A Playgroup is a group of Players who play The Contract together. Each Playgroup establishes a setting shared by all of the Contractors who call that Playgroup home. Usually, each group of Players shares a single Playgroup.
Playgroups act as a community hub. The Playgroup's Leader is in charge of defining the setting, ensuring Contractor and Gift quality, and settling disputes. Playgroup Leaders manage memberships and are able to view and edit the character sheets of the Contractors in their Playgroup.
The Harbingers’ Contracts play out across the multiverse, in worlds familiar and bizarre. . .A Playgroup's setting can be anything. Most use an instance of the default setting (The Illumination), but it could easily be a different take on modern Earth, a historical period, or even a fantasy continent with potions and spellbooks. Settings evolve over time, shaped by the Contracts and Contractors.
A Playgroup's setting determines what sorts of activities a Contractor may do on their Downtime as well as the Equipment available to them. However Contractors from all settings advance using the same Experience points and Gifts.
Crossing OverBecause each Contract is a self-contained session with an ensemble cast, and all Contractors advance at the same rate, Contractors may risk their lives in Contracts held in other Playgroups.
If both Playgroups allow it, Harbingers may invite a Contractor from another Playgroup to participate in a Contract. Visiting Contractors temporarily lose access to Equipment, Conditions, and Circumstances from their home Playgroup. If they survive, they are returned home immediately at the Contract's conclusion.
Not only can you play The Contract no matter who shows up to game night, you can play and progress your Contractors any time you want by playing in sessions held by other groups at game stores, conventions, or even online.
A Playgroup is a group of Players who play The Contract together. Each Playgroup establishes a setting shared by all of the Contractors who call that Playgroup home. Usually, each group of Players shares a single Playgroup.
Playgroups act as a community hub. The Playgroup's Leader is in charge of defining the setting, ensuring Contractor and Gift quality, and settling disputes. Playgroup Leaders manage memberships and are able to view and edit the character sheets of the Contractors in their Playgroup.
A Playgroup's setting can be anything. Most use an instance of the default setting (The Illumination), but it could easily be a different take on modern Earth, a historical period, or even a fantasy continent with potions and spellbooks. Settings evolve over time, shaped by the Contracts and Contractors.
A Playgroup's setting determines what sorts of activities a Contractor may do on their Downtime as well as the Equipment available to them. However Contractors from all settings advance using the same Experience points and Gifts.
Because each Contract is a self-contained session with an ensemble cast, and all Contractors advance at the same rate, Contractors may risk their lives in Contracts held in other Playgroups.
If both Playgroups allow it, Harbingers may invite a Contractor from another Playgroup to participate in a Contract. Visiting Contractors temporarily lose access to Equipment, Conditions, and Circumstances from their home Playgroup. If they survive, they are returned home immediately at the Contract's conclusion.
Not only can you play The Contract no matter who shows up to game night, you can play and progress your Contractors any time you want by playing in sessions held by other groups at game stores, conventions, or even online.
Most Contractors begin their careers as non-supernatural humans, but Harbingers only approach those with a spark of greatness. You are talented and driven-- the best of the best. You might be an olympic athlete, a leading surgeon, or a CEO. Perhaps your potential has gone unrecognized, or your path has lead to the shadows rather than the limelight. Regardless, you are not an average Joe.
When you are approached by a Harbinger and asked to risk your life in exchange for otherworldly power, you will say "yes." You are not content. You have an ambition or some circumstance that drives you to wager your life time and time again. Everyone has their own reasons, but all Contractors will risk their lives for power.
Harbingers always pay. Each Contract you succeed awakens your latent, supernatural powers. These Gifts are a uniquely "you"-- no two Contractors share a single trick. An artist might discover that they can bring their paintings to life. A park ranger may slip out of their human skin and make their patrol on all fours. What powers will you develop? Will you be psychic? A cleric of Dumballah? An academic with a collection of magical tomes? Anything is possible.
Most Contractors begin their careers as non-supernatural humans, but Harbingers only approach those with a spark of greatness. You are talented and driven-- the best of the best. You might be an olympic athlete, a leading surgeon, or a CEO. Perhaps your potential has gone unrecognized, or your path has lead to the shadows rather than the limelight. Regardless, you are not an average Joe.
When you are approached by a Harbinger and asked to risk your life in exchange for otherworldly power, you will say "yes." You are not content. You have an ambition or some circumstance that drives you to wager your life time and time again. Everyone has their own reasons, but all Contractors will risk their lives for power.
Harbingers always pay. Each Contract you succeed awakens your latent, supernatural powers. These Gifts are a uniquely "you"-- no two Contractors share a single trick. An artist might discover that they can bring their paintings to life. A park ranger may slip out of their human skin and make their patrol on all fours. What powers will you develop? Will you be psychic? A cleric of Dumballah? An academic with a collection of magical tomes? Anything is possible.