If you're a fan of the dark fantasy game Symbaroum from Free League Publishing and want to run a game of it, but also wish that you had some extra tools with which to do it, you're in luck. In just about a week (June 2nd, specifically), you'll be able to pick up the Game Master's Guide, a complete toolkit for GMs looking to head into the dark, cold forests and explore around.
From the announcement:
Free League Publishing, creators of the official ALIEN roleplaying game, today announced that the worldwide release of the official Game Master's Guide for the acclaimed dark fantasy roleplaying game Symbaroum, is set to June 2, 2020. With the Game Master’s Guide, Symbaroum’s collection of core books is complete.
The book is set to release next week, but it can be purchased today in the Free League webshop, alone or bundled with Adventure Pack 4, which will be officially launched later this year.
The Game Master's Guide features three sections, meant to inspire and support Game Masters when it comes to everything from the creation of homebrew adventures to managing sessions around the gaming table:
- The Adventure section, with chapters on the design of game worlds, chronicles, adventure landscapes and of adventures set in the Underworld, Yonderworld and Spirit World. It also offers tips regarding how to construct scenarios for experienced player characters, and guidelines for Troupe Play in Symbaroum.
- The Challenges section, containing alternative rules for pitched battles, advanced traps and social challenges. Adding to this are chapters on Ceremonial Magic (including sixteen ceremonies), expeditions in Davokar, exploration of ruins, the design of legendary creatures and rules for handling player characters owning and managing an estate or smaller domain.
- The Rewards Section, which offers suggestions on different ways of rewarding player characters and their players, aside from Experience and shiny coins. The chapters also present guidelines for designing what in Symbaroum are called Curiosities, Mystical Treasures and Artifacts, after which the book is rounded off with the description of no less than twenty seven artifacts – all of them with a unique adventure set-up.