Paragon game font
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Requiring little preparation from whoever runs the game, Chamber generates missions from the included booklet that send agents out to investigate and acquire rogue artifacts as their collective insight gradually pieces together the source and intent of The Signal. Harper says the mechanical structure of play is similar, so those who have proudly announced their names while staring down cyclopi, gorgons or despotic kings in Agon will find familiar ground. I always wanted to play a game in the vein of the X-Files, mashed up with Cold War espionage stuff.Ĭhamber offers a taste of how the Paragon system works when applied to radically different themes. “I wanted to create a short, simple template for other designers to use for their own Paragon hacks - something that wouldn't be very time consuming or intimidating to make.” “The main goal for Chamber was to present a micro-hack of a game in a very compact form, while still being playable,” Harper says. Chamber was positioned as an example of what Paragon could accomplish. Paragon was announced on Harper’s Twitter on November 30th, advertised as a way for designers to take advantage of Agon’s emphasis on collaborative storytelling, player prestige and rippling consequences without tying them to mythological Greek trappings. It turned out to be a good fit with the Paragon system, and I realised that I could present it as a template for other hackers when we announced the Paragon publishing guidelines,” he says. “That, along with a playthrough of the excellent video game, Control, really got me in the mood to release the Chamber setting in some form. Harper had recently dived down a Cold War espionage YouTube hole (who hasn’t been there?), suffusing his designer brain with conspiracies, plots and international subterfuge. That signal is the seeming source of Chamber’s weirdness, though player agents will need to work together against threats both from this reality and others to uncover the mystery. The main goal for Chamber was to present a micro-hack of a game in a very compact form, while still being playable. That game was abandoned, but the idea for ‘the signal’ always tugged at my brain a bit.” “I always wanted to play a game in the vein of the X-Files, mashed up with Cold War espionage stuff. “I first created the setting for a different game project, several years ago,” Harper says of Chamber. The spooky art and coded messages counted down to the release of two projects: a stripped-down, hack-ready version of Agon’s system called Paragon, and a supernatural 1960s setting using that system, Chamber.ĭicebreaker sat down with Harper for a quick chat about inspiration for the setting, described as a world of Cold War sci-fi intrigue and danger, his plans for Paragon and what’s next. Blades in the Dark designer John Harper spent the last week teasing a new project on Twitter.