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... [click here for more]
Mechanisms For Tabletop Roleplaying is a compilation of five articles for refining your rules. The articles are:
The Countdown Stack is basic advice on using token stacks as timers in your play.
Temptation Dice gives an easy method for handling extra effort, temptation by dark forces, and other interesting pieces.
Action Scenery lays out seven options for high action... [click here for more]
Mechanisms For Tabletop Roleplaying, Set 2 is a compilation of five short articles for refining your rules; think of it as the second issue of an irregular newsletter on game hacks. The articles in this set are:
Breath present a unified resource method for encumbrance and effort pools.
Mistrust creates an easy way to create places where Xenophobia and general distrust... [click here for more]
Situations For Tabletop Roleplayingis a compilation of five situation-building tools. Those situation-builders are:
Long Knives is used to create situations for intrigue that the characters are tied to.
Broken Places builds situations where a villain of some sort has taken over an organization.
The Quest is used to generate adventures that... [click here for more]
Situations For Tabletop Roleplaying, Set 2is a compilation of five situation-building tools, following in the footsteps of the first Situations (available here). Those situation-builders are:
The Estate assists in creating estates that characters can acquire, trouble included.
The Devils We Know is for situations where one evil keeps another... [click here for more]
Dungeons For Tabletop Roleplayingis a simple method for creating dungeons to use in a tabletop roleplaying game, with examples, prompts to help build variety, and a worksheet and resource sheet for play. It is a basic primer, rather than an “advanced guide” - enough to get going for new dungeon-makers, and a refresher for experienced users.
In addition to being... [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]