The Game: HEDGE
The Publisher: A Couple of Drakes
Degree of Familiarity: It's structured like Forged in the Dark, it's mechanically based on LUMEN, but I haven't played it
Books Required: Just the one
The Publisher: A Couple of Drakes
Degree of Familiarity: It's structured like Forged in the Dark, it's mechanically based on LUMEN, but I haven't played it
Books Required: Just the one
The game is combat-heavy and tactical in much the same way NOVA is (except that NOVA is diceless and this isn't). It's mission-focused and has distinct phases much like a Forged in the Dark game, and it very much has its own identity and strong aesthetic. I was a little worried it was going to coast on vibes and I'd end up feeling like I do with games like Songbirds (that is, "this is cool but how do I run it?"), but by the time I finished reading the chargen section I was already thinking I might pitch it to my one group when we finish Epyllion.
So let's make HEDGEhog or whatever! (No, they're actually called Wardens.)
Let's say my Warden's name is, or was, Larkspur. That's easy.
Next we choose a Past. We've got three choices, here: Devoted, Survivor, or Settled. This is who the character was (in very broad strokes) before becoming a Warden. I think Larkspur was Devoted. That is, he was someone that held the Old Ways and tried to keep the Fey from busting down the gates; it didn't work, but he knew the importance of honoring the oaths. That means I get +1 Fate, and I get to pick three Truths about the world (which really only make sense when combined with other players' Truths, but the choices are evocative so I'm gonna do it). My Truths are about the Hedge, specifically.
Before: A Central Well, hidden from the world and slowly fading. I like the idea that the Hedge was on its way out and what the Fey did was a last gasp.
The Fall: Rampant Growth, the Hedge bleeds and life explodes with titanic vigor. Kind of an extinction burst.
A Threat: A Wyld hunger grips the Hedge. If she is to survive, you must feed her.
Neato! Now we choose our Warden, which is kind of badly phrased, because all the PCs are Wardens. What I'm really choosing here is a calling or class or splat, and holy shit these past the Chupp test. Much like the different Sparks in NOVA, they all have slightly different subsystems (rather, they all generate some kind of resource that they can spend for specific effects). I really liked the Bastion when I was reading these, but now that I'm picturing Larkspur I don't know if that works. Let's have another look.
I think I'm gonna go with the Torch. I can prevent Harm to other Wardens, and if I fall in combat ("Fade"), everyone gets fully healed. I think that's in keeping with the "extinction burst" motif we've got going.
Next we choose 2 Warden Powers. I'll take Arise Light (I can throw a wave of light that either burns foes or heals me) and A Tangle of Thorns (I call up thorns and foes have to hurt themselves to walk through them). That's easy.
Weapon! Now, up there it says I pick it off a list, but that's not quite true. What happens in actuality is that I build it; I can pick the form of my weapon and then add two Tags. What kind of weapon is appropriate here?
Well, I kind of picture Larkspur having a weapon with some reach, maybe something that allows a big sweeping blow. How about a quarterstaff kind of thing? I'll give it the Tags Reach (I can hit foes at Near Range, not just Close, but I do extra damage at Close) and Area Effecting (I can split the Harm amongst any foes in range).
And that's basically it, other than appearance. The Briarbound Torch (for that's what Larkspur is now) is slight, with tapered limbs are black hair. Purple flowers grow from his shoulders, knees, and elbows, but these burst into purple flame when he uses his powers. The staff, likewise, grows these flowers, but they fall, burning, when he strikes.


