Players in Crucible take on the roles of beings living in the Settle, ancient heartland of the Crucible, who in a moment of moral strength have been entered into an ancient system of Enlightenment. In the process, they have gained access to the power locked away in special coins and had their feet placed on the path to ascension.
How far they will travel that road, what choices will define their personal morality, and what the Settle will look like by the time they are done are the questions that players answer in a campaign of Crucible.
We would not recommend Crucible as an introduction to roleplaying for first-timers, more experienced GMs and players should be able to use this system and setting to enjoy everything from one-shot games to extended campaigns.
Characters in Crucible escalate steeply in power level, starting as heroes among lesser beings and rising to truly godlike stature.
With this scale of ability, the questions of the later game centres less on what tasks a character can achieve, and more on why and how a character chooses to act upon the world.
When a character really is powerful enough to shape the world, the question becomes what will they choose to shape it into?
While many games tacitly acknowledge non-heteronormative relationships and non-binary gender, they rarely reflect it in the fundamental nature of their ‘races’.
The player species in Crucible are deliberately designed to allow all players to relate to the characters they create. Our development team includes people of many different backgrounds, gender identities, sexualities and relationship lifestyle choices, and we wanted to explicitly embrace that diversity in bringing the world of Crucible to life.
Each species has very different ways to express family, relationships, love, parenthood and sexual intimacy, and we hope players can find many options they relate to or wish to explore.
Progression in the game depends on the choices a character makes. Rather than choosing an alignment at the beginning, players create their own ethics in play, represented by the Tenets that their character follows.
Characters may strive towards any of the Pillars of Enlightenment, or find themselves drawn to the Pits of Depravity. Either way, the world recognises this commitment and rewards it through a process called Tempering – but characters cannot rest on their laurels.
Morality, whether pure or debased, requires action.
The world and system of Crucible is based around the concepts of philosophical alchemy, metallurgy and nu-mismatics.
To represent this, players do not roll dice, but instead throw handfuls of coins to determine outcomes.
Within the world of Crucible, characters also collect and use coins as more than mere currency. As ancient tokens of power, the coins that form a character’s Hoard literally fuel their journey to Enlightenment or Depravity.
The sound of clinking coins at the gaming table stimulates the sense of engagement in a new and exciting way.