About the Game

In Reflections, I built upon the premise that you cannot have light without darkness, hope without despair, good without evil. Tapestry will take that concept of necessary duality to the next level, showing not only is each half dependent on the other, but that that each concept is so tightly woven into the other, they can often blend into a hazy grey area, where it's hard to tell where one begins and the other ends. There aren't the easy choices of black and white, light and dark here, only the various shades of grey along the spectrum. Whereas in Reflections the feel was epic fantasy, the feel for Tapestry was intended to be more 'gothic' fantasy, and political.

Unfortunately, my stamina stamina ran out before the game really did, and some of that was lost as I tried to tie up the lose ends to bring the campaign to a conclusion. Ah well. It was still a good run.

Influences and Inspirations George R.R. Martin's "A Game of Thrones" and "A Clash of Kings", Loreena McKennitt, Sarah McLachlan, T.S. Eliot, Conrad Aiken....



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