Author: Brandish Gilhelm
Publisher:
ISBN: 9781718601840
Category :
Languages : en
Pages : 218
Book Description
A fast, fun, friendly RPG for players of all skill levels. This book is comprehensive for your tabletop games, including the very best Game Mastering how-to's, monsters, adventures, maps, characters, and loot!See lots more about ICRPG at www.icrpg.com
Index Card RPG Core
Fate
Author: Leonard Balsera
Publisher:
ISBN: 9781613170298
Category : Fantasy games
Languages : en
Pages : 308
Book Description
Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson
Publisher:
ISBN: 9781613170298
Category : Fantasy games
Languages : en
Pages : 308
Book Description
Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson
Microscope
Author: Ben Robbins
Publisher:
ISBN: 9780983277903
Category : Fantasy games
Languages : en
Pages : 80
Book Description
Publisher:
ISBN: 9780983277903
Category : Fantasy games
Languages : en
Pages : 80
Book Description
The Mecha Hack
Author:
Publisher:
ISBN: 9781944517168
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781944517168
Category :
Languages : en
Pages :
Book Description
Night Below
Author: Carl Sargent
Publisher:
ISBN: 9780786901791
Category :
Languages : en
Pages : 0
Book Description
The ultimate dungeon adventure is back in print again because the fans demanded it! Set in the Underdark and designed to be used in any AD&D"RM" campaign, Night Below presents an epic adventure that takes player characters from 1st level to loth level and beyond. Available again for a limited time, this huge adventure is packed with plots, subplots, sinister conspiracies, and action on a grand scale.
Publisher:
ISBN: 9780786901791
Category :
Languages : en
Pages : 0
Book Description
The ultimate dungeon adventure is back in print again because the fans demanded it! Set in the Underdark and designed to be used in any AD&D"RM" campaign, Night Below presents an epic adventure that takes player characters from 1st level to loth level and beyond. Available again for a limited time, this huge adventure is packed with plots, subplots, sinister conspiracies, and action on a grand scale.
Vigilante City - The Villain's Guide, SURVIVE THIS!! OSR RPG
Author: Eric Bloat
Publisher:
ISBN: 9780359816484
Category :
Languages : en
Pages : 302
Book Description
SURVIVE THIS!! Vigilante City - Villain's Guide is designed with Game Masters in mind. This book contains a detailed City Generator to allow the GM to build the exact city they want to base their game in. There's also, GM advice to running the game, a HUGE selection of villain-based Adventure Seeds, Quick NPC and Villain Generation Tables, Mutant Island Adventure/optional setting and so much more!
Publisher:
ISBN: 9780359816484
Category :
Languages : en
Pages : 302
Book Description
SURVIVE THIS!! Vigilante City - Villain's Guide is designed with Game Masters in mind. This book contains a detailed City Generator to allow the GM to build the exact city they want to base their game in. There's also, GM advice to running the game, a HUGE selection of villain-based Adventure Seeds, Quick NPC and Villain Generation Tables, Mutant Island Adventure/optional setting and so much more!
Cypher System Rulebook
Author: Monte Cook
Publisher:
ISBN: 9781320511445
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781320511445
Category :
Languages : en
Pages :
Book Description
Star Trek Adventures - Beta Quadrant
Author: Modiphius Entertainment
Publisher: Modiphius Entertainment
ISBN: 9781910132913
Category : Games & Activities
Languages : en
Pages :
Book Description
YOU JUDGE YOURSELVES AGAINST THE PITIFUL ADVERSARIES YOU'VE ENCOUNTERED SO FAR: THE ROMULANS, THE KLINGONS... THEY'RE NOTHING COMPARED TO WHAT'S WAITING.
Publisher: Modiphius Entertainment
ISBN: 9781910132913
Category : Games & Activities
Languages : en
Pages :
Book Description
YOU JUDGE YOURSELVES AGAINST THE PITIFUL ADVERSARIES YOU'VE ENCOUNTERED SO FAR: THE ROMULANS, THE KLINGONS... THEY'RE NOTHING COMPARED TO WHAT'S WAITING.
Scenic Dunnsmouth
Author: Lamentations of the Flame Princess
Publisher: Lamentations of the Flame Princess
ISBN: 9789525904406
Category :
Languages : en
Pages :
Book Description
Dunnsmouth is diseased and rotten to the core. Beset by malefactors supernatural and mundane, Dunnsmouth slowly dies in the swamp. But within the rot are mysteries to be solved, evil to be fought, and the Weird to be encountered.Scenic Dunnsmouth features an innovative village generation system using dice and playing cards to ensure that every expedition to Dunnsmouth is unique; the adventure never plays the same way twice. The threats, their intensity, which villagers are present, which alliances they hold, and even the village map, are all randomly determined before play. Scenic Dunnsmouth is an adventure for characters of levels 2-5 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
Publisher: Lamentations of the Flame Princess
ISBN: 9789525904406
Category :
Languages : en
Pages :
Book Description
Dunnsmouth is diseased and rotten to the core. Beset by malefactors supernatural and mundane, Dunnsmouth slowly dies in the swamp. But within the rot are mysteries to be solved, evil to be fought, and the Weird to be encountered.Scenic Dunnsmouth features an innovative village generation system using dice and playing cards to ensure that every expedition to Dunnsmouth is unique; the adventure never plays the same way twice. The threats, their intensity, which villagers are present, which alliances they hold, and even the village map, are all randomly determined before play. Scenic Dunnsmouth is an adventure for characters of levels 2-5 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
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