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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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[WSK] Tarot

[WSK] Tarot


                           This is a stylized Tarot deck printed on poker-sized cards. It keeps close to the symbolism and artistic positioning established in the classic Waite-Smith deck in most (but not all) cases, and the (WSK) title is used here to append the name of the interpreting artist: Waite-Smith-Kornelsen. Each card in this deck has a footer giving an interpretive...   [click here for more]
Amagi Games  $15.00

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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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Schema, Iteration Seven

Schema, Iteration Seven


Schema is a light engine for tabletop roleplaying with complex stakes.   Breaking that down - It is an engine, rather than a game, because assembly is required - you'll need to provide a setting and do a bit of configuring before it's ready to go.  It's an engine with complex stakes - the kind of thing you might see in a Powered by the Apocalypse game, but built...   [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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Infected: First Edition

Infected: First Edition


The eldritch apocalypse is here! Infected is a 264-page all-in-one book presenting an apocalypse where the rising of the shambling dead is only the beginning of your problems.   The contagion does not merely animate the dead; it remakes them into designs posed by some inhuman intelligence.  It transforms living flesh into alien forms, creating the changed.  It obeys...   [click here for more]
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Infected: Trouble

Infected: Trouble


This is a mini-supplement for Infected, giving options to add "Troubles".  These are mechanical additions which can be used as a standard character component, as additional scars, or as 'stigma' - bad reactions to infection.  Troubles include: Personal traits that make it hard to get through the apocalypse. Specific needs (which can be medications, addictions, or the like). Other individual difficulties. ...   [click here for more]
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Infected: Stranger Still

Infected: Stranger Still


This is a mini-supplement for Infected, giving further ways that those who have been changed by infection might be altered.  These further alterations are grouped into talent trees, each of which progresses from one or more of the original changed talents: The Handler, building from carrion lord into the ability to control and reshape a huge horror or mangled, mingled...   [click here for more]
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Gazetteer: A Gygaxian Storygame

Gazetteer: A Gygaxian Storygame


Gazetteer is what happens when you hold OSR crowdsourcing, sometimes called "Gygaxian democracy" in one hand, new-fangled online Storygaming in the other, and scream “NOW KISS”.  It is a game of map-detailing and collaborative storymaking, functioning by means of questions and answers.  It is led by a facilitator who is required to talk like a pompous blowhard of an explorer throughout.  For...   [click here for more]
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Sargolis

Sargolis


There is a grassland – not quite a prairie, nor quite a savanna, where shaggy beasts graze under a wide sky. There was a river across the land once; now there is only a stream in a wide bed. There was a smooth highway of pale stone; now if you skip, you can travel by jumping long jumps from one gently slanted stone to another. Where the river met the highway on this grassland, there was a great city...   [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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Poet Glorious

Poet Glorious


Poet Glorious is a 200-word RPG by Kimberley Lam, dressed up for release here with a bit of art and some record sheets. It is played largely by writing Haiku, and the core game mechanic is The Prisoner's Dillema. The PDF given here is four pages; a cover, a page for the rules, and two record sheets (one for characters, one for challenges).  To play Poet Glorious tabletop, you'll want to print several...   [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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A Loathsome Victory

A Loathsome Victory


A Loathsome Victory is a deliberately simplistic micro role-playing game, in which the GM asks questions of their horrible minions.  It covers all of two pages (in large font); one page for GM instructions, and one to place in the middle of the table as a reminder of character names, prompts for things the GM can ask, and answers the players can give. ...   [click here for more]
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Jaunt: A Quest Hack

Jaunt: A Quest Hack


NOTE: Jaunt is a fully-functional, complete hack, but one that is nevertheless somewhat raw in terms of layout and editing (we've got a lot of text walls in here, among other things).  It's being released in this state because it is a living project - it will likely receive ongoing alterations and edits over time, and there's no real expectation of it ever being being "done". Turn on email...   [click here for more]
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Rucksack, Issue 1

Rucksack, Issue 1


Rucksack is a zine for the Quest RPG, and it's... pretty much what it says in the title; a bag of useful stuff. In this issue: - A quick article on play as performance, and some improv notes. - A "name sheet" for quickly naming NPCs and keeping track of who's who. - A "learned abilities" sheet for tracking those cleanly. - A cheat sheet for how to make a roll, which includes additional tools and...   [click here for more]
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Rucksack, Issue 2

Rucksack, Issue 2


Rucksack is a zine for the Quest RPG, and it's... pretty much what it says in the title; a bag of useful stuff. In this issue: - An article on recapping and repeating in games. - 50/50, a one-page game-essay from John Harper about fictional positioning. - Commentary on that game-essay, and application of it to Quest. - Cue Cards, an method for telling other players "how to back me up in scenes"....   [click here for more]
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  Brinkwood: The Blood of Tyrants