A downloadable patron's manuscript

The seven greatest wizards in the world convene upon the isles of Isha, their powers aligned in the service of an ancient Pact. Each governs their Domain, wielding power beyond comprehension, seeking to balance the responsibilities of their power with the siren song of the soul. Will these wizards work together to hold Isha together, or will their petty thoughtlessness bring about the destruction of their homes? 

The Seven-Part Pact is a tabletop RPG for 3-7 players about a group of wizards holding together reality. Over the course of months and years, they will delve deep into the imagined world, fighting against terrible foes and often each other. Each player possesses their own Tome, a book explaining in detail the rules of their powers and the expanse of their Domain. With their Tome, each player will also take on the role of Celestial Audience, acting as guide and narrator for the other Wizards in turn. Through their Tomes, the Wizards will observe the movements of the stars in the sky (represented by a great Orrery) and perform incredible feats of magic to hold their world together — or allow it to fall apart.

This is a first draft of the Seven-Part Pact, made available in advance for Rapscallions and Tatterdemalions of the Possum Creek Patreon. It is not available for general release yet, but if you're curious about what it contains, sign up here (or subscribe and then immediately cancel your subscription) in order to get early access.

StatusIn development
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorPossum Creek Games
TagsLGBT, LGBTQIA, Magic, magician, Queer

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(+1)

OK, so we have 8 people for 7 slots and we really don’t want to turn anyone away… We’ve started drafting a Student playbook so that the person on the waiting list can still play with us :)

Are there by any chance any old playbooks - maybe from earlier drafts - that we could use for that purpose? :D

(2 edits)

This reads like a co-narrative, GM-less game? 🤔

Is that indeed the case or does it in fact still require a DM/GM/referee? 

EDIT: read a review that described it as a "GM-full game" which is incredibly interesting 👍

(+1)

100% GM-full game. Check "Knight at Opera - Seven Part Pact - Authority". Have fun, it's an amazing experience <3

(+2)

We played it throughout the entire weekend and ended up wishing we’d booked a whole week to play every day. Easily one of the top gaming experiences I’ve ever had. Brilliant, deeply thoughtful design at the crossroads of traditional RPGs, story games, consent-based storytelling, matrix games, FKR, American freeform, board games, chamber larps - you name it. The game shows the author’s incredibly broad game literacy. And the poetic layer of the game is phenomenal as well.

For me, it was an extraordinary, trippy, immersive experience that gave me yet another perspective on the possibilities of our hobby’s medium.

alright, there's no Ages. Any advice on how to start a playtest without those? I got ideas but would appreciate some tips. 

(+1)

I suggest starting with Age of Awakening, which is available in the previous iteration, and simply patching the spots where the rules differ.

(1 edit)

oh dang, there it is. 

Wish I'd noticed before we just charged into it. Game went great despite everything, can't wait to play the fancy full release in one to ten years or whatever.

it's also extremely funny to me that three of the people at the table had the experience of looking for this chapter, not finding it, looking up the only playtest that exists, and hearing it start with "we didn't bother to record the setup" so that didn't help lol
 

I signed up for the patreon and I'm very interested in giving this game a try if I can get a group together, but as someone new to it, I'm not sure where to start! Should I just use the first draft documents or the most recent documents?

use newest packet for each wizard

use newest ruleset base.

thanks! i was concerned there might be rules conflicts with using rules from different drafts, but with that in mind i'll start looking stuff over!

There are major rule differences in some places, which is why we ultimately ended up playing with the May version of all the playbooks and the general rules.

(2 edits) (+1)

A group of wizards and I are going to tackle this beast in September. We have 6 so far, just tracking down our missing Sorcerer. Each and every one of us are extremely excited, have done our extensive homework, and have even made assets for Foundry VTT to make it work online. 

This system is the most novel ruleset any of us have read in years and we're chomping at the bit to devolve into fits of Wizard Madness.

Thank you Jay, for your hard work and dedication to the craft of Wizardry.

Imgur album with our custom Orrery for all to use. Seven-Part Pact Celestial Dice module is going up soon for public use on Foundry VTT.

How did it go? I’ve just come back from a three-day trip playing 7PP live every day, and I have to say - it’s one of my top gaming experiences ever.

dear universe, please send me decent people to play this game with and i will never ask for anything else again. well, ok, either that or world peace.

A friend showed this to me and this is exactly the kind of wildly ambitious, wild suck-everyone-into-an-EXPERIENCE kind of game I'm interested in. I'm trying to assemble a group together so we can give it a go sometime once we get the logistics of playing sorted out.

(-2)

This sounds very cool, especially from what I've heard from a friend who is a patron but I'm very confused by the use of the name Anchorite for one of the wizards. An anchorite is an extremely specific thing, a Christian hermit that sealed themselves in a cell attached to a church or monastery. Why use this word if not doing the actual highly specific anchorite thing, and not a more general word such as hermit?

(+2)

He's a hermit who is anchored to a specific place and wields power through how he projects outside of it! That said, it's a name I'm not 100% satisfied with and may change in future drafts.

(-3)

I see - my friend had said that he wasn't literally anchored to a specific place, just metaphorically, so that had bothered me because of how specific the concept of the anchorite is. Thanks for the info!

Did the Anchorite evolve into any of the current playbooks, or was it abandoned entirely? 

(+1)

* ottimo gioco, amo il modo in cui ogni giocatore fa da arbitro per il suo dominio, molto più bilanciato dei giochi con un solo DM, e ti fa entrare nella mentalità che ogni azione deve avere una conseguenza!

Grazi!