Fireborn
Although there isn't any information up at the Fantasy Flight Games website yet, I was told I could talk about Fireborn after GAMA. GAMA having come and gone, it can now be revealed that I'm one of a half-dozen writers working on the core books (a player's guide and game master's guide) for this new roleplaying game. My chunk is 60,000 words to be finished in the course of March and April. I could write faster/more, but that workload leaves time for the treatment I've been working on as well as continued development of the Ice Horror project. I'm told Fireborn will be a GenCon release.
So in Fireborn, you play a dragon in the modern day. Your biggest problem, to start, is that you don't remember you're a dragon. But the more you remember, the more draconic badassishness you can manifest.
Part of the process of remembering takes the whole game back to the antediluvian mythic age, a pre-historic Atlantean type time period focused physically around the ancient Mediterranean. Because you're a dragon, hoarding treasure in the modern day is another thing that helps you remember your ancient self. Especially if you manage to horde stuff that you used to have when you were a dragon.
Fireborn also has a cool and novel mechanical basis that involves the dynamic assignment of your attention across the various attributes that make up your character. The metaphor they keep using is that your character is like a starship; sometimes you've gotta focus energy on your shields, sometimes you put it all into the forward phasers.
Good stuff. Keep your eyes peeled in FFG's general direction for news as it breaks.
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