One thing I love about...Folklore: The Affliction

Four years after the Fall of the Spire review series, Daniel (@dungeondive) returns to Folklore the Affliction for a short-form one thing I love about… coda. The single thing is the Adventure Creation Kit — a book that shipped with the Farmer’s Bundle (the 1e → 2e upgrade kit) and which is still buyable separately for around ten dollars from Miniature Market.

It is, on Daniel’s reading, the most surprising hidden RPG-manual ever to ship inside a board-game expansion. It’s a stepwise guide to designing your own Folklore adventures — single-story versus campaign balancing, choose-your-own-adventure pathing, map layout, encounter design, point-based asset creation rules for new heroes — but the real magic is its appendices. Every card in the base game and first expansion is reprinted as a randomisation table. Every ability. Every artifact. Every companion. Every consumable. Every weapon. Every off-road event with its branches. The full bestiary with stat blocks.

Which means you can play Folklore as a solo RPG using just this book and a character sheet, no components required. Or you can sandbox the components you do own with a procedurally-generated overworld. Daniel’s lament is straightforward: more campaign games should ship something like this. The expansion’s pre-written adventures are the demo; the toolkit is the engine.


Daniel’s pitch — that a campaign game’s true gift is the toolkit to make more adventures with, not the pre-written ones — is unusual. Do you trust designers to ship that toolkit, or has it become enough of a rarity to count as a luxury?