The Wolves Age (11/6/2026)

GM: Paul Stefko

Players: Alex White, Bea Cappio, Devin Downey, Tara Mitchel, Sean Nittner

System: The Wolves Age

A mythic space opera/horror RPG. Heroes from humanity’s diaspora return to the solar system a millennium after the sun was consumed by a singularity. Inspired by games like Destiny and Mass Effect and films like Alien.

1000 years ago the sun was consumed by a singularity and all contact with Sol was lost. 100 years ago explorers started retuning to Sol to find what remained. They found a haunted earth filled with every person who had ever died of violence. They fond a black maw where the sun had been that was a portal into other dimensions (which we called “hells”) and they found people who visited and returned from those dimensions sometimes had the ability to manifest the reality of those dimensions and perform what we could only call “magic”.

A short time ago we sensed a strange emendation from Titan (and moon of Saturn) and so we decided to investigate.

We were:

  • Piri 7, an adept of illusion who despises fanaticism and attempts to hide the truth with faith (Bea)
  • Gilgord the Unwary, a reckless dragoon, transported by his connection to the dead (Devin)
  • Varigan, the adept of wounds, covered in scabrous flesh (Tara)
  • Mettle, the robot who understood faith, logic, and everything in between. (Alex)
  • Jabila the spy who had an ancient cameo that matched one of the faces of the statue we discovered (Sean)

We found a three-faced giant statue that contained digital datagrams of millions of souls that yearned for something they never accomplished, a religious order The Forgotten Light that wanted to delete the data to free the souls, and a “demon” from another dimensioned named Purpose who was drawn to the stature as we were.

Thoughts on the game

The setting was very compelling and we enjoyed building on what Paul presented. It still left a lot of room to play to find out and plenty of cool phenomena to explore.

It was unclean when a roll was needed to determine success or effect. Only when your base effect was insufficient or when a saturation was dangerous or uncertain?

Gifts and faults felt very cool in principal but the connection between complications (prevented by gifts, created by faults) chafed agains the outcome/success result. Those felt like they needed independent tracks.

At present, I don’t think the game pitch answers The Big Three (https://rpgmuseum.fandom.com/wiki/Big_Three), specifically I wasn’t sure what the characters did and why they did it. I think the game has lots of exciting possible answers, I just want to see them distilled down.