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Glimmerglenn Early Access

Glimmerglenn Early Access

Act I — Early Access (Alpha Release)

The Merrymoot of GlimmerGlen

 

Beneath the quiet hedgerows and silver wells of Glimmerglenn, something old has begun to stir. A new and mysterious creature has found its way to the region, the Hobbes. Children go missing, animals behave strangely, and the village’s gentle rituals begin to fracture under fear, grief, and denial. Act I drops players into a living settlement where every choice leaves a mark: who is saved, what truths are uncovered, and how the land itself answers intrusion. This is not a story of heroes arriving to fix a broken place, but of outsiders stepping into an ecosystem already under strain—and discovering that in Glimmerglenn, nothing reacts without reason, and nothing is untouched by consequence.

 

This is an Early Access Alpha release.

The content is fully playable and suitable for live campaigns, but it is still in active development. This version focuses on structure, systems, and playability, not final presentation.

This version does not yet include:

  • Final art or maps

  • Full editorial polish

  • Final layout and visual pass

Purchasing Early Access grants:

  • Immediate access to the complete Act I ruleset

  • All future updates to Act I at no additional cost

  • The opportunity to influence balance, clarity, and presentation during development

 

 

What This Really Is

Act I is not just an adventure — it is a narrative control system designed to support non-linear play without overwhelming the GM

At its core, Act I provides:

  • A procedural method for running moots as living political spaces

  • Explicit rules for tracking consequences, pressure, and escalation

  • A system for resolving player choices into meaningful outcomes without predicting player behavior

  • A director-style guide (Running the Moot) that teaches how to operate the system during play

 

Who This Is For

  • GMs running medium or long-form campaigns

  • Tables interested in political, social, or faction-driven play

  • Designers and systems-minded GMs who want structure instead of scripts

  • Groups who want player freedom and meaningful consequences

 

Who This Is Not For

  • Groups looking for a purely linear, pre-scripted adventure

  • GMs who prefer to improvise all structure without mechanical support

  • Tables expecting a fully illustrated, final-release product

 

 

Act I is the foundation.
It teaches the system, establishes the stakes, and sets the rules for how the world responds.

If you want a campaign that remembers what your players did — this is where it starts.

    $10.00Price

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