Hi, love the game and the world. I'm running my first game next week and I'm excited to dive in. Is there somewhere I can by a physical book and PDF bundle? I actually got a digital copy included in the alchemy Kickstarter, that's how I discovered it, but I want a physical book because it's beautiful and I'd prefer a PDF to read on my devices. Otherwise I'll just grab a physical book, on that note is there a preferred place to grab it from that benifits you more?
Hi! Alchemy RPG released Wildsea on their platform, but I can't play with the system unless I pay 25USD for the core book. I've already bought the wildsea here, so is there some way I can transfer my ownership to Alchemy RPG as well? Thank you!
Heya, I don't know if you heard back from anyone at mythworks, but just in case you didn't there was an alchemy tie-in for backers (of Storm and Root, I think, it was a while back) but no agreement with them outside of that. Sorry!
Hi! I bought the core rulebook on DTRPG but it has only the main book pdf. Do I need to buy it here to get access to quick reference sheet and other materials? Thanks!
Same question here... the DriveThru version only seems to come with the "1.1 Singles" file, so no character sheet, no ship sheet, and we're behind, version-wise, by around six months...
There's actually a bundle offer for Wildsea books on Bundle of Holding right now, which is a good way to pick thing up on the cheap. As for community copies, we will do another round at some point but I'm not sure when yet - maybe early summer?
a variably opinionated question for my curious soul: what would you consider the high end (or "late game") when it comes to skills and aspects? (im assuming an old dog character is set up for an "early-mid to mid game" area)
I'd say a late game character should have six or seven aspects, at least some of which have been altered through combining them with others over time. Skills-wise, three or four at rank 3 and a decent spread at rank 2.
The dragonfly rules give some good solo-style advice, as they cover splitting GM rolls and storytelling among players, but it would still take some adaptation. Possible, but with dedication.
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Hi, love the game and the world. I'm running my first game next week and I'm excited to dive in. Is there somewhere I can by a physical book and PDF bundle? I actually got a digital copy included in the alchemy Kickstarter, that's how I discovered it, but I want a physical book because it's beautiful and I'd prefer a PDF to read on my devices. Otherwise I'll just grab a physical book, on that note is there a preferred place to grab it from that benifits you more?
Hi! Alchemy RPG released Wildsea on their platform, but I can't play with the system unless I pay 25USD for the core book. I've already bought the wildsea here, so is there some way I can transfer my ownership to Alchemy RPG as well? Thank you!
Heya, I don't know if you heard back from anyone at mythworks, but just in case you didn't there was an alchemy tie-in for backers (of Storm and Root, I think, it was a while back) but no agreement with them outside of that. Sorry!
Hi! I bought the core rulebook on DTRPG but it has only the main book pdf. Do I need to buy it here to get access to quick reference sheet and other materials? Thanks!
Same question here... the DriveThru version only seems to come with the "1.1 Singles" file, so no character sheet, no ship sheet, and we're behind, version-wise, by around six months...
I shall poke the publisher!
This looks incredible! Will more community copies be made available soon? I run a tabletop club for middle and high school students.
There's actually a bundle offer for Wildsea books on Bundle of Holding right now, which is a good way to pick thing up on the cheap. As for community copies, we will do another round at some point but I'm not sure when yet - maybe early summer?
a variably opinionated question for my curious soul: what would you consider the high end (or "late game") when it comes to skills and aspects? (im assuming an old dog character is set up for an "early-mid to mid game" area)
I'd say a late game character should have six or seven aspects, at least some of which have been altered through combining them with others over time. Skills-wise, three or four at rank 3 and a decent spread at rank 2.
how solo playable is this?
The dragonfly rules give some good solo-style advice, as they cover splitting GM rolls and storytelling among players, but it would still take some adaptation. Possible, but with dedication.