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"This book has planes!" - D. G. Chapman, author of The Graverobber's Guide blog

If you're like me you like to look at things differently. You want your games to be different, to show you a new way to play the game. You want mechanics that you haven't seen, new ways to use dice, and new ways to look at the things every other RPG shows you. 

I believe a game can do this. I believe this game does this by separating the Player Character (PC) into the Player and the Character. You use your creativity to solve the dilemma that your Game Master presents, and you're aided by the tools your Character gives you. 

The biggest of these tools is your Class. In this game you can play a Valkyrie, Artist, Knight, Princess, Black Cat, and many other unique and interesting classes with their own unique ability.

As the Game Master you're given simple tools for creating and running the game. The theme of the book is simplicity; making the book as shallow as a puddle and the gameplay as deep as an ocean. 

Play the game you've always wanted to play. Play Songbirds.

Art by Sara Kippin

Based on Into the Odd by Chris McDowall

Maps by Dyson Logos

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Reviews (0)
Discussions (3)
Customer avatar
Joshua S September 03, 2019 5:56 pm UTC
Great little game. Just a quick note, on page 5 under Relationships, the first sentence has the word 'deicide' instead of 'decide'.
Customer avatar
Maxime V October 02, 2018 9:08 pm UTC
Read the game, love the feeling it conveys and the illustration are great. Spellcasting is pretty flavorful.
I'm not here to do a review of the game but I have one question and one remark.
Question : Spellbooks contains 3 syllables to use, and we can obtain more during our adventure. But are those syllable specific or can the player just say what he want ? Like does a spellbook contains specifically "Kneel" "For" and "Days", or 3 "blank syllable" you can fill with the word you want anytime you use them ?
Problem : It seems to me you don't actually tell new character to roll their HP. It is mentionned nowhere at creation. But you still say that characters get 1d6 at each level up.
Customer avatar
Jason T February 28, 2018 9:37 pm UTC
This is very neat! Just a heads up about a few things:

1. One of the ability scores is described as "soul" (or souls) in some places, and "spirit" in others.

2. It's not really clear what the distinction is between spirit/soul and mind, as "soul" is described first as "sanity," but "insanities" are given when you reach 0 mind.

3. It's not entirely clear when negotiations end – must all dice in the 6d6 be removed from the stack, or can characters reach some agreement before then? And what exactly does happen when all 6d6 are removed? Does the NPC concede at that point, or does it represent a time limit after which an impasse is the only conclusion?

Customer avatar
John B March 01, 2018 4:49 am UTC
Hey, thank you for pointing that stuff out.

I'll edit it, but for clarification:

1. It's supposed to be Soul

2. Insanities can be linked to both soul and mind, the main thing is that when Mind is 0 you get an insanity, and when Soul is 0 you are just a broken husk.

3. Negotiations end when an agreement is made. The dice is really just a way to keep track of your status with an NPC. If the stack reaches 0 then they are in excellent standing with you and harsh requests or difficult questions will not cause too much trouble. But if you start talking to someone and the stack is tall, they're more volatile, and it's easier for them to take your words out of context.
Customer avatar
Jason T March 01, 2018 2:33 pm UTC
Awesome, thanks! I will be sure to leave a review after I finish reading it!
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File Last Updated:
February 26, 2018
This title was added to our catalog on February 26, 2018.
John Battle
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