game's shaping up and maybe give us more feedback.
The road was an oily black ribbon unraveling quickly ahead of them. The car blew through the bends, crooks and hollows with the low, loud scream of a man falling from the sky. Inside, Huck turned and craned looking for their pursuers. The forest canopy's dark, flickering static blotted everything out. Somewhere behind it, giant black shapes scattered and swung. The only way Huck still knew they were there were shifting pinpricks of light and sudden rushes of wind. It was as though the night sky itself reached down with huge silky hands to sift through the trees.
The previous Design Diary introduced you to our playtest process and design goals. Consequently, there wasn't much room to talk about the details of the system. This time I want to talk about a personal expertise of mine: dice mechanics! While there are plenty of innovations scattered throughout the system and setting of Asylum, we're not trying to reinvent or complicate what already works.
We just got back from running several very promising playtests at Gen Con, so this is probably a good time to start explaining our playtest process and what we've learned so far from it. I'm looking forward to going over the specific details and lessons from the playtests, but there's too much to cover in just one article. Instead I'll address each lesson in regular Design Diaries here. This time I'm just going to cover the general goals of our system and playtests.
The first public Asylum playtest at Gen Con is only four days away! We've all been burning the midnight oil to bring you the most up-to-date version of the characters, powers, and mechanics you can expect from the game's system. There's still time to if you're interested in attending, but register your tickets soon as we only have ten seats left.
Game ID: RPG1344013
Case Files: Power or Purpose
Friday 9:00 AM: 4 hrs
Tickets Left: 0
Game ID: RPG1344019
Case Files: Knowledge or Desire
Friday 8:00 PM: 4 hrs
Tickets Left: 3