Dune: Rise to Power | Lead Your House to Greatness
Join a high-stakes political adventure in the Dune universe, where your actions shape the future of a noble house as it rises to power among the stars
$25.00
/ Session
Details
Weekly / Saturday - 12:00 AM UTC
Session Duration / 2–3 hours
Campaign Length / 10+ Sessions
0 / 6 Seats Filled
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About the adventure
SESSION 0 & 0.5 ARE FREE Dune: Rise to Power follows your house's attempts to become one of the powerful Great Houses of the Imperium and secure a lasting legacy on the page of human history. This is a sandbox experience where your actions help to drive the story, and the way you react to events occurring in the game universe can make or break your house. Players of all experience levels are welcome, as long as you're willing to get into character and do your best. The campaign will focus on drama, politics and high-stakes action. Expect as many ballroom dances where the fate of an important trade deal is staked upon your House's hospitality, as there are high-octane ornithopter chases in pursuit of a spy who has stolen valuable house secrets or duels to decide the fate of house member's marriage. Dune: Rise to Power is set in the critically-acclaimed Dune universe, which is best described as a sci-fi adaptation of the historical Holy Roman Empire--in space! With space travel restricted and controlled by a powerful navigator caste, planetary domains often become isolated and despotic rule by noble families is common. These families exist as part of a council body known as the Landsraad, itself subject to the Padishah Emperor who is an elected ruler drawn from political marriages into the ranks of the most powerful houses.
Game style
Realm Building
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Knows the Rules, Storytelling, World Builder
About me
I have been a GM ever since receiving a D&D3.5E starter set when I was a young lad. I was the kid who tried to start a D&D club in primary school, and I've been playing tabletop games of all kinds, from board games to wargames, ever since. I'm a kind and funny guy by all reports, and I've always been warmly received by my players (once, a player frothed at the mouth from excitement during a tense combat encounter at the end of a campaign!) I am also a designer, and I have been tweaking rules and making homebrew ever since I started GMing. I have been told before that I should write my adventures down and try to publish them, and honestly one day I do hope to become a published author of adventures and rulebooks (rather than just an informal one), and I'm even working on my own skirmish wargame, Flintstrike. I can be shy when it comes to putting myself out there like that, though...but one day soon, I hope.
View Profile →Character creation
Creating your character
Character creation in Dune: Adventures in the Imperium is a highly-collaborative experience, as the first character you are expected to create is the Noble House to which your characters either belong or owe their loyalties. This House is created together with the mutual consent and design philosophy of every player at the table, before any other player characters are made. The House will be created during the Session 0. Player characters will be created during Session 0 (if there is time) or during a followup Session 0.5, so as to make character creation a collaborative process involving buy-in from all players at the table. For those familiar with Dune: Adventures in the Imperium, the player house will be a Nascent or Minor House (by popular vote) and the Great Game supplement book will be in use.
During session zero, players will design a noble house that fits into the Dune universe, then create player characters that are either members of the family (not necessarily blood-related, political marriages are a big deal) or very loyal retainers. Players will also contribute basic outlines for NPCs that are also part of the noble house.
What to expect
Preparing for the session
Players should be prepared to join my GMing discord server where I provide all the useful information I can think of, as well as have the actual voice communications for the game. Foundry is the virtual tabletop I use, and it does not require players to have anything other than an internet browser and the link I provide to each game session. Be prepared to use Edge in the event that your chosen internet browser experiences technical difficulties with Foundry. I do expect my players to familiarise themselves at least in part with the fiction of the game universe and the basic mechanics of the game rules. For Dune: Adventures in the Imperium, this means becoming familiar with the Modiphius 2D20 dice resolution system and watching some lore primers on Dune so you know what to expect from the game universe.
What Roy brings to the table
First and foremost, I provide a living, breathing world that reacts and adapts to the players' decisions. There are no rails to follow; this is a sandbox where your actions matter and can change the fate of the universe. There are no throwaway or "silly" characters who exist just to serve a humorous bit; every character is brought up in the fiction of the game universe. Players that join my games can expect the rules as written to be followed, setting a clear baseline for how everyone's player characters can interact with their world. Over and above that baseline, they can expect me to try my best to fairly interpret the mechanics or consequences of any imaginative action they can think to attempt--just because there's no rules for swinging on a chandelier doesn't mean you can't try! I'll do my best to ensure my players have the best experience possible. I provide voices for all my characters and draw on my long gaming history to sample appropriate immersive background music for my games (in this case, the Dune 2000 soundtrack is particularly apt). In Dune: AITI, combat will be just as narrative-driven as social interaction, and there will be an expectation for players to be comprehensive in describing their actions. Since this is not an area of expertise for many, I don't mind helping out whenever a player is stuck with how to describe how they want their character to act--I can draw on my keen interest in historical martial arts to describe blows or provide the reasoning behind a manoeuvre.
Homebrew rules
Dune: Adventures in the Imperium is a rules-lite system without much in the way of need for homebrew. However, I foresee needing to make on-the-spot changes to some of the House-building mechanics, as well as the inclusion of custom content with its own rules. Additionally, I will make appropriate changes to ensure players can realise their character concepts without feeling bound or constricting by the existing ruleset.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Roy creates a safe table
My players will receive links to safety tools, in particular a consent checklist. I will review these checklists before a session 0, and then discuss how the content in the game might relate to or be altered by the consent of the players. Furthermore, session 0 will begin with a general consent check for players to indicate anything they forgot to mention or wanted to ask other players. In the case of safety tools, I will encourage my players to message me privately (using a whisper in chat or a discord message) in order to indicate when they are uncomfortable. When this occurs, I will alert the group that I need to take a quick break to handle a consent check, then private message with the uncomfortable player (I will do this without asking anyone to leave the group call, so as not to single out anyone).
Content warnings
Safety tools used