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Fundamentals of Tabletop Roleplaying

Fundamentals of Tabletop Roleplaying


Fundamentals Of Tabletop Roleplaying is just what it says on the tin - a run-through of what happens in a tabletop roleplaying game.  It includes: A clear description of the very basics of back & forth narration. A breakdown of the parts of a game: The basic practices, setting, premise, character, situation, and rules engine. Quick notes on setting up for play. Starting...   [click here for more]
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The Deck Of Rules

The Deck Of Rules


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]
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Culture Priming

Culture Priming


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]
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Danger Cards

Danger Cards


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]
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Situations For Tabletop Roleplaying

Situations For Tabletop Roleplaying


Situations For Tabletop Roleplaying is 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]
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Stakes For Tabletop Roleplaying

Stakes For Tabletop Roleplaying


Stakes For Tabletop Roleplaying gives a listing for a variety of actions that characters might undertake in a game, a complex of possible interesting outcomes for those actions, and sample 'perks' for the specialist. It is intended mainly for the following: For Tenocha, Shamblington, and other games from Levi Kornelsen, these are ready-made expansions to the action available....   [click here for more]
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Manyfold

Manyfold


This is a 12-page booklet of tabletop roleplaying games theory, comparable in size to a really long blog post.  As theories for and of tabletop roleplaying go, Manyfold (at least in present form) is heavily skewed towards being an observational glossary. That is, it focuses on terminology, with the following aims: 1. TO DESCRIBE WHAT YOU LIKE Identifying the different...   [click here for more]
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Witchery

Witchery


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]
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Once Upon A Time In Shamblington

Once Upon A Time In Shamblington


Once Upon A Time In Shamblington is a medium-light set of rules, a set of six fully-realized characters, and a fairly hefty set of useful material for the Guide (GM). The rules are a standalone variant of those used in the Quest RPG, focused on table conversations and perfomances and low on maths. The campaign starter gives unique problems in the world related to each character, locations tied to these,...   [click here for more]
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Shamblington Player's Kit

Shamblington Player's Kit


Once Upon A Time In Shamblington is a medium-light set of rules, a set of six fully-realized characters, and a fairly hefty set of useful material for the Guide (GM). The rules are a standalone variant of those used in the Quest RPG, focused on table conversations and perfomances and low on maths. This is the player's kit only - the rulebook and the characters. The full...   [click here for more]
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The Skies Of Tarrant

The Skies Of Tarrant


The Skies of Tarrant is: ~ A set of incomplete character roles ~ An unfinished local setting ~ A procedure for fleshing them out ~ Not a set of rules for play. It's also: ~ An almanac of world stuff for a wider world that local setting might get dropped into. ~ A font to let you type out flying ships. ~ A series of orphaned "stakes sheets" for moves / actions, matching all this, originally...   [click here for more]
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League And Fathom

League And Fathom


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]
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The Soothsayer's Deck

The Soothsayer's Deck


The Soothsayer's Deck is an oracle deck of 36 cards constructed specifically to provide interesting twists on actions, for tabletop roleplaying.  It can be used as the central device for resolving action, as an augment to add on top of another game (especially diceless games like Amber and the like), for GM prompts, or even as an in-game device, as you like. For an example of the deck as a resolution...   [click here for more]
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