Epic Role Playing Game Manual

Epic Role Playing Game Manual PDF Author: Chris Organ
Publisher: Dark Matter Studios
ISBN: 9780976094654
Category : Games
Languages : en
Pages : 328

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Book Description

Epic Role Playing Game Manual

Epic Role Playing Game Manual PDF Author: Chris Organ
Publisher: Dark Matter Studios
ISBN: 9780976094654
Category : Games
Languages : en
Pages : 328

Get Book Here

Book Description


Epic Role Playing Rules Manual

Epic Role Playing Rules Manual PDF Author: Chris Organ
Publisher: Dark Matter Studios LLC
ISBN: 9780976094609
Category : Games
Languages : en
Pages : 140

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Book Description
Epic Role Playing is a next generation RPG that contains intense, choice-filled combat, six innovative branches of magic, and culture-based character development. After an introductory chapter, the Epic Role Playing Rules Manual guides players through a wide-ranging and unique character creation process, which births culturally driven, diverse heroes unconstrained by classes or inflexible tracks of progress. Character professions (detailed in the Atlas of Eslin, Volume I) are culturally defined and growth within them is guided by role playing not a rigid set of rules. Following chapters include the faculty system, which offers opportunities to explore an inexhaustible array of skill options, specialties, masteries and grandmasteries. Instead of characters defined by an overall skill level, each skill level is independent and improves according to the character's talent for that skill. This is followed by a detailed catalogue of equipment. In its chapters for the gamemaster, or "Guide," practical tools and storytelling advice are discussed for creating heroic adventures that will have players swooning with terror and scrambling for glory. The final chapters are a treasury chock-full of high-quality and imbued items and rules for large-scale battle and warfare. The Epic Rules Manual makes gaming easier with numerous quick reference boxes, a glossary, ready-to-use forms, and integration with www.epicrpg.com. This book is one of four core rulebooks for use with the Epic Role Playing game system.

Epic Journeys and Magical Adventures

Epic Journeys and Magical Adventures PDF Author: William Moseley, Jr.
Publisher:
ISBN: 9780578915364
Category :
Languages : en
Pages :

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Book Description
It is a players manual for the Epic Journeys And Magical Adventures Fantasy Roleplaying Game.

Dungeon Crawl Classics Softcover Edition

Dungeon Crawl Classics Softcover Edition PDF Author: Games Goodman
Publisher:
ISBN: 9780997473834
Category :
Languages : en
Pages :

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Book Description
Glory & Gold Won by Sorcery & Sword. Youre no hero.Youre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them. Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the page

Source of Epics

Source of Epics PDF Author: James Weeks, Jr.
Publisher:
ISBN: 9781735511009
Category :
Languages : en
Pages : 186

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Book Description
Source of Epics is a classless percentile based Table Top Role Playing Game in which players can create characters and assign Abilities to them. Most of these Abilities make use of Check Sets and Skill Sets that are used to check to see if the character is successful in the action and how skillful the character is at the ability. The book itself is not the source of the epics to come, the real source is you; the player.

Vindeon

Vindeon PDF Author: Tom Oden Ahlqvist
Publisher: BoD - Books on Demand
ISBN: 9178510430
Category : Fiction
Languages : en
Pages : 290

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Book Description
Vindeon is a brand-new fantasy role-playing game focusing heavily on immersive acting and fast action rules, enabling players to get the most out of their game sessions. The Setting The world is not healed. The elves, dwarves and humans have just begun to recover and rebuild after the devastation wrought by conflict and change. But not all. Some realms fell in the chaos, and now lies in ruins or serve even darker purposes. In this time of instability, you are trying to find your place in the world. There is no telling what fate Vindeon has in store for you or your companions. No telling how small or grand adventure looming just beyond the horizon or behind the next bend of the forest trail. Player - Character You play a character in a darkening, torn world, who embarks on an adventure or campaign, forging your destiny along the way or die trying. The world is unforgiving an often brutal, but it is not yet bereft of love and joy. There will always be hope. Embark on these undertakings as one of the three playable races: humans, dwarves and elves, choose from nine unique human, dwarven or elven cultures and their culture-specific professions, to customize your character to fit your preferred play-style and acting. Or go rogue and create a profession of your own. Fate is in your hands! Welcome to Vindeon

Mythras (Hardback)

Mythras (Hardback) PDF Author: Pete Nash
Publisher:
ISBN: 9781989028155
Category :
Languages : en
Pages : 304

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Book Description
Mythras Core rules Mythras is the acclaimed roleplaying game from The Design Mechanism. For those new to the game, Mythras is a straightforward, roll-under percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement - not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters' aspirations and motivations. Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play. Mythras contains everything needed for play, except for dice and friends. It includes five magic systems, innovative combat, over 60 creatures, and copious guidance on how to use the rules and run Mythras games! Come and try one of the best roleplaying systems around...

Microscope

Microscope PDF Author: Ben Robbins
Publisher:
ISBN: 9780983277903
Category : Fantasy games
Languages : en
Pages : 80

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Book Description


Epic Legacy Core Rulebook

Epic Legacy Core Rulebook PDF Author: Ryan Servis
Publisher:
ISBN: 9781946678072
Category :
Languages : en
Pages : 204

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Book Description
This is the Epic Legacy Core Rulebook, the ultimate guide to Epic levels for everyone's favorite 5th Edition roleplaying game. To play a game of Epic Legacy you will need all the essential skills of 5th Edition as well as a willingness to add a significant amount of content to your repertoire. With this system you will roleplay, battle, scheme, adventure, and experiment in an epic capacity built upon the rock-solid foundation that is 5th Edition. To seamlessly blend these two game elements, you must accept a world without limits. Your game--whether you're a DM or a player--will change in new and unexpected ways, and it is best to embrace this novelty with wholehearted enthusiasm.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 0262299933
Category : Computers
Languages : en
Pages : 689

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.