Here is some of the monster section.
Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.
AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2
Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature.
A Plus + mean Armor can give greater AC
Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.
Movement is how many feet the monster moves per round in combat or in a turn on a map.
Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book.
A selection of monsters.
Dragon, Fire AC19 HD10 Move40/60f Bite 1d12, 2 claws 1d12, Tail 1d10, or Breath Weapon Fire 10d6
A red scaled dragon that prefers the volcanic areas but may be found anywhere.
Dryad AC16 HD2 Move30/50t Charm 11, Slam 1d12
A fey nature spirit that lives in the woods that enjoys charming young and hansom men to live with her in the fey real for ten years or more without aging.
Dwarf AC10+ HD1 Move20 By Weapon
The 4' tall stocky race of miners. The men have beards and the females don't. Very quick to anger and very serious. They all enjoy drinking and fighting goblins.
Okay gonna go eat a sandwich.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Friday, February 11, 2011
More of my RPG
First of all this in not a simulacrum. First of all level limits suck. Race as class only makes sense with major story limitations. It's a rules lite D20 in the spirit of old school gaming but with some of the options of the OGL. With the OGL monsters that have full character stats suck. Too many hit points suck.
Made to play with large or small groups. Made to be simple and FAST to make characters. Made easy to run. I have built and tore down this system hundreds of times throughout the years. First inspired by the clunk of 3E and the nostalgia of yesteryear's gaming.
Here is how stats are generated. No surprise here.
Roll 4d6 don't count the lowest dice this generates a number from 3-18 6 times in order for the following attributes. Switch any two abilities if you like or leave the dice to fate. This prevents from having min maxed characters.
Strength (STR)– How strong you are. Your bonus to hit and damage in melee combat.
Dexterity (DEX)- How agile you are. How quick you can dodge or run. How well you can aim.
Constitution (CON)- How tough and resilient you are. Your bonus to hit points and ability to save from poisons and magic.
Intelligence (INT)- How smart you are as well as your knowledge. Your bonus to languages and arcane spells.
Wisdom (WIS)- How wise and perceptive you are. Your ability to resist mind magics.
Charisma (CHA)- How powerful your personality is and possibly how attractive you are depending on description.
Here is how you do things in my game.
The simple way is to roll a D20 and add the Attribute bonus (or subtract) plus your Primary or Secondary bonus plus ½ your level. Every 4 levels you get to improve one attribute by 1. The higher the roll the better the result. Some tasks have a difficulty number. The game master may require the Player to write a good character history to determine background skills.
DIFFICULTY NUMBER or DN
Easy 5
Average 10
Moderate 15
Hard 20
Impossible 25+
More later...
Made to play with large or small groups. Made to be simple and FAST to make characters. Made easy to run. I have built and tore down this system hundreds of times throughout the years. First inspired by the clunk of 3E and the nostalgia of yesteryear's gaming.
Here is how stats are generated. No surprise here.
Roll 4d6 don't count the lowest dice this generates a number from 3-18 6 times in order for the following attributes. Switch any two abilities if you like or leave the dice to fate. This prevents from having min maxed characters.
Strength (STR)– How strong you are. Your bonus to hit and damage in melee combat.
Dexterity (DEX)- How agile you are. How quick you can dodge or run. How well you can aim.
Constitution (CON)- How tough and resilient you are. Your bonus to hit points and ability to save from poisons and magic.
Intelligence (INT)- How smart you are as well as your knowledge. Your bonus to languages and arcane spells.
Wisdom (WIS)- How wise and perceptive you are. Your ability to resist mind magics.
Charisma (CHA)- How powerful your personality is and possibly how attractive you are depending on description.
Here is how you do things in my game.
The simple way is to roll a D20 and add the Attribute bonus (or subtract) plus your Primary or Secondary bonus plus ½ your level. Every 4 levels you get to improve one attribute by 1. The higher the roll the better the result. Some tasks have a difficulty number. The game master may require the Player to write a good character history to determine background skills.
DIFFICULTY NUMBER or DN
Easy 5
Average 10
Moderate 15
Hard 20
Impossible 25+
More later...
Labels:
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rules,
time,
work
Thursday, February 10, 2011
My Classes for my RPG

Here is from my Classic Fantasy Role Playing Game (New name coming)a selection of classes. Hope you enjoy. Hope you don't die from the terrible writing style.
CLASSES
Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Heal Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. +1 to hit every 4 levels. 8 HP+ 1d8 a level.
Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Critical hits improve to x3 at 4th level x 4 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Can cast Arcane Spells. Has 6 + Int bonus of 0 level spells and 2 plus Int bonus of first level spells. The magic-user must look for or buy any future spell he needs to cast. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 6 HP+ 1d6 a level.
Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.
Barbarian
Barbarians are warriors from primitive civilizations. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. To be a barbarian one must have a Strength and Constitution of 14 or more. With two handed weapons may cleave +1 creature per level. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Bard
A bard is a jack of all trades using his Charisma to influnce others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. +1 to hit every 4 levels. 8 HP+1d8 a level.
Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.
Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.
Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. +1 to hit every 4 levels. 8 HP+1d8 a level.
Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.
Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Cast Spells as Druid -5 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.
Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells. They can use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 4HP +1d4HP a level.
Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. +1 to hit every 4 levels. 8HP+1d8HP a level.
Wanderer
A wanderer is a character that is not a standard adventurer type. He can start off by using leather armor and can increase his armor by every five levels. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. +1 to hit every 4 levels. 6 HP+ 1d6 a level.
Okay here is where I would like some comments. Now don't be too rough as these are all "rough drafts" as I am trying to just get the ideas down and hopefully later I can clear things up.
Labels:
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Sunday, January 2, 2011
In a Wicked Age
In a Wicked Age

What exactly is this game? It uses oracles to come up with a story and a cast of characters. For example:
a Nest of Vipers
10S: A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.
4S: One mistakenly condemned, fled into hiding.
6H: A tower of silver and alabaster, which rises from the sea under the new moon.
9C: An underground chamber, eerie with blue-green lights.
From this from what I have read (as I don't have the game as of yet) the group then makes a cast of characters. Using above I come up with..
Humatru A court dandy I imagine an vicious cruel effeminate unich fat and disgusting. Full of bright clothes and makeup. He must go and get back the princess from the dark night.
Garmelesh The prince tired of life, very tall and gaunt. A manly man. Long hair and beard. He is an expert swordsman and has only one love his sister the princess.
Anetriesha A virgin princess clad in only the thinnish of clothing. Melodramatic and crying from the slight made by the unich. She is constantly making a scene for attention. Her games are many and she cares not if people are harmed or killed in them.
The Tower Meklashia a vicious imprisoned spirit lives within this tower. He calls the virgin princess to get her to go into the underground chamber, eerie with blue-green lights. There the place will drain her life and he will awaken to torment the world.
You could at this time come up with a few more characters such as the guards, the king, some mercenaries, or whatever you can think of.
The players stat out their PCs and the GM stats out the rest and you start playing. There are very few rules present. Read over some of the reviews of this strange game.
Here are a few more oracles to see the strangeness that I am talking about.
Blood & Sex
10D: A note written in an elegant hand, sweetly perfumed.
QH: The rehearsal of the funeral of the city's aged and beloved mayor.
3H: The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.
1H: A farm manor, peaceful and prosperous.
God-kings of War
10D: The country fort, made mostly of mud bricks, of a local warlord.
QH: A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.
3H: An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.
1H: A secret order of warrior-mystics, defending their relics.
the Unquiet Past
10D: The young, beautiful wife of an old man whom the gods have touched.
QH: A reader of omens and caster of auguries, with grim news.
3H: The guardian of a tomb, a statue cast in silver with ruby eyes.
1H: A girl with the soul of a leopard, born inappropriately into a human body.
a Nest of Vipers
10D: The written deed to a certain house, affirmed and sealed.
QH: The return of a reclusive enchantress to her home.
3H: An imbiber of sorcerous drugs, seeking congress with demons.
1H: A vicious gang of cutthroats and alley-thieves.
Comments?

What exactly is this game? It uses oracles to come up with a story and a cast of characters. For example:
a Nest of Vipers
10S: A court dandy, casually cruel, exiled from the presence of the prince for a petty slight.
4S: One mistakenly condemned, fled into hiding.
6H: A tower of silver and alabaster, which rises from the sea under the new moon.
9C: An underground chamber, eerie with blue-green lights.
From this from what I have read (as I don't have the game as of yet) the group then makes a cast of characters. Using above I come up with..
Humatru A court dandy I imagine an vicious cruel effeminate unich fat and disgusting. Full of bright clothes and makeup. He must go and get back the princess from the dark night.
Garmelesh The prince tired of life, very tall and gaunt. A manly man. Long hair and beard. He is an expert swordsman and has only one love his sister the princess.
Anetriesha A virgin princess clad in only the thinnish of clothing. Melodramatic and crying from the slight made by the unich. She is constantly making a scene for attention. Her games are many and she cares not if people are harmed or killed in them.
The Tower Meklashia a vicious imprisoned spirit lives within this tower. He calls the virgin princess to get her to go into the underground chamber, eerie with blue-green lights. There the place will drain her life and he will awaken to torment the world.
You could at this time come up with a few more characters such as the guards, the king, some mercenaries, or whatever you can think of.
The players stat out their PCs and the GM stats out the rest and you start playing. There are very few rules present. Read over some of the reviews of this strange game.
Here are a few more oracles to see the strangeness that I am talking about.
Blood & Sex
10D: A note written in an elegant hand, sweetly perfumed.
QH: The rehearsal of the funeral of the city's aged and beloved mayor.
3H: The sorcerously animate homunculus of a wizard, more clever than wise, recently dead.
1H: A farm manor, peaceful and prosperous.
God-kings of War
10D: The country fort, made mostly of mud bricks, of a local warlord.
QH: A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.
3H: An unspeakable demon of atrocity and rage, bound in chains for a thousand years, aware suddenly of a minute loosening of his bonds.
1H: A secret order of warrior-mystics, defending their relics.
the Unquiet Past
10D: The young, beautiful wife of an old man whom the gods have touched.
QH: A reader of omens and caster of auguries, with grim news.
3H: The guardian of a tomb, a statue cast in silver with ruby eyes.
1H: A girl with the soul of a leopard, born inappropriately into a human body.
a Nest of Vipers
10D: The written deed to a certain house, affirmed and sealed.
QH: The return of a reclusive enchantress to her home.
3H: An imbiber of sorcerous drugs, seeking congress with demons.
1H: A vicious gang of cutthroats and alley-thieves.
Comments?
Sunday, December 5, 2010
Many NPCs and Megadungeons
So have you noticed that since 3E on up UNLESS you had a Character Builder of some sort that NPCs were hard to make?
Even if you made them in 3E that would be cumbersome to run and ever more so in 4th edition.
Notice from 2E on down that a huge party of PCs and NPCs were easy to make and run? I mean I use NPCs as cannon fodder to keep the heroes alive. Not a problem when you can make one up in less that a minute. Just try running a party of 8-10 players with 12 or so NPCs in the 3rd or 4th edition. It works in 3rd edition BUT they will have full stats IF you use the rules as written. If not they will be massive unskilled retards. God I would not even have enough room on my table for a 4th edition game of this sort.
Now for something completely different!
With the 4th edition the age of the Megadungon is over for the modern gamer. Just go and try and make one. I already have for LL/S&W. You go make one for 4th edition with at least 100 rooms per level. See you in a 100 years. We of the OSR shall enjoy the mysteries of the huge Megadungeon!
Even if you made them in 3E that would be cumbersome to run and ever more so in 4th edition.
Notice from 2E on down that a huge party of PCs and NPCs were easy to make and run? I mean I use NPCs as cannon fodder to keep the heroes alive. Not a problem when you can make one up in less that a minute. Just try running a party of 8-10 players with 12 or so NPCs in the 3rd or 4th edition. It works in 3rd edition BUT they will have full stats IF you use the rules as written. If not they will be massive unskilled retards. God I would not even have enough room on my table for a 4th edition game of this sort.
Now for something completely different!
With the 4th edition the age of the Megadungon is over for the modern gamer. Just go and try and make one. I already have for LL/S&W. You go make one for 4th edition with at least 100 rooms per level. See you in a 100 years. We of the OSR shall enjoy the mysteries of the huge Megadungeon!
Sunday, November 28, 2010
Happy Jacks RPG Podcast
http://rpgpodcasts.com/show/HappyJacksRPGPodcast
They were my first podcast.
They still are the best so far compared to all other podcast that I have listened to.
They were my first podcast.
They still are the best so far compared to all other podcast that I have listened to.
Thursday, October 14, 2010
Swords and Wizardry Complete Rulebook

Full power old school feel!
This book expands the Swords and Wizardry Core Rules (http://www.swordsandwizardry.com/) to cover all of the early phase supplements from the 1970’s. It creates a 1-volume resource allowing the players and game masters alike to create and run adventures and campaigns that will last for an entire lifetime. The game is supported by a vast array of adventures, and other resources that are produced by Frog God Games.
This is the game you played 20 years ago. It’s true to the original style and philosophy that made the game great. No “Spot Checks” here. Simple, flexible rules that allow players and game masters alike to roll play and roleplay. This stand-alone tome provides all the rules you need to play the game. Its easily transferable as a rules set for other retro-clone games as well as those old dusty modules you still have in the attic.
In 1974, Gary Gygax (1938-2008) and Dave Arneson (1947-2009) wrote the world’s first fantasy role-playing game, a simple and very flexible set of rules that launched an entirely new genre of gaming. In the year 2000, Wizards of the Coast, Inc. (holder of the “Dungeons & Dragons” trademark) released the “Open Game License,” which allows third parties, like us, to use various intellectual properties historically associated with the Dungeons & Dragons game – although not the actual trademarked name itself, and with specific terms and restrictions.
This book is an unofficial, “re-stated” version of the original Gygax & Arneson rules (0e), created using the Open Game License. This original game consisted of a boxed set of three booklets: Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures. Four supplements were also written by Gary Gygax, Rob Kuntz and others between 1975 and 1977, containing options for expanding the game with new rules. Collectively, all those booklets are often referred to as “0e,” standing for “zero edition,” and we mention the “Original Game” from time to time in this book, as a reference point. Swords & Wizardry re-describes selected rules from all seven of the Original Game booklets, taking some and leaving some. In general, Swords & Wizardry adopts class, monster, and spell rules from all the supplements, but sticks to the simpler combat mechanics from the boxed set and the first supplement only. Tim Kask, the first editor of the Dragon Magazine(TM), the first employee of TSR, Inc., and the editor of Supplements 2-4 for Original Dungeons & Dragons (TM), has more to say about that in the Foreword.
The Swords & Wizardry rules are extremely short, compared to the multi-paged rule-libraries required to play most modern role-playing games. Yet this game contains within itself all the seeds and soul of mythic fantasy, the building blocks of vast complexity, the kindling of wonder. “Edition Zero” is so powerful because it’s encapsulated in a small formula, like a genie kept imprisoned in the small compass of an unremarkable lamp. Take this framework, and then imagine the hell out of it!
Estimated Retail Price: $39.99, limited edition signed, numbered, hardcover (100 copies) and pdf, $19.99 perfect bound softcover and pdf (200 copies only of the first printing), $9.99, pdf only.
Estimated Page Count: 128
Authors: Matt Finch
Scheduled Release: November 2010
Labels:
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not old school,
old school,
Swords and WIzardry,
time,
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