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.
