TO ORDER PRINTED CARDS, SEE THE DRIVETHRU CARDS LISTING HERE. Danger Cards is a quick two-page accessory for roleplaying games, a set of cards and some simple text on their use. They are especially suited to use for fantasy games that are Powered By The Apocalypse, but use for other systems and genres is relatively trivial (quick notes... [click here for more]
League And Fathom casts the players as the captain and crew of a ship, already sailing across perilous, monster-infested seas to a destination chosen by her captain.
The game has no set numbers, dice, or other such mechanisms, though players may end up creating and using such devices as they play. It has no sole GM. Instead, League and Fathom codifies and parcels out the responsibility for resolving... [click here for more]
Once Upon A Time In Shamblington is a medium-light set of rules, a set of six fully-realized characters, and a fairly hefty set of useful material for the Guide (GM). The rules are a standalone variant of those used in the Quest RPG, focused on table conversations and perfomances and low on maths. The campaign starter gives unique problems in the world related to each character, locations tied to these,... [click here for more]
Once Upon A Time In Shamblington is a medium-light set of rules, a set of six fully-realized characters, and a fairly hefty set of useful material for the Guide (GM). The rules are a standalone variant of those used in the Quest RPG, focused on table conversations and perfomances and low on maths.
This is the player's kit only - the rulebook and the characters.
The full... [click here for more]
The Skies of Tarrant is:
~ A set of incomplete character roles
~ An unfinished local setting
~ A procedure for fleshing them out
~ Not a set of rules for play.
It's also:
~ An almanac of world stuff for a wider world that local setting might get dropped into.
~ A font to let you type out flying ships.
~ A series of orphaned "stakes sheets" for moves / actions, matching all this, originally... [click here for more]
The Soothsayer's Deck is an oracle deck of 36 cards constructed specifically to provide interesting twists on actions, for tabletop roleplaying. It can be used as the central device for resolving action, as an augment to add on top of another game (especially diceless games like Amber and the like), for GM prompts, or even as an in-game device, as you like.
For an example of the deck as a resolution... [click here for more]