![]() Image credit: Rock Paper Shotgun/Kitfox Games You can't stop it, but if you do very very well, your distant descendants might be able to rebuild something. The big problem is that your gods are dead and the world is ending. Your people love riding horses, flying kites, arguing legal cases, and occasionally skirmishing with the neighbours to steal each other's cattle. You represent the combined will of seven nobles (a meritocratic rather than aristocratic distinction) who lead a clan in a fantasy setting called Glorantha, whose real world history goes back to the 1960s, and stands out from 99% of other fantasy games by being good, focusing on anthropology instead of photocopying Lord Of The Rings' tired racial casting and good vs. ![]() ![]() It's about leadership as a test of wisdom, not a calculation of numbers or raw power fantasy. Considering their advice, your circumstances, and the potential interpretations of your people before deciding what to do about some event or other is the core of the game. One of them might blame a rival clan somehow, or ramble about some vaguely relevant myth instead of admitting they don't know. Six Ages itself would present my dilemma and offer further options like "ask a god for advice" and "ignore this until it goes away", while your noble advisors suggested a course of action based on their knowledge, favoured gods, and personality. Let's start with the simplest argument: it's still really damn good. To see this content please enable targeting cookies. Do I try to convince the unfamiliar, detail those differences for fans, or try to cover both and succeed in neither? It is a Part Two of a planned three, thus much the same as before, yet different in some interesting, but esoteric ways. It's harder, though, to write about this entry without just repeating myself. These games are about culture and myth, and how both interact and change over time. But rather than memorising facts and (ugh) "lore", it's a series that encourages a different mindset to pretty much any other game. The initial uncertainty and esoteric nature of its world has always been the series' biggest problem, as it appears to demand a lot of foreknowledge to play. It's hard to know where to start with Six Ages 2 Colon Lights Going Out.
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