Trophy is a tabletop roleplaying game focused on dark fantasy and tragic treasure hunting. Trophy Dark offers a one-shot, rules-light experience emphasizing horror and loss, while Trophy Gold expands upon this for campaign play. The setting is further detailed in Trophy Loom, a system-agnostic supplement for worldbuilding. Gameplay revolves around 'Risk Rolls' and the accumulation of 'Ruin,' driving characters towards inevitable doom in a forest that actively opposes them. It is designed for players who enjoy narrative-driven experiences, psychological horror, and the acceptance of failure.
Trophy plunges players into a dark fantasy world where treasure-hunting expeditions are doomed from the start. The setting is a haunted forest, an actively hostile environment woven with rumor, history, and myth. Unlike traditional fantasy RPGs with heroic adventurers, Trophy emphasizes tragic ends and the psychological toll of greed and desperation. The world's lore is further expanded upon in Trophy Loom, which provides tools for creating unique, dark fantasy settings compatible with the Trophy system. The game deliberately subverts traditional treasure-hunting tropes, suggesting that any riches obtained will come at an unbearable cost.
Trophy stands out with its rules-light system, prioritizing narrative over complex mechanics. The core mechanic revolves around Risk Rolls, where players assemble a dice pool (usually d6s) to determine success. Extra dice can be earned through skills, equipment, or Devil's bargains, but risking your mind or body adds dark dice, increasing the chance of accumulating Ruin. The resolution is straightforward: 1-3 is a failure, 4-5 is a success with a complication, and 6 is a total success. A defining aspect is the absence of hit points or experience points. Instead, characters accumulate Ruin, which represents physical and mental harm. Reaching 6 Ruin results in the character's demise or transformation into something monstrous. There's no initiative, no waiting for your turn during combat. Combat is fast and fluid, with choices and decisions but can be expanded to add complexity.
Several elements distinguish Trophy from other tabletop RPGs. Its emphasis on collaborative storytelling allows players to shape the narrative and contribute to the horrors they face. The absence of traditional character progression and the inevitability of ruin create a sense of tension and fatalism. The game's design encourages players to focus on the journey and the psychological impact of their choices, rather than on achieving victory. In Trophy Dark, scenarios are structured around 'Incursions', typically set in the haunted forest. These incursions are broken into 5 stages called rings which feature different terrors and temptations. Each incursion starts with warnings, giving a glimpse of the horrors within. The scenarios are usually less than six pages, and come stuffed with horrifyingly graphic events, motifs, and encounters. The system for creating characters through evocative generation tables, provides backgrounds and drives to create unique characters.
Trophy appeals to players who enjoy horror, dark fantasy, and narrative-driven experiences. It's particularly well-suited for those who appreciate psychological horror and are comfortable with the idea of character death or corruption. Trophy Dark's one-shot format makes it ideal for short, intense gaming sessions, while Trophy Gold caters to groups seeking longer campaigns within the same dark setting. The game's collaborative nature requires players to be engaged and willing to contribute to the story. Players should also be prepared to face difficult choices and accept the consequences of their actions, as Trophy emphasizes the tragic nature of treasure-hunting in a world that actively opposes them. It is a game you definitely play to lose, but you will find a compelling and scary tale along the way.
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Compare Trophy with other great ttrpg games.
Cairn and Trophy share a focus on exploration and dark fantasy themes, but they differ significantly in their play styles and game mechanics. While Cairn emphasizes tactical combat and class-based character development within a survival framework, Trophy leans towards a more narrative-driven approach, incorporating elements of horror and risk, where players face consequences for greed in a world filled with temptation and peril. For example, in Cairn, players may navigate dangerous dungeons with a strategic combat system, whereas in Trophy, players are often compelled to make morally complex decisions that can lead to their downfall or transformation.
Mothership and Trophy both explore themes of survival and horror, yet they diverge significantly in play style and mechanics. While Mothership offers a tactical combat system and emphasizes resource management in a high-stakes sci-fi setting, Trophy focuses on narrative-driven exploration and a more perilous, fatalistic approach to character progression, where players are often at the mercy of their choices and the environment, encapsulated in its more streamlined, dice-based mechanics.
Blades in the Dark and Trophy both explore dark themes and narrative-driven gameplay, yet they differ significantly in their focus and mechanics; while Blades in the Dark emphasizes team-based heists in a richly developed world with collaborative storytelling, Trophy offers a more individualistic and perilous experience centered around personal quests and survival, often incorporating a more lethal approach to character consequences. For example, in Blades in the Dark, players collaborate to navigate heists and shared goals, whereas in Trophy, players are more likely to face isolation and moral dilemmas during their treasure-seeking adventures, often leading to dire outcomes for their characters.
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