What is OTHR?
OTHR IS OUT!
The Starter Book for OTHR is now out!
Click Here for the the DriveThruRPG page!
The Setting
The old ones are dead. They left their gods behind. The False Sun reigns.
1999. The Fracture. An interdimensional scuffle between humanity’s supreme machine-godhead and supernatural forces beyond our understanding spelt the end for the Old World. The apocalypse has been and gone, dead as dial-up, and a thousand years or more have passed. OTHR’s world was our own, but somehow not, and things have only gotten stranger.
Machine-gods slumber under endless concrete fathoms, siphoning electric gospel from the stars. The mystical melodies of the Choir force unwanted gifts on humanity; maddening magic in all but name. The plastic cathedrals of a bygone age moulder under a shattered moon, and strange new nations teem with hopeful souls, sheltering from the ire of the False Sun with living smoke and holy mushrooms. Internet wizards, magical trees, and talking vending machines; the future is fantastical, the future is strange, the future is here and it’s not what we thought.
OTHR’s narrative-driven character system is far more interested in who your character is, rather than what they are. Wizards that use the internet to cast spells, washed-up pop singers, sentient vending machines, temp workers made of living concrete, witches with simply massive hats, gallant knights with guns, vampire nuns, and goat-people with magic bells, there’s simply oodles of options to work with. You can’t go wrong, there is no more wrong to go. The world has changed plenty in a thousand years, with a demand for desperately cool heroes in every shape and size; are you ready to write history or just a snazzy obituary?
The System
OTHR is a stand-alone tabletop roleplaying game; you don’t need any experience with other systems to play it. Celebrating the creativity of players and the limitless freedom that RPGs bring, OTHR uses a free-and-easy, forgiving, rules-lite approach to the tabletop experience, but with a deliciously simple – often brutal - twist.
The ‘Duelogue’ system forces players and GM to commit to their choices, for good or ill, and keeps the stakes and tension high when you need it. Together, both players and GM set the stakes, gamble on the outcome, and must each accept the consequences. No second chances, no do-overs, no backpedalling.
When combat begins, OTHR is little unconventional, focusing on speed, simplicity, and your sanity. Shed the burdens of initiative tracking and take your turns as you please – go ahead, take that toilet break! Stop trying to figure out who’s carrying the potions, just drink it. Is this monster immune to this state? No, it isn’t, none of them are! In short, we try to make it easy, keeping combat swift, decisive, and fun.
I Want to play!
OTHR is out! We have an open call for testers and interested individuals as well as a program of in-person events and workshops. If you are interested, join us!
- Eddystone Gameworks