Category: Pick of the Day

To wrap up our celebration of MALCon with Myths & Legends Week, today’s Pick is one of the settings that is destined to become a legend of this era in the decades (perhaps centuries) to come. I will readily admit that I am not, personally, a fan of George R.R. Martin’s dark, depressing gorefest of political drama and epic battles, but there can be no denying the impression his work has left on both the fantasy fiction and television landscape.

A Game of Thrones Edition is the new core rulebook for A Song of Ice and Fire Roleplaying. Based on George R.R. Martin’s fantasy epic, A Song of Ice and Fire Roleplayinggives you everything you need to play and run games in the Seven Kingdoms using an easy to learn system specifically designed to evoke the atmosphere of the best-selling novels and hit TV show. This edition includes the entire contents of the original rulebook, revised and updated, plus the full length adventure Peril at King’s Landing and a gorgeous new cover by fan favorite Michael Komarck. You and your fellow players take on the roles of key members of a noble house navigating the perilous waters of Westerosi politics and intrigue. Now is your chance to play the Game of Thrones with Green Ronin’s A Song of Ice and Fire Roleplaying!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Continuin with Myths & Legends Week, today’s Pick is in honor of one of the legends they most adore at Myths and Legends Con, the Doctor.

“Wait, the Doctor? He’s a television character, not a true legend!”

Folks, our various electronic media forms have been around long enough, it’s more than fair to say certain characters have become thoroughly embedded as legendary in the collective psyche of humanity. Luke Skywalker. Flash Gordon. Wonder Woman. Indiana Jones. Buffy the Vampire Slayer.

Can you really deny the utterly iconic, legendary presence of the Doctor in our geek-loving culture?

Imagine you could go anywhere. This world or countless others, encountering strange alien races, new cultures or hostile environments. Now imagine you could travel to any time. See the pyramids and the Sphinx (back when she had a nose!), discover who (or what) really built Stonehenge, meet the first Emperor of Japan, or travel into the far future as humanity spreads to the stars. Where would you go?

With Doctor Who: Adventures in Time and Space, the power is in your hands! You can go anywhere or anywhen in the universe. It’s not going to be easy. It’ll probably be dangerous. The universe is a hostile place, full of Daleks, Slitheen, Krillitane, Sontarans, Plasmavores, Cybermen, Sycorax, Judoon and worse. There will be fear, heartbreak and excitement, but above all, it’ll be the trip of a lifetime.

Doctor Who: Adventures in Time and Space is a roleplaying game set in the universe of the world’s longest running science fiction show on TV – the BBC’s Doctor Who. Published in a boxed format, the core set includes:

· Player’s Guide
· Gamemaster’s Guide
· Adventure Book
· Quick Start Guide
· Character sheets, including pre-generated characters for the series cast
· Tokens

Doctor Who: Adventures in Time and Space has been written to appeal to both the experienced and first time gamer.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Those who know anything about MALCon (which inspired this Myths & Legends Week) know that Harry Potter is a huge influence on its founder and all who put it together. That’s the inspiration for today’s particular Pick.

Admissions Now Open, Enroll Today

From J. K. Rowling’s Hogwarts to Terry Pratchett’s Unseen University, magic schools and universities abound with fantastic adventures. Now you can join the adventure and enroll at Scarthey, University of the Arcane. Live and breathe the magic, wander the halls alongside wise wizards, discover hidden secrets, and battle fearsome foes.

Welcome to Scarthey — University of the Arcane is the ultimate student’s guide to the University of Scarthey, including everything you need for fantastic adventures in the exciting and unpredictable world of magical studies. Compatible with the Fifth Edition of the Dungeons & Dragons game, this 66 page book includes:

  • An exploration of the tumultuous history of the University of Scarthey.
  • An introduction to the staff and faculties of the University.
  • A look at the four Houses of Scarthey, including campaign traits for each House.
  • A map of the University and descriptions of all the major locations around Scarthey’s campus.
  • A guide to the surrounding town of Scartheyton.
  • A practical guide to the gruesome sport of cackleball and the competitive sport of dragon boat racing.
  • Both a Single Page Spread PDF and a Double Page Spread PDF, stunningly illustrated, for your viewing pleasure.

Get that Degree in the Arcane Arts! Enroll Today!

Are you a Pathfinder Roleplaying Game player? Grab the Pathfinder Roleplaying Game compatible version of this product here.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Continuing Myths & Legends Week (in celebration of MALCon coming later this week) with another book that delves into the legendary figures of humankind’s history. In this case, American folklore is the source, providing stories and stats from the exemplary gaming-as-history expert Michael Surbrook.

This is the Mutants & Masterminds iteration, but there’s also a Hero System and Savage Worlds version, and all of this is for your superheroic or other mythic-level campaigns.

Heroes, villains, legends … the folklore of America features all of this and more. In this volume you can find pirates and soldiers, lumberjacks and steel drivers, mountain men and lawmen, cowboys, Indians, inventors, and eccentrics. All of whom are just waiting to be included in your campaign! And don’t let the time period fool you, just because these characters existed in the 18th and 19th Centuries, doesn’t mean you can’t use them in your pulp, superhero, fantasy, or even science fiction campaigns! After all, these characters are Larger Than Life!

Larger Than Life features 20 archetypes, ranging from Blackbeard the Pirate to the man who invented the 20th Century: Nikola Tesla. In addition, there are a total of 24 full character sheets, each with a detailed history and description of the character in question. But that’s not all! You also get over 124 biographies of other people related to each archetype, as well as famous ocean-going ships, famous outlaw gangs, Paul Bunyan’s entire logging gang, and other historical trivia. Each archetype also comes with at least one template, allowing you to build your own version of that archetype. So what are you waiting for? Dive in and start discovering those tidbits of American history you never knew existed. But watch your step, because after all, these characters are… Larger Than Life!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

In honor of Myths and Legends Con starting on Friday (August 4th), I’m doing a Myths & Legends Week here at SPOD! Today’s Pick is kind of perfect for that, don’t you think?

Wanna play a Half-Ogre, Minotaur, or Valkyrie in Savage Worlds? Here you go.

Savage Species: Mythical Creatures is a racial supplement for the Savage Worlds roleplaying game. Inside this PDF you will find statistics for 20 playable races all themed after myths and legends of fantasy. So prepare your imagination with Savage Species: Mythic Creatures!

Races Include: 

  • Centaur
  • Djinn-Born
  • Divine One
  • Faun
  • Frost Dwarf
  • Gnome
  • Half-Giant
  • Half-Ogre
  • Half-Troll
  • High Elf
  • Hobgoblin
  • Ifreet
  • Minotaur
  • Orc
  • Oread
  • Pixie-Folk
  • Sylph
  • Treefolk
  • Undine
  • Valkyrie

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Do yourself a favor – take a look through the many, many products that link off of this page. Is there any real wonder why we’re finishing off Cut It to the Core Week with the single most popular and widespread multi-genre core rules engine in the gaming world?

(And, yes, I will argue to the mat that OGL/d20 – despite many interesting efforts to work it into various genres – is and always will be, first and foremost, the World’s Most Popular Fantasy Game engine well before it can be said to be a universal core set of rules).

Savage Worlds is played at just about every single convention in the U.S. and all over the world, and you’ll find every sort of setting and genre experience. It would be very difficult, I believe, to find a system more widely used across more styles of games.

And the core rulebooks is still only $10! Actually, as of this writing, it’s $7.49 for Christmas in July.

Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game. Create your own setting, convert an existing one, or pick up one of our amazing worlds like Deadlands, Slipstream, or Weird War II.The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the game master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!

Savage Worlds Deluxe is the newest edition, providing an update to the third printing of Savage Worlds Explorer’s Edition. It includes rules updates, new rules material, new art, more examples, an expanded Setting Rules section, Designer Notes to give you an insight into the development, and much more. It does not, however, invalidate prior printings of the rules, which you can continue enjoy.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Today, as part of Cut It to the Core Week, we celebrate one of the first, most important, and most successful efforts to create a universal core game engine across multiple settings and genre. Basic Roleplaying (BRP) was the heart of the original Runequest and Call of Cthulhu, making it hands-down one of the most influential game designs in our history. It’s still going strong, as this list of products certifies.

Welcome to Chaosium’s Basic Roleplaying system, a book that collects in one place rules and options for one of the original and most influential role playing game systems in the world.

This book comprises a roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whe­ther the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (GM), while the other player(s) assume the roles of player characters (PCs) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).

From its origin, Basic Roleplaying was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Basic Roleplayingmechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp. There aren’t many easier ways to say a character has a 70% chance of succeeding at an activity.

The core virtues of the system are as evident today as they were when it was first introduced. Primary characteristics of Basic Roleplaying that have emerged from decades of play, across many different varieties of the system are as follows:

  • The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers.
  • Players of other game systems often find Basic Roleplaying to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking “in character.”
  • Most of the information players need to know is present on their character sheets.
  • Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks.
  • Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first.
  • Basic Roleplaying is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules.
  • The internal consistency of Basic Roleplaying allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases.
  • This book represents a first for Basic Roleplaying—a system complete in one book, without a defined setting. Previously, Basic Roleplaying has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, Basic Roleplaying has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another.

Chaosium’s Basic Roleplaying system reconciles these different flavors of the system and brings many variant rules together between the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying. 

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

The runaway smash system from Monte Cook Games is a must-Pick for Cut It to the Core Week. Not only is this the engine for the wildly popular Numenera and The Strange, but more and more folks are diving into this system for published and home-crafted settings.

What will your Cypher System campaign be?

 

A Cypher System campaign of Victorian horror? High fantasy? Espionage? Galaxy-spanning space opera? With the Cypher System Rulebook, running any of those is as easy as running or playing The Strange or Numenera . Take the Cypher System to the limits of your imagination with this hefty rulebook that extends the system to fantasy, science-fiction, horror, modern-day, and superhero settings—or any setting you can imagine!

 

The Cypher System Rulebook adapts the Cypher System—the critically acclaimed, award-winning rules set that drives Numenera and The Strange—to an unlimited range of campaigns and genres, giving you the complete rules set (along with dozens of optional and genre-specific rules) and hundreds of character options, creatures, cyphers, and other resources. It’s everything you need to play virtually any game using the Cypher System rules.

 

If you’re already a fan of Numenera and/or The Strange, you’ll find new descriptors, foci, types, creatures, cyphers, and artifacts you can use in your campaign the minute you crack open the book. Many of the optional genre rules will benefit your campaign as well. There are pages and pages of content you can make use of in your existing game, even if you never take the Cypher System into another genre!

 

The Cypher System Rulebook gives you 416 pages of character options, equipment, game rules, special coverage of key genres, creatures, NPCs, and cyphers.

  • Complete game rules
  • Genre-specific rules and advice for fantasy games, modern games, science-fiction games, horror, and superheroes
  • Systems for issues such as vehicle combat, crafting, and insight, among others
  • Four new character types, each customizable to the needs of your setting
  • Over 50 descriptors and 70 foci
  • Loads of equipment and hundreds of cyphers and artifacts
  • Nearly 70 creatures and NPCs
  • Great GM advice on adapting the Cypher System to a variety of settings, and on running a fun, engaging, fast-paced, easy-to-GM game sessions

Start a new campaign set in a fantasy land of elves and fae creatures, a science fiction setting spanning the galaxy, or a modern slasher horror game—or add scads of new options to your Numenera or The Strange campaign. The Cypher System Rulebook gives you everything you need to run the game you want to play using the critically acclaimed, award-winning, and just plain fun to play Cypher System!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

(Hey, just want to say this up front – it’s CHRISTMAS IN JULY time at DriveThruRPG!) 

Cut It to the Core Week continues with a Pick for all the folks still yearning for a World of Darkness that makes sense to them. This is the gateway book to everything else Onyx Path has done and is doing with what was once called the nWoD. If you liked the first run at “revising it all,” you’ll want to start here.

Keep walking.

Eyes straight ahead.

Don’t look back.

In the shadows and between the cracks of our everyday lives hide the Chronicles of Darkness. Here lurk creatures of ancient myth and urban legend. Here lie the graves of angels and the bunkers of secret government programs. Here every malformed horror you’ve ever seen out of the corner of your eye has a home. And they’ve seen you.

Don’t look back!

Chronicles of Darkness RPG rulebook contains:

  • A guide to creating characters to explore a world of modern horror, from hopes and fears to psychic powers.
  • Dramatic rules for investigation, social manipulation, and bone-crunching violence.
  • Over a dozen monsters straight out of weird fiction and urban legend… plus complete rules for creating your own.
  • The God-Machine Chronicle, a massive collection of sample characters and techgnostic adventures.
  • Formerly titled nWoD Core Rulebook 2nd Edition.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

 

With the recent release of my friend Eloy Lasanta’s core system, a new Theme Week is launched – Cut It to the Core Week! We’ll take a look at some core system rulebooks that may well give you the foundation for most or all of your gaming needs.

The Pip System is the foundation engine for Third Eye’s more kid-friendly gaming, though it works great for anyone looking for light, easy rules with which to dive into the fun.

Pip System Corebook

The Pip System is designed from the ground up as a genre-bending rules system for any roleplaying game! Create your own setting, convert and existing one, or pick up one of our amazing worlds, like Mermaid AdventuresInfestation: An RPG of Bugs and Heroes, or A Kid’s Guide to Monster Hunting

  • Perfect for introducting new players and kids to roleplaying
  • Customizable character options with minimal bookkeeping
  • Easy-to-learn mechanics utilizing only six-sided dice! 
  • Includes all the rules needed to play (even a few premade characters to get you started)

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!