WHAT THIS IS
The deck of rules is a collection of mechanisms, many of them cut and adapted from existing games, with a few original bits here and there. These mechanisms have been sorted into six categories:
1. Resolution: Basic methods for rolling dice, playing cards, or the like to generate 'hits' that are then used with...
2. Stakes: Ways to apply the 'hits'... [click here for more]
Presentations of cultures and polities (nations, city-states, etc) within RPGs, especially traditional fantasy RPGs, often trend towards an "Encyclopedic" viewpoint. This framing does provide a great deal of useful material for running play (especially things like "travelogue" play and adventures where the characters are just passing through), but isn't necessarily geared well to provide hooks and... [click here for more]
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]
Situations For Tabletop Roleplayingis a compilation of ten 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]
This is a unified magic system, designed to be adaptable to most traditional tabletop roleplaying systems.
As a system, it includes a significant number of hooks onto which you can attach mechanical effects from your rules engine, or which you can leave open for Guide narration instead, as desired.
This magic system is focused, like most RPG magic systems, on a list of magical effects that are... [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]