Join Art of the Genre as we complete the Taux Trilogy of Folio adventures with Folio #12 & #13! These removable cover adventures feature 2D & 3D mapping, gazetteer booklet, adventure booklet in both 1E & 5E mechanics for old school and new school players alike.
Come join the gaming experience in the Nameless Realms city of Taux made famous in the shared world anthologies Tales of the Emerald Serpent and A Knight in the Silk Purse. These adventures will be for mid-level characters (5-7) and are based heavily around the story-telling aspect of the shared world mosaic. Explore Taux, City of Cursed Stone, while interacting with characters created by fantasy writing icons like Julie E. Czerneda, Todd Lockwood, Lynn Flewelling, Dave Gross, Martha Wells, Harry Connolly, Dan Wells, Howard Tayler, and many more!
My Project: Folio #12 & #13 are the finish off a trilogy modules dedicated to the mechanics of classic fantasy 1st Edition & 5th Edition gaming, and set in the Nameless Realms city of Taux. It will be produced as an 8 1/2x11” removable ‘DM screen’ cover with both b/w & color interiors. It features a gazetteer booklet, an adventure booklet, 2D&3D mapping and Folios tend to be 32 pages in length.
Who’s it for? ALL gamers, both new gamers and old gamers as it is easily expandable or playable as is.The concept is to allow gamers a starting point for adventure that will lead them on an epic quest. This means a hard driving concept (think the Descent series of OSR modules) but some adaptability within the overall frame.The base mechanic will be for 1st Edition with 5th Edition stat blocks in grey.
When? The initial outlines are complete as always, and like all Folio products we want to get these to our customers as quickly as possible. We are looking at an April release for this product, but like always, I strive for early deliver, so March is more likely.
Why Taux? Well, because it took over a dozen really incredible writers to pool their collective creativity to create Taux and its characters, plus years of development in the Nameless Realms, and I have always wanted to be able to share these creations with gamers. Now seemed like the perfect time.
I can’t do this without you: Art of the Genre needs your help! We've trimmed out all excess costs and have a break even amount of $10,000 ($5K for each Folio). This covers the printing, shipping, & design, to create this OSR tribute. We have already devoted countless hours to seeing this product come together, but to make it ‘real’ and available to all players, we need your help. We believe in this dream, and we hope you do too!
What happens if we pass the goal? If we pass the goal, we hope to be able to continue to add in refinements and bonus material to the Folio. Remember, this is an epic quest, so the more we can expand the story for you, the more fun is available to you and your players.
The Gods Have Spoken offers a fresh take on the gods, not just a rehash of the Greco-Roman pantheons, but new pantheons influenced by history and religions from around the world.
The followers of the Old Gods were long ago forced out of their lands and into the wild places . Today druids and elves keep the faith alive, while cults of the Old Gods seep back into the teaming cities where once they were banished. The world tree and nature are central to the pantheon.
The followers of the pyramid-building Thirsty Gods came across the sea and pushed out the faith of the Old Gods. A warlike people, they too have fallen to more recent invaders. Still the pantheons continues to be followed in many places, including the halls of the dwarves.
The Bright Gods are worshiped by the newest conquerors of the worlds of men. Their sacred number is three, and the gods of their pantheon are divided into three groups of three. Bits of the older pantheons have been incorporated into the current beliefs and rituals of the Bright Gods.
Add these gods to your world, or take bits and pieces that work best for your campaign.
The Gods Have Spoken includes exciting new character options, allowing players to be connected to the gods and have that matter at the table. There are options for everyone, plus a specific focus on clerics, druids, paladins, and rangers.
A bizarre statue found in an old, unearthed chapel has vanished. What are the true aims of the shadowy organization desperate to find this nameless relic? Most importantly, what dark secret writhes at the heart of a small, picturesque town perched on the New England coast?
The Star on the Shore is an adventure for new players and veterans alike. It is an excellent introduction to the dark machinations of the Cthulhu Mythos in those placid parts of the world least able to cope with the cosmic horror of the Old Ones.
The Star on the Shore - Struggles Against Evil in 1920s New England is the first in a series of Call of Cthulhu Adventure modules produced by Dark Cult Games.
The Star on the Shore is a sandbox adventure in a small coastal town with over 30 NPCs to interact with. Some are helpful, some are oblivious and some are hiding in plain sight. A strange unexplained astronomical event, a stolen statue, a murder of crows, and a cryptic clue lead you and your fellow investigators to a quiet vacation town that is far more sinister and deadly than it appears.
The story is a blend of real history and fiction that gives the story a life of its own. The adventure is the result of two years of research, writing and play testing. The real history is fascinating and flows right into the mythos world with very few changes. The more you discover, the deeper you are drawn toward your own insanity.
The Star on the Shore is written by Ben Burns, features the artwork of Evgeni Maloshenkov, edited by Alex Burns, and cover layout by Stephanie McAlea.
Join me in completing this great adventure, so that we can share it with the world. Please back my Kickstarter today to help make this adventure a reality.
The funds will go toward the artwork already commissioned, allow for even more artwork (stretch goals), commissioning of the cartography for the maps, the editing, printing and shipping.
Step into the shoes of the faculty of Pigsmoke School of Sorcery, America's finest learning institution for the magically gifted. Teach classes, publish research, and try to navigate the cutthroat world of academia when the demons are real, the auditors are constructs of pure order, and imposter syndrome might just mean you're a doppelganger.
Students exist to make your life difficult. Your department head is an arch-conservative taskmaster who leans on you to make their department look good. The Dean's Office wants to ensure you're following all of their ridiculous rules. The bursar won't give you any money, your peers want their names ahead of yours on your latest paper, and your personal life is a garbage fire. Chase tenure, avoid burnout, and try to resist the urge to go adventuring: like all get-rich-quick schemes, it'll probably just end with a humiliating death.
Pigsmoke is powered by the Apocalypse Engine, as used in Apocalypse World, Dungeon World, Monsterhearts, Legacy, Monster of the Week, The Sprawl, and many other successful and critically-acclaimed games. It offers quick character creation and simple rules which easily handle even the most convoluted schemes and escapades.
* Character creation is handled by choosing two playbooks: a role and a department. You might be a Rockstar in the Department of Foresight, or a Slacker who works ('works') in the Department of Life and Death. * In Pigsmoke, time is precious. Research and other activities advance the calendar - but while you're plumbing the mysteries of your field, your rivals are working to steal your research! Or blow up the science block, or seduce your husband, or otherwise ruin your weekend. * Pigsmoke the institution is only loosely defined, leaving plenty of room for you and the other players to model it on your favourite (or least favourite) educational institution. Guided questions are included to kick-start your imaginations, should you need them. * Violence is always a bad idea. These are academics, not adventurers!
Spheres of Might is a new system for handling martial prowess in Pathfinder and other D20 roleplaying games.
Barbarians, swashbucklers, knights, rogues; in the world of high adventure and fantasy roleplay, few things are as iconic as the martial warrior. From Conan the Barbarian, to Aragorn, or King Arthur and his knights, these champions of steel and valor stand on the front lines, battling foes beyond the comprehension of lesser mortals, and make the impossible seem like child's play.
Spheres of Might is a book for them.
Why a Martial Book?
When it comes to Pathfinder, and sometimes the whole tabletop RPG industry as a whole, it can seem like magic users get all the fun. Those squishy magicians have no shortage of spells and tricks to make their work enjoyable, but too often the warriors wielding swords and spears on the front lines lack the breadth of options afforded their magic-using peers; attack, move, attack, repeat. In real life, though, combat is anything but repetitive; facing an opponent quickly becomes an exciting yet terrifying dance, as combatants dodge, feint, counter, and make split second decisions that can lead to life or death.
Spheres of Might is designed to change the way martial combat works to make it more visceral, intricate, and cinematic. In this book, we introduce deeper and more robust options for martial combatants, giving them a greater number of tactics to employ each round, and supporting virtually any combat style imaginable from precise one-handed fencing to wild berserking and beyond. Additionally, because these new options build off of the core combat rules presented in the Pathfinder Core Rulebook, anyone familiar with the Pathfinder Roleplaying Game will be able to jump right in and begin using these new options without having to learn pages of new rules or terms first.
How Does Spheres of Might Work?
Like our previous release, Spheres of Power, Spheres of Might makes use of the Spheres system: through a system of talents gained by leveling, a martial combatant can unlock powers and playstyles via buying into a series of overarching 'spheres' that map to various techniques and playstyles (wrestling, fencing, throwing, etc.) then further refining these abilities through the selection of talents within those spheres. Each of these spheres provide many options in and of themselves, but are also designed to have high levels of synergy with each other, allowing players to mix the spheres to create their own custom combat styles, from a wrestler who pounds his targets into the floor with flying leaps, to a fencer who lures his targets to attack before taking them down with a powerful counterpunch.
By picking and choosing what styles and techniques they can perform, it becomes possible to construct any type of martial character desired, giving them a host of options to perform in and out of combat to fit whatever need may arise. While there are still countless ways to specialize and create a unique combatant, rarely will a Sphere of Might user find themselves without some trick or other up their sleeves.
Just as importantly as what Spheres of Might does is what it doesn't do; The Spheres of Might system does not add a whole new set of rules and terminology on top of the core Pathfinder rules, instead building off the existing framework in new and exciting ways that are easy for players already used to Pathfinder's combat system to understand and utilize. This has the added benefit of also meaning that Spheres of Might is highly compatible with many other martial augmentation systems, as well as previously-released classes from both Paizo and most 3rd party publishers.
What Will be Included in Spheres of Might?
If we are able to meet our initial goal, it will fund the creation of a 140 page, full-color, hardback book filled with new martial options. However, the best part about kickstarter is that the more backing the project gains, the more space the books can contain, adding more and more pages of content!
In its current form, Spheres of Might will contain over 20 spheres to provide characters new and interesting options in and out combat, as well as new feats, thematic variants, and 6 new classes custom designed to showcase the new options and bring a great many character ideas to life.
Among these new classes will be found:
The Armiger: Skilled mercenaries who learn to leverage every trick at their disposal to triumph on the battlefield, armigers learn to quickly and effectively use a variety of weapons in devastating combos.
The Blacksmith: Mighty powerhouses, blacksmiths' powerful physiques are complimented by talented minds that allow them to craft superior equipment for their allies, as well as providing them with beneficial buffs by maintaining their gear during downtime.
The Commander: Cunning leaders, commanders specialize in bringing out the best in their allies and exhorting them to victory.
The Hexaroll dice easily rolls out the palm of your hand. We have redesigned the way you roll your dice. The symmetrically balanced design will give your dice equal landing chances on each face. It is made from aluminium, with a hexagon hollow design. The dice is strong, light weight and its very durable too.
Cyberpunk, a retro dream of the future. Some would say a anachronistic relic, because our world today is, in some ways at least, much more advanced than any Cyberpunk author would have imagined.
Nevertheless, people dream of electric sheep, want to see adventures in rainy alleys under neon lights or in shining corporate laboratorys, enhance their bodies with hidden blades and wonder if the person next to them is an android or not. While there is no consensus of what cyberpunk defines, there are 2 obvious main themes, which will be used in our setting: cyber and punk.
The cyber aspect is the technology, the alienation of your own body by implementing various cyberwares and enhancing your capabilities, and the fear that androids will replace you one day, if they haven't already begun to do so ... on the other hand, the punk aspect is the daily struggle of the people, trying to live their lives in the sprawls. Cyberpunk is indeed not science-fiction. It's dirty, gritty, rusty and full of dirt. Your tech is advanced, but not always reliable, no matter how you dress it up, you are criminals and your operations are dirty work, your friends might betray you at first chance and you know you will likely end in the gutter. But to dream of wealth, happiness and a real home, that is what drives the operators to fight against the system.
The world of Neomancer is highly advanced, but somehow still stuck in the 80s. There is every tech you could imagine and androids walk among us, without anyone noticing ... sometimes, without even themselves knowing. Technology always moves on, and people are afraid they will be made obsolete ...
The world is dark and dirty. The rich are unbelievable rich, and the poor are extremely poor, living a live in debt and pollution. Terrorists try to kill whomever they figured out as their main target this week, be it the government or the megacorporations. Or a random bunch of people in the wrong place at the wrong time. Organized crime is as powerful as ever. The government is trying to control the population, while the megacorporations work hard on getting richer and richer.
Enter the characters: with cyberware, Hackers and Riggers are able to control computers and machines, while Commandos overhaul themselves to be the most efficient killing machine on the streets. Tracers find ways to move around the city where no one else can. If you prefer to bluff your way around, the Face might be someone for you. Are you an android on the run or maybe you prefer to be completely human, to forego cyberware and trust in your skills, your talents and your connections ?
These people live between the cracks, off the grid, called operators. They are who gets called when something needs to be done and kept off the books. They are specialists, expendable, hated and hunted, but needed.
Whatever the reasons were that drove you out of the system, remember: it will cost you to stay outside. Sometimes, more that you can afford.
But then, you can never go back, anyway ...
Our game engine uses a very modern approach to storytelling, and that is what Neomancer is: Storytelling in a dystopian future.
The rules are simple, yet elegant and provide enough crunch to make every aspect of the game interesting without endless dice rolls or purely narrative mechanics.
Combat will be fast, tactical and deadly, with enough options to let everyone choose their preferred way, but without the feel of playing a board game. Both players and the GM will have options to alter combat in certain ways, making each fight interesting and different than the last.
The book will provide rules for the most common phases of a run, like the legwork, the entry and the escape, for example, without beating them down to a single dice roll. It will also take into account that - unlike you - the characters are professionals who don't forget to bring certain things to a mission ...
It will also will focus on how to incorporate standard missions against metaplot-missions or how to entangle the two. While standard missions are there to earn mostly money, the metaplot missions are the real fun of the game: driving the overall narrative forward and giving the players the opportunity to shape the campaign - by making hard decisions that might come back to haunt them.
Yeah, we thought about making dice candles a while back, but we wanted to do something more than just a really cool shaped block of wax...
...unfortunately for our test subject, it turns out that regular dice will in fact catch on fire and die if you put them inside a candle. (R.I.P. Ugly D12 that always rolled low, you'll sort of be missed).
So we teamed up with our friends at DieHardDice.com to solve that whole silly combustibility issue!
So now, each D20 candle comes with an entire 7-piece set of metal gaming dice! (D4, D6, D8, D10, D12, D20, and D%)
Choose your weapons!
With over a dozen sets to choose from, there's something for everyone's tastes (or at least hopefully one they don't have already!)
Assemble your party!
For those of you familiar with our Soap-on-a-Rope D20, we're bringing back the same character themes and scents for our new line of candles!
"The Ranger" with 'Heart of the Forest' scent. Green with black numbers and a Pine based scent. "The Fighter" with 'Blood of my Enemies' scent. Red with black numbers and a Dragonsblood based scent. "The Wizard" with 'Arcane Reagent' scent. Blue with white numbers and a Sandalwood based scent. "The Bard" with 'Verses of Victory' scent. Purple with white numbers and a Lavender based scent. "The Rogue" with 'Hidden Dagger' scent. Black with white numbers and an Egyptian Amber based scent. All D20s are also available unscented on request, and any dice set can be included in any of the themes!
The candles burn for up to 2 hours, and of course we highly recommend placing the candle on a surface to catch the wax, such as a glass bowl or saucer. The dice inside are wrapped in a bundle of foil for some extra protection, and of course we very highly recommend waiting a bit before grabbing at the ball of metal that was just surrounded by fire for 2 hours. If you need an explanation as to why that is a good idea, we can direct you to many websites filled with images of what a burned finger looks like (or you can take our word for it).
Weekend in Rokugan is a convention based on Legends of the Five Rings all weekend, as part of Heroes of Rokugan, Mar. 17-19th.
Weekend in Rokugan is the "home" convention for the largest living campaign focused on the Legend of the Five Rings world.
This is the fourth iteration of Heroes of Rokugan, which has attracted thousands of players from around the world to take part in a collaborative storytelling and gaming experience like none other. However, while the campaign has always been free to play, the costs of running the show have gone up as time has gone on. This year, we are focusing on moving the campaign to St.Louis Missouri for it's heart, as it is closer to being central for the two different houses of the Admin staff. As always, the extra funds will be given to a local charity, benefitting a Annie Malone, a group dedicated to helping troubled kids and broken families in the St. Louis area. They include parenting classes, foster care placement, and programs to help children who are aging out of the foster case system transition into the outside world.
Normally, samurai would not concern themselves with lowly matters of commerce, but in this case, the cause is worth it! This is the first Weekend in Rokugan convention for Heroes of Rokugan IV. We'd love it if you joined us!
Weekend in Rokugan will premier three new adventure modules, as well as a political interactive which will give players a unique opportunity to interact with the world of Rokugan.
Our Trap Dice are designed by us here at Uber Dungeon and made into a reality with the help of Q-Workshop. Our D6 Dice have designs corresponding with the D12 Trap dice and are brought into a reality with the help of Chessex.
These dice are beautiful and of the up most top notch quality on the market for custom dice. They are designed and manufactured in the USA.
Dime Adventures is a pulp alternate history roleplaying game of weirdness and high adventure. It is set on Arth, an alternate Earth at the dawn of the modern age. It is a world of wonder and excitement, and draws on many different historical and fictional sources for inspiration.
Players in Dime Adventures take on the role of cinematic heroes: bold explorers, brilliant scientists, dashing fencers, ineffable mystics, wealthy dilettantes, hardboiled investigators, masked crime fighters and more!
Dime Adventures is inspired by a wide variety of fiction, ranging from the pulp stories of Edgar Rice Burroughs (Tarzan, John Carter), Johnston McCulley (Zorro) and Robert E. Howard (Conan), to Victorian literature such as The Prisoner of Zenda, Dracula and Sherlock Holmes, from the classic science fiction of H. G. Wells (The War of the Worlds, The Island of Doctor Moreau) and Jules Verne (Journey to the Center of the Earth, Around the World in Eighty Days), to more recent works, including Indiana Jones, The Extraordinary Adventures of Adèle Blanc-Sec, The Mummy and The League of Extraordinary Gentlemen.
The year is 1904, but in a world that never was!
Dinosaurs still roam forgotten corners of the land. Alien influences operate from the skies. Mystics wield ancient powers. Strange new sciences promise to change the world. The dead rise from the grave. All the while, modern movements sweep the globe, and bold explorers venture deep into the unknown or delve into forgotten ruins.
The world stands at a precipice. It is a time when bold men and women of action can reach out and make a lasting change in the world. It is an era when history is made.
Throughout the past century science has steam-rolled on, making the world a new and better place. Explorers are venturing out to the edges of the map, social institutions are changing and a global system of trade and alliances is emerging. With the rise of airships and the earliest airplanes, humans have now mastered air travel. With the spread of electricity and the telegraph, the world has become just a bit smaller. It is a time of optimism and opportunity.
The world is ripe for adventure!
Dime Adventures combines the excitement of pulp adventure with rich creativity of the alternate history genre. The core system, Saga Machine, has been in use for almost ten years, including publication in our other roleplaying games, Against the Dark Yogi and Shadows Over Sol. This version of the rules has gone through three public beta tests, as well as numerous internal releases.
Gameplay highlights include:
A fast and flexible system for cinematic combat, with plenty of room for interesting narrative and tactical options! A quick and customizable character creation system, supporting numerous pulp archetypes and larger-than-life abilities! An exciting chase system, leading to plenty of obstacles, narrow escapes and dramatic complications. A rich alternate historical world, complete with exciting locales, events and plot hooks on all seven continents!
Monkey is a Tabletop Roleplaying game based upon the Chinese Classic Novel “The Journey to the West” or “Monkey” as it is commonly known in the West.
Monkey in a Nutshell
This is a story-telling game set in a mythical China, where out of grace Immortals seek redemption by escorting a vulnerable, mortal Monk to distant India. Braving many dangers along the way, to recover scrolls of Buddhist scripture, that are missing from the Chinese canon.The road through the wilderness is dangerous since all of Demon-kind has resolved to stop the pilgrims and the eat the Monk's flesh!
The game's simple rules, which use standard playing cards, allow for any sort of action that you can imagine, from fast paced king-fu to heated debates.
The main rule book contains all that you need to play, except two packs of standard playing cards (one for the players and one for the referee) and your imagination.
Monkey the 2nd Incarnation
This project is funding development costs for a second edition of the game, or its 2nd Incarnation. The original game was released over five years ago.It was illustrated using stock art from old books. After numerous games over the years, the rules, though they still make sense, need some tidying up and streamlining. Also, there are ideas which have come to mind since its initial release that I want to include
With the 2nd incarnation I'm looking to replace the stock art with new art from talented artists such as Peter Frain and Daniel Barker. Jon Hodgson who did the original cover has been commissioned to do a cover that features all four of the main characters from the book (Monkey, Pigsy, Sandy and Tripitaka).
I've also revised and streamlined the rules to make it even more easy to get into and play. I've added some new content that I've been itching to put in since it makes the game more enjoyable. The beta rules will be available to all backers in pdf form at the end of the kickstarter if it funds.
Growing up I have had a love for the game: the thrill of creating characters, the unpredictability of rolling dice, and the hours dedicated to campaigning and rpg'ing. Many of those adventures turned into stories for my books and artwork. Many of those encounters were also rather funny.
I decided that I needed to combine my memories, my humor and my art, and draw a simple cartoon just for me. Little did I realize that this "simple" cartoon about my love of fantasy, gaming and friendship would grow so quickly into a daily strip. I also found that my experiences were far more universal than I could have hoped. Life of the Party has given me the chance to bond with an incredible, extended family of gamers - pen-and-paper and digital - who have all felt the intense of pain of rolling a 1.
Now after several months of creating this wild, offbeat adventure, I am humbled by the consistent demand for a book. I have decided to bundle all of the existing strips, along with the many more I am currently creating, and put them into a single, beautiful volume. So grab your dice, your character sheets, and your friends. It's time to be the Life of the Party. Life of the Party: The Realities of a RPG'er will start as a 90 page soft cover book, with a uv spot cover (this means there is a gloss overlay on the cover to help it stand out and make it really nice). The basic book will feature the comic pages that have already been posted online, plus all sorts of extra little goodies. Once we hit the goal and begin to "Level Up!" I will look at upgrading the cover as well as the page count. The more pages the merrier, in my opinion.
To print 2000 books and ship a huge portion of them out, my blacksmith and gnomes will need about 7000 gp. This will cover production costs, shipping and packaging (which I know, from experience, is a significant expense), kickstarter fees, and any surprise costs which decide to show up.
There is a center to all things, and so it is with worlds. Between Hel and the Dry Lands, Aether and the Endless Ice, the Shining Realm, fair Alfheim and other worlds sits the world of mortal men and women. And the crossroads of all is the Middarmark: a harsh land of stark beauty concealing the crumbling bones of countless civilizations that have sought to tame it and failed.
The Middarmark is a setting supplement for Torchbearer inspired by Scandinavian myth and folktales. It's chock full of adventure ideas to give you a jumping off point for your campaigns, along with new settlements, legends of infamous lairs and harrowing places, details on the more popular Hero Cults of the Young Lords, and, of course, new spells, magic items, monsters and more!
Contend with the slave-taking pirates of the Skera Strait and the Kraken that preys upon those waters. Explore the Trollfjells for signs of the chaos cultists of the Jotunn Hrym and the terrifying Temple of Black Skulls dedicated to him. Follow the legends of Sigrun, Lady of Battles, to the fog-shrouded barrow downs in hope of winning her war-magic. Aid the elves who quest ceaselessly for the Tower of Seven Dreams where the Erlking holds the key to ending their long exile. Seek the fate of the fabled dwarven kingdom Nidavellir, near the gates of Hel. Adventure awaits!
The Middarmark opens new vistas of possibility for Torchbearer. Within you'll find nature descriptors and questions for six human tribes, a new class in the form of the human skald, rules for steadings (a new form of town), rules for how various weather conditions affect your adventurers and much more.
The book is 100 pages and contains information about the people, culture and legends of Middarmark. Click this link to download a preview of the Traditions chapter.
In addition, with the lovely people at Heart of the Deernicorn, we will also produce a cloth version of Maxime Plasse's detailed map. It will be 11 x 17 and printed on heavy canvas.
Use this deck by itself or combine it with the original Dungeon Dealer deck. 54 card deck with ALL NEW maze cards with more traps, bigger rooms, and bonus/trap cards with 1D6 variables. This new deck comes in a clear, hard plastic case for durability.
How to play:
Shuffle the deck with one dungeon entrance card on top. Draw cards one at a time. Roll 1D20 to see the orientation of the new dungeon section. Draw it. Repeat.
The new deck has different color icons and backs to distinguish cards from the original deck. The traps and bonus card can be used with both decks to randomize traps and bonuses. Bonuses affect both PCs and NPCs.
The Great Wall of Disappointment (And how you can tear it down)
You are "The Master", the head honcho, the big cheese, numero uno. Its your game, its your world, and its your ass on the line if things go wrong, or right.
You've invested uncounted hours of your life to bring a new world into existence, you've planned, prepared and now its showtime.
But despite your best efforts, all your work and effort there's a weak link, one glaring oversight that holds you and your world back. It prevents you from being your most creative, it limits the information you can keep secret and share with your players. Worst of all its made of cheap, common paper.
Or perhaps its made of something a bit more stylish but its HUGE and HEAVY and requires that you make compromise after compromise just to use it. It seems like its using you more than you're using it.
The DM Screen, the partition between your most guarded secrets, plans and surprises and the gatekeeper of more than just your books, dice, pens and paper, but your life essence, and all the time and energy you've invested into your world.
Its holding you back.
Its standing in your way.
Its blocking your creativity
Dice Base: Master
I've been an avid gamer since the late 1980's and the one thing that's been a constant all these years has been my desire for a REAL master-level screen. Even today when you look at what's offered you get the same grouping of too-thin and under-featured screens or massive monolithic solutions that require their own seat in your car to transport.
Fail. Fail Fail.
There is a solution, and one that I've spent more hours than I can count designing and refining.
The Dice Base: Master
Just the right size
The Dice Base: Master is 12" tall by 9.2" wide by .67" deep each panel.
The dice pockets are 1.1" deep and nearly an inch wide to accommodate all standard and plus standard plus (20mm) dice both polyhedral and standard casino style.
The Map and character space is on the large side of 8.5" by 11" to accommodate standard notebook and graph paper and the cavity is .9" in total height so you cans even store your dice, miniatures or anything just shy of an inch along with your papers.
The first order of business was to size and create a tool that would not be something that required a forklift to move or a trailer to haul from game to game.
12" x 9.2" x .67" per panel. Four panels giving the whole screen a total footprint about the same as three of your current 5E books, on the table, on your shelf and in your bag, and at about 1/3 the weight of those same books.
Modular and adaptive
Another issue I've seen with screens is that they force you to use them in an "all or nothing" manner. Use the whole thing, or don't. Not very accommodating for something that's supposed to enhance your game.
The Dice Base: Master allows you to create the screen that best fits your needs. Want a really high wall like you remember from 2nd Edition? Connect them along the long edge. Want a short screen to match today's 5E aesthetic? Connect along the short edge. Want a castle battlement? Oh yea... Battlement. Connect two along the short edge in the center and add-on two on the outside along the long edge. The choice and the flexibility is yours.
Because the joints of the Dice Base: Master screen are ball bearings you have a full 180 degree freedom of movement EACH PANEL. Want to flex them about... no problem. Classic "C" shape. Done.
Panels are made to work in pairs. You can mix and match panels together of different layouts but some few compromises will need to be made to accomplish this. Magnetically they'll attach and work, but you will loose some functionality. Still... the choice is there for you to make. You're in charge.
Each set has its own strengths and are excellent alone and amazing when used together. The cork is lightly press-fit in so you can remove it or pin it in place.... you could also glue it down... but it stays put nicely. The leather is glued in place. (If you'd rather it not be.. just let me know.)
Everything you need and nothing you don't. Simple, elegant. Purposeful and precise. Just right.
The map and character panels are sized to fit standard 8.5" x 11" paper and pads. How cool is that... no fuss, just lay them in there and you're set.
Vertical and horizontal dice storage Local and world map display and use simultaneously Magnetic pass-though for all panels Dozens of magnetic hotspots on both sides of all panels. Purpose made "Initiative Ridge" Corkboards Optional whiteboard inserts Optional real slate inserts Leather and cork padding for dice and accessories Integrated storage for all hinge bearings Compatible with other Dice Base components. Gallows feature for hangman Crane overhang to attach LED lights for dark games. Fully engraved with custom options for individuals or groups Expandable from a single screen to as many as you want.
Back when I was a college student I spent a lot of my free time playing board games, card games, and role playing games. My friends and I spent our free time huddled around tables in the student lounge, trying to roll our dice as quietly as possible so we didn't disturb the other students. However, carrying around a bag of gaming dice was a bit of a hassle. I had more than a few dice bags torn open as they bounced around in my backpack with my textbooks. It would have been nice to be able to get away with fewer dice but you just couldn't. You needed one d4, one to three d6s, one d8, two d10s, one d12, and one d20. And that was if you got by with the bare minimum.
So what are DoppelDice?
The idea was to take a handful of mixed polyhedral dice that we use in many major tabletop RPGs and cut them down to a smaller set that could easily be carried around in your pocket. So I spent a fair amount of time crunching numbers on spreadsheets to see what I could come up with. I figured out that with three 6 sided dice and a creative use of space on the die faces that I could recreate the common polyhedral types with an even distribution.
Why the name DoppelDice?
I chose the name DoppelDice as a shortening of Doppelganger Dice. The hope was to evoke a set of dice that could shift and act as if they were other types of dice. And honestly, I just thought the name sounded kind of cool.
How does it work?
Each face of of the dice are divided into quarters. Each quarter represents a die size that you can get by adding the matching corners on multiple dice. For example the upper left corner of all the dice are marked in pips. The first die is a d2 in that corner. If you add them to the same corner on the second die you will end up with a d4. Adding in the 3rd die will bring it up to a d8.
The below chart will show you how the corners on the dice add up to emulate the larger dice. The hyphenated ranges have all the numbers between those numbers on varying sides of the dice, the slashed ranges have only the numbers specifically listed.
Each corner of the dice is marked in a different manner to make it easy to tell at a glance which corners you need to add up.
As of right now the plan is to produce the dice as 16mm (about 2/3") dice in black with white inking. Nice, simple, and classic. If there was interest and enough of a funding base I might consider shifting up a die size to 19mm (about 3/4") dice. If there was a much bigger funding base I might consider adding an additional color choice. However I don't want to overextend myself and put the project at risk. Once initial funding is set there can be a discussion of possible stretch goals for more colors.
When I started looking into dice manufacturers I sought the advice of the head of Potluck Games. I have a copy of Dungeon Dice and I know that they are solid, well made, and cleanly inked dice. I got a quote from the manufacturer they use and the numbers I got back are workable. The only catch is that I need to have a lot of dice made in one go before I can hit the break even point.
Elite: Dangerous is the modern day incarnation of the seminal space trading game Elite. 30 years after the original game reinvented the way people experienced playing computer games, Elite: Dangerous is ‘The spectacular new multi-player instalment in the seminal open world series of space games that started with Elite’.
Simply put, Elite: Dangerous deserves a role playing game. Not only do the two platforms merge seamlessly together but in the case of Elite: Dangerous it has adopted as one of its core principles the idea of the ‘sandbox’ approach to play. This concept of forging your own path, choosing your own destiny is the foundation on which most role playing games are based and is the key to their success.
This Kickstarter campaign aims to fund the production of a Core Manual and four Supplements to allow any fan of the computer game to continue their adventures with friends in the roleplaying setting. Each of the books will be produced professionally using industry designers, writers, editors, printers and artists, to create a true piece of Elite: Dangerous history. There are a number of Stretch Goals available should the funding goal be exceeded. Details of the various Stretch Goals will be made available throughout the campaign and can be seen below.
The game is a skill based system using a D10 and a skill bonus to exceed difficulty numbers. Each character begins with their own spaceship, just like in the computer game.
Not only can characters improve these ships with upgrades to the weapons and internal systems but, with the right amount of money, players can trade in their ships for larger and more powerful models.
There are three arenas of combat, each with their own set of rules. As well as spaceship combat players can engage in personal combat and do battle in a myriad of surface vehicles.
In Elite: Dangerous RPG each player creates their own character by selecting from a number of different backgrounds. Perhaps your character was an orphan from a corporate world where the unemployed are hunted down by the police – you survived at first on your wits and then with the help of charitable friends who gave you a place to stay and the chance for an education. Perhaps you are an ex-army grunt who’s seen too many wars, or a cheerleader who fell in with the wrong crowd and is now a notorious criminal. Really anything is possible, and each background you pick increases your skills across a number of different areas.
Elite: Dangerous Role Playing Game (EDRPG) is an interactive adventure you share with a group of friends. It is set in a futuristic galaxy in which spaceflight is common, amazing technology is freely available, and danger is everywhere. As a player you will own your own spacecraft and travel to fantastic locations, exploring new worlds, defeating deadly enemies and outwitting powerful opponents who will stop at nothing to destroy you.
One player becomes the Gamesmaster (GM). This is the person who tells the story, plays all the people and villains the players meet and creates the adventure. The same person does not have to be the GM every time, although oddly enough it’s hard to stop once you undertake the role. In Elite: Dangerous RPG the Gamesmaster can be assisted by the Random Generation System (RGS) which creates missions and star systems on the fly.
In Elite: Dangerous Role Playing Game Core Book you will find:
Dozens of different character backgrounds, including Police Officer, Docking Bay Operative, Mercenary or Hoopy Casino Croupier. Karma Capabilities that turn your character into an action hero when it counts the most. Have your best friend, business partner, love interest or snot nosed nephew fight by your side with the in-game Partner mechanic. Start with your own ship. No one has to be a co-pilot unless they want to. Space, Vehicle and Personal Combat rules all included. Hundreds of bits of equipment including rare weapons, armour, clothes, cosmetics, combat stims and much more. Modify your spacecraft with the same flexibility and detail of the computer game. Drive in style in Scarab SRV’s, Gangland Battle Cars or the dreaded Federal Ram Raider. Variant rules to suit all play styles. Have a life outside of the current adventure by earning money as a Trader, Bounty Hunter, Miner or Explorer using the between adventures rules. Employ crew for your spacecraft and generate their abilities, personalities and names randomly. Dozens of opponents from pirate space craft, sword wielding assassins, genetically engineered bio mods, implacable drones and fierce indigenous alien animals – don’t let your SRV get knocked over by an armour-plated Golunk! Generate entire star systems, including multiple star systems and their civilised inhabitants. Lacking Inspiration? Generate military, espionage and exploration missions randomly, including devious plot twists that will cause havoc and challenge your players. And much more contained within the supplements and stretch goals.
Heritage the Legacy is a new take on an old friend. This tabletop game showcases new and exciting ways to interact with the story and the characters therein. With completely customizable characters, we have done away with the tried and true "Class" system a lot of games adhere to, yet still keep it fun and easy to learn and use. In this world, one can easily reflect exactly what they want their character to be able to do and achieve.
A Unique D12 System built from the ground up to provide a brand new way to game. 9 Playable Nations to choose from each giving your character unique ways to customize your character. Over 40 Weapon Styles each with their own unique abilities to fully craft your fighting style to your personal playstyle. 7 Schools of Magic with 40+ components to craft unique spells tailored to fit the situation. A Never Before Seen Social System allowing you to take control of the situation IN or OUT of COMBAT!
The Setting: Aetheria
The world of Aetheria is large and lush, full of people and beasts both mundane and fantastic. We have populated the wilds with creatures taken straight from our own cryptozoology and turned them from myth and legend into genuine threats. Man alone is not on the top of the food chain. It is only through perseverance and luck that the nations of Aetheria have been able to overcome the wilds and carve out their own civilizations. It is only within the last hundred years or so that the nations have finally started to come together and open up trade and relations with each other, due to the ever present worldly dangers. And now it is time for your heroes and heroines to create their legacies in Aetheria. What will they be, I wonder? The arcane master, bending the elements to his will? The warrior woman destroying everything in between her and her objective with terrifying blows of an axe? Maybe a wordsmith, charismatic and commanding, forcing others to see the world the way he wishes with just a few well turned phrases. Any of these characters are possible, in any combination. The only limit is your imagination. Welcome to Aetheria.
Age of Anarchy is a role-playing game set in Norman England at a time of civil strife which lasts for two decades. It's a game grounded in real history, but not constrained by it. It's a time of knights and castles, war and politics, commoners and priests.
In the game, you play the most trusted vassals of a low-ranking noble who seeks to rise up through the ranks of feudal society. You benefit when they rise and suffer should they fall. You go on missions for your patron such as winning a band of outlaws over to their cause, rescuing prisoners from a castle, sabotaging the plans of their noble rivals, or leading their forces when they go to war.
Every chieftain made castles and held them against the king; and they filled the land full of castles. They viciously oppressed the poor men of the land with castle-building work; when the castles were made, then they filled the land with devils and evil men. Then they seized those who had any goods, both by night and day, working men and women, and threw them into prison and tortured them for gold and silver with uncountable tortures, for never was there a martyr so tortured as these men were. - The Peterborough Chronicle
The Anarchy is a period of English history two generations after the Norman Conquest, when King Stephen of Blois and the Empress Matilda both claim the throne. It is a period of strife between factions, and a time when powerful feudal lords are created and destroyed.
The Anarchy is full of dramatic events, The King of Scotland launches an invasion to support Matilda's claim to the throne. King Stephen imprisons bishops who oppose him and confiscates their castles. The Empress Matilda's forces take King Stephen prisoner, and his wife Maud leads the forces still loyal to the king.
This turbulent period of history is dramatized in Ellis Peters' Brother Cadfael novels, and in Ken Follett's The Pillars of the Earth, both turned into successful UK television series.
What the Players Will Do
In Age of Anarchy, you play the trusted advisors and problem solvers of a lord or lady, your patron. Your fortunes rise and fall with those of your patron. You have to deal both with your own issues and opportunities, and those of your Patron.
Will you and your patron fall or gain power and prestige? War and the ambitions of rivals can present both deadly danger and a chance to rise in wealth and influence. It is a time of unmatched risk and opportunity. Plot and fight your way to victory!
We developed the Perpetual Motion Engine (PME), especially for this game. The system is based on the "patron" (or cause) that the player characters serve. The goal in a PME game is to increase the power and influence of the Patron you serve.
The entire table, including the game master, generates the Patron together by coming up with the Patron's "issues." Missions undertaken to resolve a Patron's issues will determine whether the patron gains power or loses influence.
When a player character is challenged during a game of PME, the player rolls dice (1 or 2 six-sided dice), adds a modifier, and tries to beat a challenge level. Success means the player gets what they want; failure means a consequence occurs.
Everything from combat to a social conflict is built from the core challenge mechanic, making the system quick and clean in play.
Retribution is a supernatural fantasy setting for Savage Worlds, requiring a copy of any edition of the Savage Worlds rulebook. With some patience and creativity, it can be converted to other systems or even ported over to other Savage Worlds settings.
Traditional fantasy elements, such as classic races, ancient lore, and magic and mysticism, are intertwined with those things from beyond the natural world of Agador, namely spirits, the undead, and extraplanar entities.
Key Points of Interest
PCs can be any of the six primary races (human, elf, dwarf, orc, gnome, half-folk), hybrids of them, or a spirit of a formerly living person (ghost). If a non-spirit PC dies, there is a chance she will be transformed into a playable spirit, which would require some stat adjustments and alter the character's abilities, but not be an entirely different character. Fighting entities who are not part of the mortal world utilizes Spiritual Parry and Spiritual Toughness, complements to the standard Parry and Toughness native to Savage Worlds. Spiritual combat is presented with two options for play, explained in Choose Your Level of Grit. Rules governing how supernatural being can affect the mortal world are included. Retribution offers Edges and Hindrances to create specialized characters such as unjailers who work to free entities who have been bound to this plane unwillingly, necromancers who study mastery of the dead, and exomancers who have the power to summon extraplanar beings. Unjailing is the specialized study of identifying and untethering usually unwillingly bound spirits who might be attached to people, places, or things. Necromancy is more than just animating skeletons or raising the dead as zombies, covering also medium arts, binding spirits, and working with other aspects of death. Exomancy applies only to those who come from beyond the mortal realm, allowing for beings to cross planes or their power to be harnessed. Spirits and extraplanar entities are not automatically evil, malevolent, or violent, so freeing them or otherwise interacting with them could have a variety of effects from being local heroes for helping trapped ancestors to proving your honor and gaining a spectral ally to making enemies of those who want to stay unhindered. Choose Your Level of Grit
The standard setting rules for spiritual combat reduce the target's Spirit die temporarily on a successful attack. Optional rules allow for a spiritual wound track instead, possibly leaving surviving characters in a coma for hours or days. Either way, death by spiritual combat could result in the possibility of the PC continuing as a spirit.
When we started producing Fall of Magic, we made a lot of mistakes. Each scroll has eight separate screen prints, and one mess-up rendered the whole canvas unsellable. This resulted in a lot of otherwise great-looking scrolls that we had no use for!
Lately, we started putting this surplus to good use experimenting with a variety of bags and pouches out of this scroll canvas. When Kickstarter invited us to participate in the Make/100 promotion we flexed a little design-muscle and came up with something we think you'll love and if this campaign funds, we will be producing these limited-edition rewards for the Fall of Magic community!
The Fox Case is a handmade home for your Fall of Magic game components. Each case has 8 storage pockets to keep your materials organized between sessions of play and is crafted from a curated selection of Italian, English, French, and Japanese language scroll canvas.
the Gold Fox Token
An additional character token to complement your game. Manufactured by Campaign Coins and designed by Doug Keith and Heart of the Deernicorn, the same award-winning team that produced the tokens for Fall of Magic. Awesome.
How Limited is this Edition?
We won't be distributing any of these items to retail stores after this campaign. The Gold Fox may be offered as a crowdfunding reward for future translated editions of Fall of Magic but that is it for online sales.
Pathogen: Unclassified is an apocalyptic survival horror role-playing game (RPG). It is set 3 years after a global parasitic outbreak took over by altering people's minds. It struck fast and without mercy. Over time, the uninfected survivors (approximately 9% of the world population) realized not all the infected were the same. They were still alive, but the parasite is in control of the host's body.
What the survivors know-
A majority of the infected are mindless meat sacks only driven by the need to feed on flesh. A much smaller percentage of the infected have higher mental functionality, but seem to get united orders from a mysterious source. The survivors refer to them as "The Hive". A very small percentage of the infected still maintained their identity and mind, but they had serious physical drawbacks and some mental issues. However, they developed Psionic abilities.
Many believe the GMO food producer and major pharmaceutical corporation, Gaia Life Solutions, was behind the outbreak. At the start of the catastrophy, Gaia seemed already prepared with a highly skilled armed forces in place to shore up various centers offering a safe haven to the desperate compliant survivors.
Most people are a bit hesitant to join the centers, because of the stories that have emerged from behind the walls of Gaia's reclamation centers. Whispers of survivors working to the bone for basics necessities and protection. Outside the walls Gaia troops and scientist are seen doing undisclosed "research" for an unknown purpose. Also, if you do not comply or have been deemed a trouble maker disappearances are noticeable.
Pathogen: Unclassified is unique, versatile, and easy to learn, because you only require one book to run the game. Unlike many apocalyptic survival horror games with one basic threat, Pathogen: Unclassified has been designed for either simple capability settings and/or long running campaigns with complex story lines. The game world offers the survivors a wide variety of challenges and goals.
For Pathogen: Unclassified, the writing is almost finished and we need a few more pieces of art. However, before we could move into production, we need your help to raise capital to get the game book to print.
The Live-Action Role Play + Social and Tactical Game-meets an Immersive Entertainment Experience taking place at America's signature Gothic architecture campus Bryn Mawr College for new players and expert larpers alike!
Enter a thrilling realm of High Medieval Adventure. Travel to Easteros and Castle Bryn Mawr to pledge your loyalty to one of the Grand Kingdoms of the Dragon Thrones! You will strive with your family Kingdom team to unite all the Dragon Thrones under your divine crown, or, if Draconian, you will attempt to overrun the realm with your dragon/human hybrid sect to once again rule the lands that were taken from your ancestors millennia ago.
Dragon Thrones is an interactive and immersive weekend experience by The Game Theater. Inspired by popular medieval fiction worlds we all know and love. We have crafted a new fantasy universe where rival kingdoms are waging war over the magical and mythical Dragon Thrones. Each throne is imbued with the power of an ancient Elder Dragon, god-like beings who once ruled over Easteros with their own race of Draconians, while humanity was relegated to being their lowly subjugated serfs and slaves. However, following a momentous revolution, humanity vanquished the Draconians and inherited their vast power, a power that is infused within each Dragon Throne...
Dragon Thrones uniquely combines live action role-playing, social deduction, and massive board game mechanics together to tell the story of an age-old war returning to the land.
This immersive weekend experience also includes:
thematic entertainment immersive installations for side quests a custom "escape room" "sandbox" scavenger hunt quests medieval university training in war & strategy, diplomacy, and lore. night role-play game missions (played in character) evening medieval "casino" card gaming for gold & prizes and much more! You and your customized character will strive to achieve your various personal, team, and global objectives through role-play and gaming over an amazing weekend adventure.
Never done something like this before?
No Problem! We will have a staff of actors / game masters / and game directors to guide you through the experience with ease! (Become as involved or spectate as much as you'd like! No experience needed! Dragon Thrones is for any experience level of player guest.)
Are you an experienced and expert larper?
Excellent! We're so glad to have you onboard! You will have an outstanding time building this new world with us! You will have a multitude of character building and storytelling opportunities. Dragon Thrones is for all levels of gamer. It is a unique game system that gives players purpose and meaningful choice. It creates many social and role playing experiences that are like other larps, but we also include other types of game mechanics to give players various unique paths to fun and enjoyment! Be sure to let us know your experience level, there are special metagame opportunities that you will really enjoy!
We have a rich admiration of medieval fantasy, live action role-play, social deduction & tactical gaming, renaissance faires, and thematic locations. Therefore, we decided to ambitiously combine all of these elements into one massive role-play blockbuster weekend summer larp and immersive experience.
Dragon Thrones is the result of this ambitious dream to create an all-inclusive experience that tells an epic story through a variety of interactive formats. Our design for Dragon Thrones creates a synergy were live action role-play, large-scale gaming mechanics, side quest adventures, improvisational theater, and entertainment work together to allow player guests to become ambitious social adventurers. Additionally, we seek to forge lasting memories by having our valued player guests launch a new world with the stories they create and share.
The Chronicles RPG Kit is a series of system-neutral, old-school booklets with tools to help you run well organized, dynamic roleplaying games. These booklets are meant to be written in, helping you and your players organize your games for maximum fun!
Each booklet is digest sized (5.5”x8.5”) and approximately 56 pages. The Chronicles RPG Kit consists of four booklets:
Book 1: Malloy’s Almanac — Fantasy calendar with 20 sets of encounter tools to help you run ad hoc adventures Book 2: Imaginarium — Idea log with blank dungeons, encounter worksheets, and adventure design tools Book 3: Session Planner — Gamemaster tools to plan and track game sessions Book 4: Game Diary — Player tools to log adventure notes, experience, and group treasure
If this first Kickstarter is successful, the long-term plan is to produce another set of these volumes each year to allow you to write in these various books and annotate them during the game. The booklets have generous areas for notes and checkboxes next to key entries so you can easily scan and see what entries you've already used.
Book 1: Malloy’s Almanac
The first book in the Chronicles line is Malloy's Almanac. It is optimized for use at the table and is an invaluable tool to create on-the-fly adventures.
Malloy's Almanac has many of the features of a traditional almanac, but is tailored for the needs of tabletop roleplaying games. The Almanac will include:
The real core of the book is its random encounter tools. Unlike many tools that have random tables, this book is meant to be written in so you can track story elements as you use them.
The tools have separate dice roll methods which let you choose encounters for either low-magic (think Middle-earth or Game of Thrones) and high-magic (think Forgotten Realms or Greyhawk) settings. The twenty encounter tools are broken into four sections:
The final section is composed of tables of characters by race (Humans, Elves, Dwarves, Halflings, and Orcs), with checkboxes next to each name to note when you've used them. It includes unique names, distinctive features or quirks for the character, and some motivations for each NPC which can themselves drive further adventures.
Book 2: Imaginarium
The second book is called the Imaginarium and is an idea log used to plan game sessions. Blank dungeons are ready to fill in with your ideas. Encounter worksheets provide tools to help you create tactically interesting maps for combat scenes. There are also campaign worksheets and adventure design checklists to help you craft on-the-fly game sessions as well as help you plan between games for adventures which incorporate player’s backgrounds and secrets.
The book contents will include:
6 blank dungeons you can annotate 12 encounter worksheets with fill-in graph paper 3 campaign worksheets which use an Apocalypse World-style Fronts technique Adventure design guidelines with tips and checklists Secrets tracking sheets Adventure Seeds tracking sheets Ideas & Notes tracking sheets Book 3: Session Planner
The third book is a Session Planner. Gamemasters can use this tool to plan games (often using ideas and maps from your Imaginarium) and to take notes during the game sessions. It will feature two-page spreads for each game session and will allow you to track 25 different game sessions. There is also a section called ‘People, Places & Things’ to track PCs, NPCs, and key places or things that come up during game sessions.
Book 4: Game Diary
The final book in the Chronicles Kit is a Game Diary. The gamemaster can give this booklet to a player to record notes on what happens in each game. Appoint a player as a quartermaster or chronicler and they can then track group treasure, experience, and other key information that comes up in each game session.