Picture the adventuring party of most old-school games. A band of thugs, occultists, criminals, weirdos and outcasts who, rather than settle into normal society, risk everything exploring the dark, dangerous places of the world. Perhaps they will become rich and powerful, perhaps they die unceremoniously.
Keep this same adventuring party, and picture their equivallent in the modern day. A world with... [click here for more]
Solo Roleplaying Rules for Dark Streets & Darker Secrets
Explore the dark streets of the city, where every shadow is alive with sinister intent and the darkness gathers, but you are walking alone.
Solo roleplaying Dark Streets & Darker Secrets is a dramatic and ominous experience where anything can happen but only the bad things seem to fall in your path.
The solo rules included... [click here for more]
Operation Solo Endeavor [OSE]
Solo Rules compatible with WWII Operation Whitebox
This booklet provides additional rules and tables for playing WWII Operation Whitebox without a Game Master.
Questions are answered using a 1d10 yes/no question and answer mechanic and inspiration prompts for more complicated open questions. The d10 was chosen because this is the default die used for most NPC gut checks,... [click here for more]
Spirits left to wander far grow monstrous fair and old.
Ghostbusters, X-Files, the Cthulhu Mythos, Jonathan Strange & Mr. Norrell, the Book of Coming Forth by Day, and all the folktales of powerful ancestral spirits who bargain with mortals, are some inspirations for... [click here for more]