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Dawn of the Orcs
A downloadable game
You are sages, wizards, scholars, geniuses, charlatans, and assorted other meddlers. Your nation faces destruction at the hands of an overwhelming foe. To save your homeland, you have put your occult learning, secret arts, and esoteric skills to use to build an army of new soldiers, who you call the Orcs. Each battle of the war buys you time to improve and modify your Orcs. Can you repel the invaders with a combination of sorcery and strategy? What will you have created when the fighting is over?
Dawn of the Orcs is a GMless dark fantasy worldbuilding and roleplaying game. You play as the magical technocrats who create the first Orcs as weapons of war, modify and improve them over time, and tell the story of how the Orcs become their own people. It plays in around 90-120 minutes; by the end, you will have created a unique Orc people, perhaps even one you feel like using in the setting of other roleplaying games.
Dawn of the Orcs can be played solo or with up to 8 players. Maybe even more - 8 is as far as I've tested it!
If you'd like to know more about Dawn of the Orcs before you give it a try, you can listen to actual plays by DMs After Dark, The Roleplaying Exchange, One Less Die, and Technical Difficulties Gaming Podcast, or watch a detailed video review by RedMageGM. Free additional content for Dawn of the Orcs is available here.
If you enjoy Dawn of the Orcs, you can come talk about it on the Rumors and Thoughtful Schemes Discord server, or subscribe to my mailing list for updates on similar projects.
Updated | 4 days ago |
Status | Released |
Category | Physical game |
Rating | Rated 4.9 out of 5 stars (7 total ratings) |
Authors | Lyme, plasmophage |
Tags | Dark, Dark Fantasy, Fantasy, GM-Less, No AI, One-shot, orcs, tabletop-role-playing-game, Tabletop role-playing game, worldbuilding |
Purchase
In order to download this game you must purchase it at or above the minimum price of $6.99 USD. You will get access to the following files:
Comments
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I have a soft spot for the kinds of games that can stand alone as easily as they could be incorporated as one small part of a larger campaign. Before we'd even finished playing, my GM gears were churning, imagining how rich & engaging it would be to bring the Orcs we'd created into a broader fantasy story. But this isn't just a game for the freaks (affectionate): super accessible & evocative rules should make it easy for anyone to pick up & play. There's very little friction to keep you from jumping in & unfolding a surprising story together.
This was an absolute blast. Very glad I checked it out!
I'm so glad to hear that! I tried to make the text feel esoteric but actually be very accessible.