Roleplay Heroics distilled to a perfect form. Wear the cape well.
A two-page set of rules to run Theater of the Mind comic book silver age heroes with simplicity and balance. The excitement builds with the interaction. ... [click here for more]
Massachusetts Bay Company 1693, Cotton Mather publishes “Wonders of the Invisible World,” in which he contends that witchcraft and demons were real; further these covens threaten mankind. He was mocked and celebrated. Decide for yourself.
This ruleset is magnificent. Written in a divine fury, I should put it into a chest and bury it for a future gaming generation. Fugging golden tablet!... [click here for more]
Dateline: New York City, 1931
In the midst of the Great Depression, hope is scarce. There is an election coming, but until then the local authorities seem helpless to stop a massive crime wave. Some blame poverty, others the decline of decency. Unbeknownst to the Common Joe, the city is being carved into realms by ten sinister cabals. That’s also when a group of ordinary people discover they are... [click here for more]
In the Company of Delvers
The underworld holds miracles, the remnants of ages lost, the forgotten, the places destroyed by magic. Entire civilizations thrive and sink, banished from the surface world, layers of an onion whose core is misery. From those places of Unending Gray, the delver companies extract ancient relics and former riches. In a nutshell, delvers are not mere fellowship parties, they... [click here for more]
Designing Comic book Scenarios aids the Referee in creating an adventure. Inside find mission and encounter generation, Digressions tables for when groups get split involuntarily, and an assortment of Quick & Dirty tables to flesh out most situations. This is a grand worth of ideas. Complete rules as published at LA conventions in 1991. Have fun. Thanks to everyone who still loves and remembers... [click here for more]