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Here is a set of rules I came up with in an effort to remove all reference to the OGL 1.0a and any content that falls under it. It is the combination of 4 separate pieces I posted one at a time while the project was being completed, and ALL ART HAS BEEN REMOVED. Why the NO ART you ask? Because I chose to create some very trippy and psychedelic AI generated art that I thought matched the light hearted theme of the work. However, I received a ton of negative comments about the cover art, and that was from people who were nice enough to tell me about it. So I removed all the art. Here is what is left. Why did I bother doing this? One was as a response to the whole drama involving WoTC and their stupid effort to pull the OGL from use and replace it with their new system designed to give them total control over EVERYTHING!!!!! Also, I have a problem with rules so bloated that no one can figure out what anything means without a ouija board, but I also dislike rules that are so 'lite' that they leave out important parts that are required to make the game playable. T.W.O. RPG is intended to remove all content that might be covered by WoTC OGL, and also be a 'lite' yet complete set of rules. What is the 2d10 system you ask? It is intended to replace the 1d20 used commonly in some RPG systems. I think the big advantage of using 2d10 instead of 1d20 is that the roll results in a 'bell curve' with most of the results in the center, and fewer at the outliers - in other words it is more likely that you roll a result that will be in the 'middle' and less likely to be very high or very low. This does create some changes that should be considered by the GM.
From Muskets to Rifles... is based upon C'est la Guerre: Fast Play Wargame for the Age of Muskets. This system was designed to provide a fast yet satisfying game play, not necessarily a "realistic" simulation of battle recreation. Bases or 'Units' in the game do not represent a certain number of men or artillery pieces but are abstract representations of force. From Muskets to Rifles... uses* a simple command structure to manage battlefield movement without dealing with morale or having the players issue orders,* a troop grading system so that better trained more effective troops can have an advantage over poorly trained less effective troops, and* a method to account for casualties and losses without an overly complicated accounting system. At the beginning of the 19th Century European armies were mostly armed with smooth bore muzzle loading muskets and bronze smooth bore muzzle loading artillery. These armies fought in dense formations of infantry, and they relied upon the gallant cavalry charging in mass to break enemy lines. Not so very different from the weapons and methods used two hundred years before. By the end of the 19th Century we see the introduction of machine guns, breach loading and bolt action repeating rifles, metal cartridge ammunition, accurate and powerful rifled artillery, and even the occasional airplane flying through the skies. We also see the mass production and industrialization of warfare that made these new technologies cheap, uniform, and abundant. This period of dynamic change, between the age of the musket and the 'modern' mobile warfare we see today, began at some point after the end of the Napoleonic Wars and came to its culmination during World War I. So that will be how we define the time period of 19th Century Warfare' - 1820s to 1910s.
The goal of Ancient Elements RPG is to create an OSR set of rules that conforms to the Primary Fantasy SRD 3.5 while maintaining some of the character and simplicity of Microlite20 so that standard 3.5 adventures and settings can be used without too much conversion. REVIEW: A well-considered variant on Microlite20 tastefully curated with neat houserules (even Grappling!). The author has made effective choices throughout. Liked it so much I bought the print version elsewhere. Nice job Alexander. Will be using it over the Xmas break. (DriveThruRPG) Sean W. - 23 DECEMBER 2022
Step into a world where excitement and technology collide, birthing extraordinary adventures in the modern era. Corporate boardrooms conceal secrets, while danger prowls the city streets. Ancient prophecies intertwine with viral trends, shaping destinies in unexpected ways. In NowUltraRPG, you'll unravel the hidden mysteries of our contemporary reality. Drawing inspiration from the classic d20 system and seamlessly integrating the streamlined mechanics of Microlite20, this game offers both depth and accessibility. Whether you're a hacker exposing government conspiracies, a corporate spy wielding cutting-edge techno-gadgets, or a paranormal investigator deciphering cryptic texts, your fate awaits. Fast-paced, immersive, and brimming with possibilities - welcome to the modern era like you've never seen it before.
KOOKS stands for the Keepers of Odd Knowledge Society, an ancient and revered secret society... so secret that no one has ever heard of it until now. This is our house rules for Rules-Lite Gaming which uses the 2d10 system. What is the 2d10 system you ask? It is intended to replace the 1d20 used commonly in some RPG systems. I think the big advantage of using 2d10 instead of 1d20 is that the roll results in a 'bell curve' with most of the results in the center, and fewer at the outliers - in other words it is more likely that you roll a result that will be in the 'middle' and less likely to be very high or very low. This does create some changes that should be considered by the GM.
It is not easy being a hobo. The world seems to be against you. People often avoid and despise you. Even the weather conspires to make you miserable. Everyone and everything demands money which you don't have. Hobos are usually peaceful because anything else will draw the attention and perhaps the wrath of the Man. Being inconspicuous and keeping your head down may avoid this. And yet there is more to life than mere survival. There is a spirit that longs to not just survive but to live and be free. A Hobo's life is tough, but it need not always be a misery. In this game you are a hobo trying to live in a tough world. Will you overcome the obstacles in your way? Will you survive? Will you thrive?
The Universe is stranger than anything we can imagine. Layers upon layers of realities existing in separate domains, but which occupy the same space. Sometimes these domains connect, and the creatures in these domains can interact. Monstrosities can cross over from their domains and bring with them the physics and geometries of their home. Your Character has been recruited into a secret organization dedicated to protecting this Domain. You have begun your life of defending this Domain from terrifying monsters from beyond. This book includes the core rules as well as the introductory adventure for Level 0 Novice Characters so that the Characters can level up and advance to full Level 1 Characters… if they survive!
It seems to me that there are three sub-genres of Western themed role playing games: Realistic,Cinematic, andWeird West. The core rules of Grit and Bullets 2nd Edition was designed with realism in mind, although I don't know how realistic any RPG can ever be. The Characters are heroic but not super human. They are competent but not incapable of error and failure. In fact the Characters are rather more vulnerable as compared with other well known role playing games, and can suffer debilitating wounds that take time to heal. However, if you want to play a more Cinematic or Weird West game there are optional rules to be found in the Appendix area at the end of this booklet that hopefully will provide you with what you are looking for.
This year I participated in the Flash Fiction February 2022 challenge hosted by the Storytelling Collective (https://www.storytellingcollective.com/). The challenge was to write a daily flash fiction story of between 500 and 1500 words. Each day the Storytelling Collective provided a prompt of a picture or a word, and the participants wrote their flash fiction based upon it. I enjoyed the challenge even though I was unable to finish all 28.
This is a collection of essays I have written over the years that are only related by the underlying subject matter of stupidity and social decline. Most of the essays deal in some way with stupidity, whether to describe or evaluate these issues, or try to counteract them. I hope you enjoy!
This is a complete RPG (Role Playing Game not Rocket Propelled Grenade) with rules and an introductory adventure setting.What would you do if you suddenly became 2 cm tall?"In an alternate universe there is a galaxy very similar to our galaxy. In that galaxy there is a star very similar to our Sun. Circling that star is a planet very similar to our Earth. On that planet there are oceans, land masses, plants and animals very similar to what we find on Earth. Among those animals there is a very smart species of hominids very similar to humans."And those hominids that are so very similar to us are governed in a very similar way."Only on the other planet, unlike our Earth, the governments are mostly controlled by evil men and women who commit unspeakable crimes against the population of the planet. Yet the people of that planet are lazy, apathetic, and complacent. They are too obsessed with sports, entertainment, and consumerism to pay any attention to what the evil leaders of the planet are doing."Of course this could never happen here on Earth."On this similar planet in an alternate universe, the evil leaders hired mad scientists to create a deadly pandemic. Their goal was to kill the majority of the population of the planet so that the abundant resources would be entirely available to the elites and their loyal servants."This is a game where a tiny percentage of the population in an alternate universe survived a sinister conspiracy aimed at killing 99% of the people living on the planet.Your Character will be one of the Survivors who was not killed by the conspirators, and now must find a way to live in a harsh environment and then seek revenge against the leaders who betrayed you!
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