Author: Peter Rudin-Burgess
Publisher: Lulu.com
ISBN: 9781008996359
Category :
Languages : en
Pages : 26
Book Description
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
OSR Solo
Author: Peter Rudin-Burgess
Publisher: Lulu.com
ISBN: 9781008996359
Category :
Languages : en
Pages : 26
Book Description
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
Publisher: Lulu.com
ISBN: 9781008996359
Category :
Languages : en
Pages : 26
Book Description
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful. No DM? The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats. In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with. If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character's story. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
Dungeon Crawl Solo
Author: Peter Rudin-Burgess
Publisher:
ISBN: 9781008966345
Category :
Languages : en
Pages : 40
Book Description
This book adds solo role playing options to Dungeon Crawl Classics. Rules are given for playing in a sandbox campaign of your own devising and playing through published adventures.
Publisher:
ISBN: 9781008966345
Category :
Languages : en
Pages : 40
Book Description
This book adds solo role playing options to Dungeon Crawl Classics. Rules are given for playing in a sandbox campaign of your own devising and playing through published adventures.
Into the Odd
Author: Chris McDowall
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Publisher:
ISBN: 9781506196589
Category :
Languages : en
Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Stars Without Number (Perfect Bound)
Author:
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
The Midderlands
Author: Glynn Seal
Publisher: Necromancer Games
ISBN: 9781943067824
Category : Fiction
Languages : en
Pages : 162
Book Description
A green-hued, dark-fantasy, old-school mini-setting and bestiary set in a twisted middle-England. Situated in the middle of Havenland is an area known by the ancestors as the Middle Havenlands. They don't use that name much anymore, preferring to talk lazily, and skip letters. In strange accents, often misheard and little understood by those outside of the central region, they call it 'The Midderlands', and themselves 'Midfolk' or 'Midderlanders'. Everywhere though, the Midderlands is tainted by a green-tinged menace that rises from 'Middergloom', the deep and mysterious realms beneath the surface. It affects nature and order. Sometimes subtly and sometimes catastrophically. Middergloom is often described as hell bathed in green fire and flames. Green-tinged, viscid slime; noxious, acrid vapours; and miasmas of hopelessness creep upwards from below. Amongst them, viridian-coloured demons, lime-green tentacles, and other malachite horrors claw their way to the surface to wreak havoc. The Lords of the land are always working to keep things at bay. They fight endlessly as if holding back a torrent of despair. Things stir in this viridian-hued landscape. Evil eyes blink and watch. Teeth and claws scratch and sharpen. Gaping maws slobber and drool. All is not content in the Midderlands.
Publisher: Necromancer Games
ISBN: 9781943067824
Category : Fiction
Languages : en
Pages : 162
Book Description
A green-hued, dark-fantasy, old-school mini-setting and bestiary set in a twisted middle-England. Situated in the middle of Havenland is an area known by the ancestors as the Middle Havenlands. They don't use that name much anymore, preferring to talk lazily, and skip letters. In strange accents, often misheard and little understood by those outside of the central region, they call it 'The Midderlands', and themselves 'Midfolk' or 'Midderlanders'. Everywhere though, the Midderlands is tainted by a green-tinged menace that rises from 'Middergloom', the deep and mysterious realms beneath the surface. It affects nature and order. Sometimes subtly and sometimes catastrophically. Middergloom is often described as hell bathed in green fire and flames. Green-tinged, viscid slime; noxious, acrid vapours; and miasmas of hopelessness creep upwards from below. Amongst them, viridian-coloured demons, lime-green tentacles, and other malachite horrors claw their way to the surface to wreak havoc. The Lords of the land are always working to keep things at bay. They fight endlessly as if holding back a torrent of despair. Things stir in this viridian-hued landscape. Evil eyes blink and watch. Teeth and claws scratch and sharpen. Gaping maws slobber and drool. All is not content in the Midderlands.
The Lost Dungeons of Tonisborg
Author: Greg Svenson
Publisher: Fellowship of the Thing Limited
ISBN: 9781736572108
Category :
Languages : en
Pages : 0
Book Description
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
Publisher: Fellowship of the Thing Limited
ISBN: 9781736572108
Category :
Languages : en
Pages : 0
Book Description
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
Mythic Game Master Emulator
Author: Tom Pigeon
Publisher: Createspace Independent Publishing Platform
ISBN: 9781982081058
Category :
Languages : en
Pages : 54
Book Description
Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781982081058
Category :
Languages : en
Pages : 54
Book Description
Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.
Maze of the Riddling Minotaur
Author: Jeff Grubb
Publisher:
ISBN: 9780935696738
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 36
Book Description
Publisher:
ISBN: 9780935696738
Category : Dungeons and Dragons (Game)
Languages : en
Pages : 36
Book Description
ZWEIHANDER Grim & Perilous RPG
Author: Daniel D. Fox
Publisher: Andrews McMeel Publishing
ISBN: 1524854964
Category : Games & Activities
Languages : en
Pages : 1658
Book Description
Powered by HTML, this Zweihander eBook edition is published with a nuanced reflowable document layout. It includes: Reflowable text and images Sidebar navigation via device contents Hyperlinked Table of Contents and Index for fast, easy searches Hyperlinked cross-references throughout the book Tap and zoom illustrations This digital format differs from standard fixed layouts and PDFs. We highly suggest users download a sample before purchasing. WELCOME TO GRIM & PERILOUS GAMING Featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having sold over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata. ZWEIHÄNDER Grim & Perilous RPG is a game where your characters will: Live in a gritty, "realistic" fantasy world Make morally grey decisions & enact vicious reprisals Uncover insidious plots & political intrigue Take part in heart-pumping chase scenes Venture into the wilderness & survive its perils Desperately fight in clandestine & open field combat Defend themselves from injuries, madness, & mutations Encounter sanity-blasting creatures & their minions Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own home-brewed worlds, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastard series, or other "grimdark"-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils, and a handful of dice. ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance!
Publisher: Andrews McMeel Publishing
ISBN: 1524854964
Category : Games & Activities
Languages : en
Pages : 1658
Book Description
Powered by HTML, this Zweihander eBook edition is published with a nuanced reflowable document layout. It includes: Reflowable text and images Sidebar navigation via device contents Hyperlinked Table of Contents and Index for fast, easy searches Hyperlinked cross-references throughout the book Tap and zoom illustrations This digital format differs from standard fixed layouts and PDFs. We highly suggest users download a sample before purchasing. WELCOME TO GRIM & PERILOUS GAMING Featured on Forbes.com, ranked one of the best-selling fantasy tabletop role-playing games at DriveThruRPG, and having sold over 90,000 copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer, and grittier version of classical tabletop role-playing games. This revised edition is published in celebration with Andrews McMeel Publishing and features a refreshed layout, new artwork, rules clarifications, color plates by Dejan Mandic, and errata. ZWEIHÄNDER Grim & Perilous RPG is a game where your characters will: Live in a gritty, "realistic" fantasy world Make morally grey decisions & enact vicious reprisals Uncover insidious plots & political intrigue Take part in heart-pumping chase scenes Venture into the wilderness & survive its perils Desperately fight in clandestine & open field combat Defend themselves from injuries, madness, & mutations Encounter sanity-blasting creatures & their minions Using the Powered By ZWEIHÄNDER d100 game engine, you will create grim characters, write perilous adventures, and build your own low fantasy & dark fantasy campaigns. These rules are a perfect fit for Renaissance and medieval-styled adventures, too. You can also use this book to create your own home-brewed worlds, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastard series, or other "grimdark"-inspired media. This all-in-one game includes most of what you need to play: a character creation guide, game mastery rules, and a bestiary brimming with creatures both fair & foul. All that’s left are a few friends, pencils, and a handful of dice. ZWEIHÄNDER Grim & Perilous RPG awaits, and the fate of your grim & perilous tale hangs in the balance!
Four Against Darkness
Author: Andrea Sfiligoi
Publisher: Createspace Independent Publishing Platform
ISBN: 9781976371455
Category :
Languages : en
Pages : 90
Book Description
Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781976371455
Category :
Languages : en
Pages : 90
Book Description
Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.