Andrew’s an inspiration. He’s taken my minimalist little twentysome page system and Jack’s delightfully gothic muskets-and-werewolves setting blogposts and turned it into a gorgeously realized game.
Kirin Robinson, creator of Old School Hack
(Old School Hack) November 2012
Reinterpretation can be deeply rewarding, if that person shows you new ways to think and dream within the context of your own creation. Though his World Between is not my World Between...I would play in Andrew's games in a heartbeat...I like many of Andrew's innovations enough to now use them in my games. I'd wager that you will also find much to love in the pages that follow as well.
Jack Shear, creator of the World Between
(Tales of the Grotesque and Dungeonesque) November 2012
Andrew Shields is a
prolific blogger producing excellent content that flies entirely too low on the radar. He has about one million other cool things that if you took a free afternoon and searched around, you would have a million gaming ideas and immediately want to play.
Courtney Campbell
(Hack and Slash) April 2013
Whenever you create something and then allow other people to use what you've created, it is always fascinating to see what that interaction produces. I must admit that seeing my stuff through Andrew's eyes has been really gratifying. Thanks, Andrew!
Fr. Dave
(Blood of Prokopius) December 2012
"Crumbling Epoch" is another great experiment in the Fictive tradition, and I’m proud to have contributed to it in some small way.
Erik Jensen
(Wampus Country) April 2013
Interesting maps. It’d be interested to hear the story behind them/the adventure involved.
Well! If you want the history behind Hyrule, you’re in luck. It is at the end of this document on the Fictive Hack page. http://fictivefantasies.files.wordpress.com/2012/07/hyrule-draft-1-22-13.pdf
That’s the player version, and it is about 80% complete. I’m now continuing work on the DM version, with more information on monsters, maps, quests, etc.
For the Forest Temple map, I’m hoping to run it online, so I’m keeping some of that close to the chest for now. My game design in making it was I wanted to translate the FEEL of the video game experience to the strategies and rhythm of tabletop play. Rather than going mega-dungeon, I’d rather have maps that could take at most two sessions, possibly less than one. They should not be the focus of a Hyrule game, only a part of it.