We've played a number of sessions of Forge: Out of Chaos since our last update, here, and Robbie has started to record the sessions. The video below is from a few sessions back (we've had two since then - those recordings are on the way).
Since this video starts with the PCs and their allies heading back into the (or maybe just "a") Temple of Necros for the second time, some background is in order: they originally entered the temple in order to rescue a local villager (the son of the village's ruler) from the clutches of a necromancer, only to find that he was actually perfectly happy to be with the necromancer.
The necromancer had a beef with the ruling family of the village, and the son ended up being very sympathetic to her side of the story. Meanwhile the village ruler was being somewhat dishonest in her own presentation of the situation. At issue: the necromancer's father had been village ruler before the current ruler took over, and he was allegedly done away with by them. The necromancer, for reasons of her own, wants to find his burial place, and was trying to use the threat against the current ruler's son to get the ruler to reveal that information.
Anyhow, the PCs ended their first foray into the Temple by leaving the son with the necromancer and heading back to the village (they had also stumbled upon a hidden room with a very modest amount of treasure stocked away, but didn't have time to loot it). On the way back, they managed to save one of the necromancer's henchmen from an ambush by Higmoni bandits.
Once back at the village, the PCs secretly worked to discover the location of the burial place of necromancer's father (Sean's character Wrosk used his enhanced olfactory senses to do so): they dug up his corpse, hid it someplace else (so they would be the only ones who knew where it was), and found a replacement corpse to put in the place it had originally been buried. (I joked that digging up corpses was a sure sign that we were playing "old school" style). They thought having the father's remains would give them a bargaining chip if they wanted to intervene further in the conflict between the necromancer and the villagers.
They then decided to go back to the Temple to see if they could (a) get some of the loot they had to leave behind and (b) discover more about the necromancer's plan (as they suspect there is potentially some greater treasure there than they had already stumbled upon). A couple of the villagers who had been with them before were also exicted about the possibility of going back and looting.
There are, of course, more details, but that's the general outline of events leading up to their descent into the temple for the second time.
Some things to note about our play and some thoughts about Forge: Out of Chaos:
-As mentioned before, character creation choices led to us not having especially combat-focused PCs, and so we haven't really seen a lot of the more advanced combat rules come into play (i.e., we're all sad there hasn't been any Weapon Stomps). On the other hand, as can be seen in this video and as I've mentioned in previous comments, we've latched onto the different modes of perception, and a lot of the game is driven by differences among characters with regard to their various sensory capabilities. The game has been thoughtfully written to make those distinctions meaningful on both a tactical and strategic level.
-Playing by rules as written, you really have to use skills a LOT to get them to advance. You get a "check" on a successful roll, and each check gives you a chance to roll for advancement of that skill at the end of the session. Successful advancement of a percentile skill raises that skill by 1. While it is possible to check multiple checks in one session, and so have multiple chances for skill increase, you really have to be using skills a lot to get to the point where you'd be seeing increases of more than 1 or 2 points for only a few skills per session. Weapon skills work a little differently, and a solid combat could end up raising weapon skills by several points, but Magic skills, which are limited in how much they can be used by the characters' Spell Points, seem like they would take a very, very, very long time to advance. All of this is to say, the advancement rules (which owe a lot to Runequest's, but have their own twist) seem to be written with the assumption that you are going to be playing dozens if not hundreds of sessions of Forge -- at least if you want to get characters up to a state where they have access to the higher level spells and the more effective combat skills. If I were to start to house rule things, this is probably where I'd start (and may be the only thing I'd change): just speeding up advancement a little bit, so that it would be possible to meaningfully increase, say, the Magic skill after only 5-6 sessions or so. Alternatively, I could see doing something like in the Barbarian Psychedelic D&D game and jump to the next adventure with the PCs having jumped to the next tier of power without us actually having to have played it all through.
-Advancement issues aside, I think this is a really solid, thoroughly playtested game. A number of times I've scratched my head about how to handle certain edge-case rules issues, only to find that, on closer look, they were clearly spelled out in the text. In the last session I did have to come up with some rulings on the fly regarding figuring out how some of the NPCs might react to a dynamic situation where it didn't feel right for me to simply decide on their reaction without input of the system to give some bounce, but I'll bring that issue up again when that video is posted.