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The Widening Gyre

Adventure In A Nineteenth Century That Never Was

  • Created by:

    Tiny
  • Location:Louisville, Kentucky, United States

  • Category:Gaming

Our Story

Blackwyrm Books And Games is a publisher of experimental fiction and quality roleplaying games. In conjunction with Hero Games' release of the Star Hero 6th Edition roleplaying game at GenCon 2011, we are attempting to simultaneously release seven science fiction settings that can be played using the Star Hero rules.  

 

We're calling this entire undertaking Project WyrmStar. 

The Impact

Hero Games isn't planning on releasing any settings for Star Hero: only the core rulebook and some equipment books. We are hoping to "fill the gap" that leaves by releasing unique and interesting setting books that can be used to play the game immediately, rather than forcing Game Masters to take the time to create their own setting. 

 

The Widening Gyre for HERO System 6th Edition is one of these settings. 

What We Need & What You Get

We need to raise about $1000.00 to get a print run of The Widening Gyre out of the door in time for GenCon 2011.

Introduction

Welcome to the 19th Century that never was! It is a world of wonder, of horror, of adventure, of magic, of strange technology and unprecedented cultural revolution. This is an age that should have been, filled with radium-powered flying machines, clockwork automata, and steam-driven computers. It is an age of dark magic, sinister secrets, and unholy cults. It is a time in which the world teeters on the edge of chaos, where the enlightened scientific mind battled against ancient superstition and ignorance, in which the souls of all mankind hung in the balance.

 

Bill Keyes The Widening Gyre presents a glimpse at the Industrial Age as it truly was, envisioned by those far-sighted luminaries and Savants who looked beyond the feeble limitations of man and created a world in which science, technology, and logic triumphed over the mundane physical limitations of the Universe. And yet, Logics victory is far from complete. This is also a dark and gothic world, where monsters from ages long past still prowl and men with evil motives call upon ancient sorceries to grant them the power to control the world.

 

The Widening Gyre is a world in which you'll play consulting detectives and adventuring academics, occultist thrill-seekers and Savants both heroic and insane, all working for a secretive organization of benevolent technologists who seek to prevent the dark monsters of humanitys past from overwhelming its bright and burgeoning future.

 

Welcome to the Widening Gyre!

 

 

Whats In This Book?

The Widening Gyre presents an entire world of adventure in the 19th Century That Never Was, but it is not a complete game in itself. To use it, Game masters should have a copy of the HERO System 6th Edition Volumes 1 and 2, or the Hero System Basic Rulebook.

 

Game masters should read the entire book through to learn about the genre and the world of the Widening Gyre. Pay special attention to Chapter One, which gives the history of the world, Chapter Three, which outlines character creation, and Chapter Six, which talks about the core concepts of Steampunk, including sugges­tions for different types of Widening Gyre campaigns, such as one which highlights the Gothic Horror and magical aspects of the world, and another in which high coal-fired technology takes the center stage. If you're a player, the information on character generation presented in Chapter Three will be of most use to you.

 

Chapter One, The Center Cannot Hold (The World of the Widening Gyre), discusses the history of the world of The Widening Gyre, and how it diverges from the world with which we are familiar.

 

Chapter Two, The Falcon Can Not Hear the Falconer (Organizations in the Widening Gyre), presents several organizations that can help, hinder, or harm the heroes.

 

Chapter Three, Passionate Intensity (Creating Characters), shows how to create a character, including packages for Steam Age heroes. It also describes how to use many HERO System character creation elements, like Skills, Perks, and Powers, discussing how to use them in the genre and providing expanded rules.


Chapter Four, Darkness Drops Again (Weapons, Equipment, & Magic), offers an enticing look at the weapons, vehicles, gadgets, and gear of the Age of Steam. Furthermore, it provides a dark, gothic magic system for use in your campaign, including an extensive list of spells and sorcerous powers.

 

Chapter Five, Mere Anarchy is Loosed, contains a complete, ready-to-run adventure that can be used to introduce new groups to the game, or to slip into an existing campaign. It includes sample NPCs who can be used to play the adventure, or as friends, foils, or foes for your regular group.

 

Chapter Six, Turning and Turning (A Steampunk Sourcebook), is a discussion of the Steampunk genre, touching on several subgenres which can be attached to any game. It includes a brief historical overview of the Victorian Era (roughly 1830 to 1901), and continues with a list of the conventions of the genre those things that put the "steam" in Steampunk then shows how to apply the ideas and concepts to your game.

               

Appendix, A Vast Image (Bibliography): The Widening Gyre finishes with an Appendix of recommended reading and viewing for anyone interested in furthering their exposure to the world of Steampunk and the Victorian age.


Other Ways You Can Help

Tell other gamers about BlackWyrm and Project WyrmStar!


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