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Found 97 results

  1. Darcstaar

    Rise of the Runelords

    Rise of the Runelords, Anniversary Edition Paizo Publishing First Printing 2012 Utilizing rules from the Pathfinder Core Rulebook, related to OGL 1.0a James Jacobs et al
  2. Darcstaar

    Pathfinder Playtest Doomsday Dawn

    Authors: Logan Bonner, Jason Bulmahn, James Jacobs, Amanda Hamon Kunz, Stephen Radney-MacFarland, and Mark Seifter Based on the Playtest Version of the Pathfinder 2.0 Rules Compliant with the Open Game License 1.0a.
  3. OK everyone. As promised, I want to jump into the Pathfinder 2nd edition playtest. I can't pass up on a free "Superdungeon." I want 4 players. For the sake of the Playtest, let's not duplicate races or classes. The rulebook is available for free download at www.paizo.com. I hope to update pretty frequently. Attributes are not rolled! For the Module, you have to pick a Background from the following list. Budding Osirionologist: The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you've never actually visited the nation. Some day, you hope to correct that. Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost. You gain the Terrain Stalker (Rubble) Feat, and you're trained in the Ancient Osirion Lore skill. Esoteric Scion: One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You've long held an interest in perhaps some day joining the order and have studied the strange topics in preparation for that day. Choose two ability boosts. One must be Intelligence or Wisdom, and one is a free ability boost. You gain the Quick Identification Feat, and you're trained in the Esoteric Order Lore skill. Family Friend: Your family has been friends with the Deverins of Magnimar for a generation, and you've grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters. Choose two ability boosts. One must be Charisma or Intelligence, and one is a free ability boost. You gain the Hobnobber Feat, and you're trained in the Nobility Lore skill Goblin Renegade: You had been working with a gang of goblin burglars, but that new leader was not good. It took a lot of guts to stand up to him, but you survived! Now you're stuck with the longshanks, but maybe you can get back at the old boss. Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost. You gain the Quick Repair feat, and you're trained in the Criminal Lore skill. Mind Quake Survivor: As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You've had strange thoughts and knowledge that you always felt wren't truly your own. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You gain the Dubious Knowledge feat, and you're trained in the Dominion of the Black Lore skill.. Pathfinder Hopeful: You've long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society. Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. You gain the Additional Lore feat, and you're trained in the Pathfinder Society Lore skill.
  4. Since many games have stalled waiting on one player, do the "regulars" have any interest in Rise of the Runelords? I have read through 80% of it. I'd be OK if you've played some of part I, but not read it. If there is interest for 4 players, I'll put up character creation rules.
  5. So I figured I'd just start a WIP thread, rather than clutter up the forum with unnecessary extras. I hate disorder (although you wouldn't be able to tell that from looking at my workspace! LOL) This week's been mostly working on Gremlins from Malifaux, I have Somer, Slophaulers and Skeeters almost done. Still waiting on flying stand order to come in for Skeeters. Somer's the Bayou Boss, and I have other Bayou Gremlins in my pile of to-be-done but we'll see how long it takes me to get to them. Betrayal at Calth (BAC) is a GW box set of Space Marines that's both a board game and a kind of starter set for Horus Heresy 30k (which takes place before the Warhammer 40k sci fi - just for those who don't follow this). My LGS is doing an escalation league for 30k, and is running a contest for painting the box set. it's about 38 miniatures I think. Really hoping I win, even if I don't play the game because the prize is a free Horus Heresy book of our choice And I love books, even more than I love models so books about models... I'm THERE! Anyway here's my pics (except for the BAC which is still currently in its box lol) ^^ Slophaulers - because they, wait for it, haul slop Just finishing base really on these guys Somer - almost done, working on base now and just need cloth highlighted I think ^^ Skeeters (mosquitos) - trying out colour scheme, pretty much still basecoating although I did highlight their backs, wings and eyes (which still need glaze) Also trying to work on getting more lighting in my room for my light box :( so maybe my pictures will come out better =/ C&C is always welcome :) It helps me get better!
  6. Darcstaar

    The Godsmouth Heresy

    By Rob McCreary
  7. https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings. Until your adventuring party shows up. Then things get really interesting. The Margreve Kickstarter offers three main elements: 1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10 2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells. 3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals). Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes. WHY KICKSTART THIS? Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big? Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship. With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful. Contributors The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur. They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others. Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages. Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet. To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box: https://postcalc.usps.com/ https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
  8. https://www.kickstarter.com/projects/grimandperilous/main-gauche-a-zweihander-grim-and-perilous-rpg-sup/description I know there are plenty of RPG players on the board, and Zweihander just won ENnies for Best Game and Product of the Year at Gen Con. I missed the first campaign, but strongly considering jumping in on this one.
  9. Before I moved I was working on a RPG campaign concept that I have not been able to get off the ground since I moved so thought I'd kick the idea around here in the off chance it might start a fire with someone else ... So the game starts in an alternate reality with the gaming group stating them selves out as starting players, not 100% accurate but an alternate reality version of himself that fits into a starting player profile for whatever game system you like to use ... Once stated out the players will get together for game night, in the alternate reality version of where your group gets to get her to play ... you get the idea, your playing a alternate reality version of you, but this alternate reality gets interrupted by an mini zombie apocalypse, a freak storm and weird lightning bolts that turn people into zombies ... Being game nerds your group react accordingly and start putting down the zombies and figuring out what's going on ... a great opportunity to have some fun with the local peeps ... the players lern that the trouble is ruminating from a mysterious tower that appeared out of nowhere at a local golf course / sports field / etc large open spot ... the players gear up and do what players do, poke their nose in to fine a much queen rounding up zombie slaves to take back home with her ... Only once the players take the evil much queen out do they discover her life sustained the tower in this plain, at the moment she died the tower and all inside return to her plane of origin ... the fantasy world of ... The players and whatever firepower they have ammased now find themselves in a new world full of new challenges ... filled with your favorite minis of course ... they will have to find and ally with some locals to eat/learn to survive in their strange new world ... As the year rolls round one customer seems to stand out more and more, the clan / tribe / town your players allied with are obsessed with collecting the skulls of their enimie race works/ lizard folk / whatever you have handy ... they must collect s quota for their gods before they return and time is running out ... the players must prove their worth and bag some skulls soon. On the appointed time they come ... your allies see their gods descending in a chariot of fire ... your group see a drop ship with a party of powered armored warriors here to collect a pile of skulls and thank the locals for keeping the hostile race numbers down with a few thank you trinkets. The warriors from space are sure to see you are different and take you with them to the stars ... and so begins the 3rd phasebofbthe game, space, the next frontier... Start with zombie apocalypse, take you time ... Shift to fantasy (magic = psychics) take more time ... Shift to science fiction with alien vertions of the fantasy world ... all agreed to a wager over the planet, most skulls wins or something like that but limited to primitive tech only ... on the planet ... some argue the players are cgeaterd but thay have seen things wail on the planet that exsposes others as cheats ... thing go from bad to worse ... in just the way a GM can get some mileage out of ...
  10. Chris Palmer

    RPG-ing 1980's Style

    The BBC Archive posted this great clip to their facebook page of a TV segment about role-playing games from 1980. It's a super time capsule of old games and figures...
  11. SamuraiJack

    Thornwatch by Lone Shark Games

    https://www.kickstarter.com/projects/loneshark/thornwatch?ref=category_newest Lone Shark Games and Penny Arcade have combined forces to create the first Eyrewood Adventures game: Thornwatch!
  12. https://devilghost.com/software/travellercharacter/ Go to this site, and post the first character you generate! I'm curious how many of you survive...
  13. Hi folks. I am creating cross-platform map-making software (for Windows and macOS), suitable for creating both print-resolution maps and lower-resolution maps suitable for use with virtual tabletop software. It's called MapForge, and it will be sort of a spiritual successor to Dundjinni, but with a greater focus on stitching maps together from pre-existing map tiles and then customizing the resulting map (with additional decorations, etc.) to suit the GM's particular needs. MapForge should appeal to GMs of face-to-face game sessions and to those using any VTT software, who want to create their own slick-looking battlemaps to visually enrich their RPG sessions (in any genre), but who find existing mapping programs (including image-editing tools such as Gimp and Photoshop) too intimidating/confusing/expensive. I am currently running a Kickstarter campaign to fund the program's development. The software will be priced to be very accessible/affordable, probably $30 or so, but it's just $27 during the Kickstarter campaign. And to help offset the cost even more, there will be at least 9 free content Add-Ons for it, covering various genres. MapForge will also offer a free level of use, so having a license won't be required to make maps with it. Version 1.0 of MapForge should be ready to go on sale in July 2017. Shortly after that, MapForge will also have the ability to generate random "dungeon" layouts via Donjon. I hope you will all take a minute to check out the project, play around with the downloadable prototype, and if you like what you see, tell your GM friends about it. 
 Thanks! --Hernan (aka Heruca) PS: The campaign funded on day 1, and is now at 475% of the funding goal, with ~1330 backers and 9 days to go. All the Stretch Goals have already been unlocked.
  14. buckyball

    Game submission forms?

    On the Reapercon website, I noticed that there is a link to submit a game. But when I clicked on it it took me to the GM policies page. Is there a link somewhere for the game submission forms to fill out? buckyball
  15. TheAuldGrump

    Urban Adventure Seeds [Spoilers]

    Not specific to any particular campaign or RPG - just a place for folks to share adventure seeds for urban fantasy campaigns, since it came up on another thread. [Dark] The players are hired by a necromancer to learn who murdered one of his corpses. She was engaged to be wed the day before he purchased her remains, and is not happy about being dead.... [Humorous] The Goblin bard and his band has cast Irresistible dance, and to the players' horror... it is a polka. The Auld Grump
  16. Dr.Bedlam

    How Did You Learn To Play?

    I have a question for you, if you're interested, and if you're willing to answer it. You can read my rambling explanation, or just skip to the picture of the d20 below if I'm boring you. So I've been reading some blogs, blogs of Big Time Game Writers and Designers, right? I like to keep up on the history of the hobby, even while it's happening. And I have discovered a thing: The Older Cousin Model. Y'see, ever since D&D really started to hit the big time, the marketing people have been trying to figure out new ways to grow the game, grow the market, sell more units. It's what they do. Particularly under WotC, and ESPECIALLY with Hasbro. And they discovered an unusual thing. Roleplaying games aren't like other games. A child sees a Star Wars Rebels boardgame, he's attracted to it because of the cartoon show, but if he's going to play the GAME, he has to sit down, read the rules, figure out how it works. If I find a Game Of Thrones card game, I do the same thing, although it's a safe bet the rules are lengthier and more complex. But the same is true of both myself and the Star Wars child: we see the game, get interested in the subject or license, buy or are given this game, we sit down and figure it out, and try to interest our friends in playing it with us. Sometimes Star Wars kid will play the game at his friend's house first, but like as not, he'll see it on a shelf and want it, without ever having played it before. ....................but not RPGs. Apparently, based on market research? Nearly all RPG players are taught to play by an actual human, THEN start jonesing for their own copy of the game. They have to catch the fever from existing RPG players before developing an interest in the hobby form. Apparently, AFTER you've mastered an RPG, THEN you might develop an interest in other RPGs or RPG genres, and you might, upon mastering D&D, get interested in one of Fantasy Flight's Star Wars RPGs, or a White Wolf LARP, or even just Pathfinder or Starfinder, and you might buy a copy, read the rules, and start your own game... ...but statistically, MOST of us apparently started out as acolytes at someone else's table. They call it "The Older Cousin Model," in that most of us learned it from an older cousin, a sibling, kid we went to school with, whatever. The point is that most of us were TAUGHT, as opposed to doping it out ourselves. It's a social phenomenon as opposed to seeing it on a shelf or in an ad, and that apparently complicates the marketing of the product. And that got my attention. Y'see, I doped it out myself. I was all of like, eleven, and reading this magazine, Rolling Stone's College Life, because, hey, college was far cooler than anything MY peer group was doing, right? And there was this article on this game that was sweeping the country's college campuses at the time, Dungeons and Dragons, where you could take the role of a barbarian or wizard, go slay dragons, become more powerful, have a magic sword, accumulate gold, build a castle... anything you wanted. The nerd equivalent of a permanent floating craps game in the dorm's TV room. It caught my interest, and the next time my immediate ancestors chose to visit civilization, I picked up a Holmes Basic Set at Spencer's Gifts... and there, all my weirdities began. Upon learning how to play the game, and finding others who were interested, everything else followed. Cool college guys used miniatures? Plainly, miniatures must be obtained... and painted. Some of these people play other games by SPI and Avalon Hill? Hm, this should be looked into. Hey, other RPGs like Traveller and Runequest? Investigate! But I had to work it out myself. I taught some friends to play afterwards, and the game took on a life of its own after that... but I was the one who lit the fire. Upon thinking about it? Everyone else I ever played RPGs with? Either I taught them, or they already knew... having been introduced to the hobby by a friend or relative. Apparently, being a gamer is more a contagious paradigm than one imposed by one's environment or advertising. ...and this is what brings me to come bother YOU people. How did you get involved in RPGs? How did you learn to play? How did you develop the interest? Was there an older cousin, sibling, friend, role model? Were you influenced by marketing or advertising? Trip over it at a comic shop? Encounter a screaming mob of beardos, flinging dice and invective at each other? I'd like to know.
  17. ATTENTION TABLE TOP RPGers! It's been a while, so time to start up a group of gamers again. I will be starting a Game Session ... once a month for 4, 6 or more hours at a session starting the week of my birth ... March's fourth week somewhere between the 19th and the 25th. So this is an open invitation to any within driving range of Seneca Falls/Waterloo, NY area who are interested in participating in a month-to-month campaign. This will be a Roleplaying Game with emphasis on the story and roleplaying. Naturally there will be some fighting, adventuring, exploring, thieving, and the like depending on the system chosen. I have two systems that I would like to run .. the first is one I have been sitting on for sometime and features a much more reasonable method of gaming than any system I've played and the second I have just acquired that is also a new style of system for me. DUNGEON WORLD Regardless of your rolls, the story moves forward ... it just might be more complicated than it was a moment before. Fantasy setting with D&D like characters. MOUSE GUARD Based on the comic/graphic novels of the same name. You are mice. Yup, standard size, like in the cover image of the book. But you are one of the Mouse Guard and sworn to protect Lockhaven and the Mouse Territories. The game uses a success dice (d6) system from Burning Wheel. So, if you are interested in joining this gaming adventure, reply or message me to get an invite to the Facebook Group.
  18. Darcstaar

    77016 BONES Giant Rats

    I finally finished by Giant Rats Dozen from Bones I. I tried to give them fur texture. The texture from the cast was too light for drybrushing, so it's essentially free hand. The gray rats have some red and green glazed into the shadows to give them a little diseased feel. I spent WAY too much time painting these... Mold lines on the actual rat (as opposed to the base) were too tricky to try to get rid of, especially in light of the subject matter. They’re rats. A lot of them. C&C Welcome.
  19. Guildenstern

    Campaign Help - need ideas

    Ok so, my aussie friends and us play RPGs via Roll20 every friday and we take turns GMing. After a bit of a hiatus we've come back to my game, which is based in my world I call the Land of Oden. It's essentially high fantasy, low tech (though some exists from the 'previous' world, it's considered anathema) - you've got your typical racial archetypes. The basic backstory is there are a lot of independent type holdings, and most people belong to a Guild, if they have a trade. Guilds keep the areas safe, caravans going, food grown, and animals, well husbanded. Anyway, so the PCs are all Guild Journeymen off on their Journeyman's quest (a ritual they all have to go through before being considered full time Guild members). By tradition the quest is secret - they can ask for help, but not say "I'm on X quest, help me find Y" kind of thing. Lots of random quests are easy enough to insert - but here's the thing. I didn't think too far ahead when I decided they were on their Journeyman's quests... and all of them are very different >< I'm having trouble tying them all together =/ I was hoping maybe one of you guys would have some ideas to help out! Quests: Dariac - Dragon-Slayer (kinda defunct ancient order as Dragons no longer exist): find a red herring (deliberately made it so basically it can be anything) Althoniel (Healer): has to find a special plant known to flower perhaps only every 11 years (provided random pic) Mud - (Hunter): find the White Stag (not necessarily kill, just needs proof) Rosen - (Wanderer - essentially woods guide/surveyor type): needs to survey Khurash Dhenfor (an area no one's been in for a generation, give or take) Rincwind - (Mage) - survive to the Guild seat, at the top of the Mountain (planning a surprise for this one, once he gets there) Heldin/!s͎tchp - (Elf) - not really the same, his background is he was cursed somehow into the shape of a falcon (!s͎tchp) and ended up travelling with Mud as a companion for a long time, until a recent spate of magic in a Necromancer's Lair seemed to give him the ability to shift, at least temporarily back to his Elven form (it's still somewhat involuntary) So while this can be an ongoing campaign for a while - and there will be a big Baddie slowing them down etc - I need some way to tie these together >< How do I get myself out of this pickle?! I am a little loathe to simply let them all find out everything they're looking for is in the same place... that seems... just wrong. Idk =/ Help? lol
  20. Anyone who may have missed out on the MapForge Kickstarter campaign...You can now get in on the MapForge Indiegogo campaign. There are two new videos to check out, even if you already backed the Kickstarter. And the MapForge Beta is available for download, so you can take the software for a spin.
  21. Auberon

    Trudvang Chronicles

    This one is almost over so I figured it had already been posted here, but if it has my search-fu has failed me. Trudvang Chronicles It is well past its funding goal at this point, and I'll probably never play it, but it is still tempting just to help with a translation project and for the art.
  22. SamuraiJack

    Numenera 2: Discovery and Destiny

    About this project They say there have been eight worlds before ours. Eight times the people of this Earth, over vast millennia, built their civilizations, reaching heights we cannot even fully imagine now. They spoke to the stars, reshaped the creatures of the world, and mastered form and essence. They built cities and machines that have since crumbled to dust, leaving only their barest remnants. This is the Ninth World. The people of the prior worlds are gone—scattered, disappeared, or transcended. But their works remain, in the places and devices that still contain some germ of their original function. Some call these magic, but the wise know that these are our legacy. They are our future. They are the... Set a billion years in our future, Numenera is a tabletop roleplaying game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by advanced civilizations now millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. Those who uncover and master the numenera can unlock the powers and abilities of the ancients, and bring new light to a struggling world. The original Numenera RPG was launched via a 2012 Kickstarter campaign that shattered every record (at the time) for tabletop RPGs. The corebook has seen four printings, and Numenera is enjoyed by tens of thousands of gamers in an active global community. We have published over 60 supplements and accessories, and released a terrific starter set for new players. The Ninth World has spawned a critically-acclaimed hit computer game, board games, an excellent short film, a line of novels, and other licensed items, and Numenera has been translated into many languages including French, Spanish, Italian, Korean, German, and Portuguese. Numenera is a game in which player characters explore the ruins of aeons past to gather amazing treasures and help build a new future for a world struggling in darkness. Since the launch of Numenera in 2013, we have delivered well on the first part, but we’ve always wanted to do a more thorough job exploring that second part. That desire has led us to Numenera 2 and this Kickstarter campaign. Through this Kickstarter we’re going to replace the existing corebook with two new corebooks. The first is called Numenera Discovery and the second Numenera Destiny. Numenera Discovery will be a book that covers familiar territory; it is basically a revision of the original Numenera corebook. Next summer, we will allow the original corebook to go out of print, and Numenera Discovery will take its place. In Numenera Discovery, you’ll get some revisions to make things clearer and more fun, and to increase the options available to players. Nanos, Jacks, and Glaives will get an overhaul. Many foci and some of the descriptors might see some reworking. You’ll have more options, clearer rules, and perhaps a bit of expansion to the regions of the Steadfast and the Beyond that are covered in the existing corebook. But Numenera Discovery is not a new edition. We will make virtually no changes to the way the game plays mechanically—and none of those changes affect the way NPCs, creatures, or items like cyphers or artifacts work. We also won’t be making changes to the setting. So if you already play Numenera, your bestiaries, adventures, card decks, character portfolios, and books like Into the Night, Technology Compendium, and Jade Colossus will not be affected by these changes. We will not issue any “second editions” of the existing supporting titles—and if you choose not to get Numenera Discovery, future Numenera supplements will work fine with your existing Numenera corebook. Your ongoing campaign will flow smoothly through the change in corebooks. You will even be able to mix existing characters with those from Numenera Discovery into your game. In fact, the game can be played with both the existing corebook and Numenera Discovery in use at the same game table! (One small exception: Numenera Character Options and Numenera Character Options 2 will remain compatible, but will become substantially less relevant following the improvements to characters in Numenera Discovery. We will retire those titles.) As excited as we are about Numenera Discovery, we may be even more excited about Numenera Destiny. This title will enable characters to truly become a part of the setting—to help shape the future of the Ninth World. The people of the Ninth World are locked in a medieval-like state, a world of struggle and danger and often suffering in the shadow of the prior worlds’ wonders. Numenera Destiny allows you to build adventures and campaigns in which players don’t just explore the wonders of the past—they utilize them to help lift the Ninth World out of darkness. You can make the world a better place. Help a community defend itself from abhumans or the iron wind. Create centers of learning or trade. Innovate, build, and protect. Manage an entire community and help it prosper and grow—or simply create a cool base or vehicle for your adventuring group. Numenera Destiny will allow you to take what you discover and make your mark on history as someone who elevated the Ninth World into the future. Adventuring—exploring the weird and wondrous remnants of the prior worlds—remains, of course, at the core of Numenera play. Numenera Destiny will give you new things to do with your discoveries, along with entirely new and epic ways to structure your campaigns. You’ll discover materials, power sources, and treasures that you can utilize in an entirely new, robust crafting and building system. And perhaps best of all, Numenera Destiny will offer three new character types and a number of new descriptors and foci geared toward this innovative style of play.
  23. Dan d'Lyon

    Too Many Bones: Undertow

    New 'Expansion' for Too Many Bones. The game is a lot of fun, but definitely has a pretty steep learning curve when trying to figure out all the dice and timing of things.
  24. Shogun

    WIP gaming table

    I'm making my own gaming table Here is the rough design: 6ft X 4ft. In the car park next door to work I saw and purchased 3x hemlock slabs (8ft by 2 ft, 1 1/2' thick) at $40 CAD each & 1 cracked 1 at $15. Enough wood to build the lid. I had access to a full work shop so we started cutting! Using the track saw, table saw, thickness plainer & joiner we cut 7 boards 7 1/8' wide and just over 6ft long, 2 of them having live edges. Some of the wood had a little rot so we sanded that out and plan to fill with epoxy. The wood being a little wet still I decided to throw it in the kiln and dry it out to lighten the lid up. I then bought 2 slabs 8ft by 2ft 3' thick at $50 CAD but one snapped in half vertically! Making it around 10' wide and I grabbed the 2 halves for a discounted $15 each. Little does he know that's perfect as I only need them 8' for the sides of the gaming table face. I will edit and update when I'm on a laptop, feel free to ask me any questions. Update: New design after we cut the wood. I also purchased the legs (fur). The base of the table will be one sided finished ply (nice side on bottom) and I will either do a red, green, grey or purple felt on the play area. Any suggestions?
  25. Dan d'Lyon

    Talislanta: The Savage Land

    This is now live and funded. About this project Wilderlands Talislanta is a fantasy roleplaying game and game-setting that was first published back in 1986. Unlike most RPGs from the 1980s, the Talislanta milieu was not based on traditional Western mythology. It didn’t have the usual Tolkien-esque trappings of games like D&D; in fact, ads for the game proudly proclaimed, “No Elves”. The original Talislanta RPG was inspired by the fantasy novels of Jack Vance, and by other sources such as H.P. Lovecraft’s The Dreamlands of Unknown Kadath, Michael Moorcock’s Elric novels, and The Travels of Marco Polo. The game was set in a strange world of twin suns and seven moons that seemed to be practically overflowing with exotic peoples, places, and creatures. The time was the New Age, a Renaissance-like period that started a thousand or more years after The Great Disaster, a cataclysm that marked the fall of the once-great Archaen Age. During this era, Talislanta was still a dangerous place, especially in the wilderness regions that lay beyond the walled cities. But for many who lived in the New Age, there was also a sense of hope, and the possibility of greater things to come. That Was Now. This Is Then...
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