Feral: Historical Fantasy RPG

A grimdark frontier like no other...

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Feral: Historical Fantasy RPG is designed for traditional tabletop play, set during the North American fur trade during the 18th century, where werewolves and myth shape a brutal frontier. Yes. You read that right. Werewolves during the fur trade. The game, and the world, are rooted in old-school principles: dangerous exploration, meaningful choices, and a setting that doesn't care if you survive...  Welcome to traditional gameplay designed for use with Troll Lord Games' Siege engine,
Shadowdark RPG
Shadowdark RPG (2023)Shadowdark RPG is a modern masterpiece of old school fantasy tabletop gaming, created by Kelsey Dion...Rules-light
, D&D
5E
Dungeons & Dragons 5e (2014)Dungeons & Dragons 5th Edition (D&D 5E) is a heroic fantasy tabletop roleplaying game published by W...Beginner-friendlyHigh-Fantasy
/
5.5E
Dungeons & Dragons 5.5e (2024)Dungeons & Dragons 5.5E (commonly called the "2024 rules" or "D&D 2024") is the revised and updated...Beginner-friendlyHigh-Fantasy
, and maybe (read: most likely) more...

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Index Card RPG
Tabletop Roleplaying Games

Index Card RPG

English
Rules-light
Universal
Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems. Description ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures. System Overview & Key Features The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard." Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items. Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown. Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers. Links runehammer.online - Official homepage for Runehammer Games

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Twilight 2000 4E Zombie War
Actual Play & Podcasts

Twilight 2000 4E Zombie War

English
Actual Play
Twilight: 2000
A squad of soldiers are left guarding a hospital in Skara Sweden, only to be abandoned by their own HQ, just as a new bioweapon made by the Russians is unleashed.

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INVINCIBLE RPG • A Superhero Actual Play
Actual Play & Podcasts

INVINCIBLE RPG • A Superhero Actual Play

English
Actual Play
This playlist contains two Invincible RPG adventures: The Clone Job The kickstarter intro adventure in which the heroes are sent by the GDA to investigate the Mauler Twins and their latest operation. What begins as a relatively straightforward mission leads to automated defenses, kidnapped scientists, dangerous cloning technology, and a showdown with the Maulers themselves. The Wardens: Cinder Choir Arc An original four-part adventure that starts with the Wardens responding to an asteroid threatening Earth, but quickly develops into something much stranger. The demonic Cinder Choir begins manifesting in Chicago, turning the city into a burning supernatural battleground. The heroes have to uncover what the Choir is trying to accomplish, fight their way through the spreading catastrophe, and ultimately cross into Hell itself to sever the connection between the two realms.

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