On a Happy New Year
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We are about to experience the most social upheaval since industrialization.
What will that look like in sixty years?
Sinless is starting it's third yea...
2 hours ago
Gameplay focuses on managing your limited stamina, predicting your opponent's actions, and whittling their defenses down until you can land a final, crushing blow.
The game takes about five minutes to learn and 10-15 minutes to play. There are no random elements -- the only unknown is which cards your opponent's playing and how much they're willing to spend to gain the upper hand.
At its heart, Clash of Steel's gameplay is a series of tactical decisions. Do you want to hurt your opponent, stop them from hurting you, or edge for an advantage?
You won't be drawing random cards from a constructed deck; there aren't any lucky streaks; it's just several careful decisions, round after round, until one duelist is mangled to the point of defeat.
Every round works the same way, making the game quick to learn and easy to play, but allowing for enormous tactical variety.
One round you might fight aggressively, selecting cards to inflict maximum damage. But in the next round, you might take your time, reposition to a range more suited to your weapon, or try to mitigate your foe's advantage.That was easy. I'm in :)
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| Art by Patrick E. Pullen |
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| Art by Patrick E. Pullen |
Satanic Panic is a tabletop roleplaying game set in the fictional 1970’s and 1980’s where players take on the role of secret government agents tasked with combating the evils of tabletop. The players work as a team with the common purpose to contain, control, and eliminate the threats to our world. They must do all this while keeping the truth from the public, lest a panic ensue.Interesting pitch Not sure if it makes a great RPG, sounds more like an awesome novel, but its not my KS.
Je Shields was kind enough to start a GoFundMe in an effort to get me out to North Texas RPG Con this year. That in and of itself is an act of amazing generosity. What has been even more generous has been the fact that a plethora of folks from the OSR community chipped in and made it happen - and in less than four days!
I kept silent during the funding, but wanted to now say "Thank You,." This whole experience has been quite humbling and has left me in shock at the kindness shown by everyone.
So, I'd like to show some kindness in return. From this point forward both *_White Star*_ and the _*White Star Companion*_ will be set at a Pay-What-You-Want price. This includes PDF, Softcover, and Hardcover. For hardcover and softcover, you will still need to meet the cost to cover production - but that's it. I wanted to do this as a way to show a small measure of appreciation for all your kindness.
So, I guess the only thing left to say is: I'll see you at North Texas RPG Con!Thanks to +James Shields , +Pete Spahn , +Jacob Ross and everyone else that made this possible for James.
The Moonshae Trilogy. Cyndre, HobarthAh well. I guess I don't know the Forgotten Realms as well as I thought I did.
The Druidhome Trilogy. Deirdre Kendrick
The Icewind Dale Trilogy. Artemis Entreri, Dendybar the Mottled
The Legacy of Drizzt. Jarlaxle
The Finder's Stone Trilogy. Cassana, Flattery Wyvernspur, The Mouth of Moander, Zrie Prakis
Masquerades. Victor Dhostar
Prince of Lies. Fzoul Chembryl
The Cleric Quintet. Aballister Bonaduce, Ghost, Kierkan Rufo
The Harpers Novels.
Red Magic (#3). Maligor the Zulkir of Alteration, Szass Tam the Zulkir of Necromancy
The Ring of Winter (#5). Kaverin Ebonhand
The Shadowking Novels (#6, #11). Lord Cutter of Iriaebor
Song & Swords. Elaith "The Serpent" Craulnober, Kymil Nimesin
King Pinch (#1). King Manferic III
War in Tethyr (#2). Baron Faneuil Hardisty
Escape from Undermountain (#3). Halaster Blackcloak
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| Art Copyright Claudio Casini |
Barbarians. Natives. Berserkers. They are called many things, but nothing defines them more than their distaste for civilization and magic. Well, perhaps their loyalty to their friends and their enmity towards nearly everyone else.
Fearless on the field of battle, many have been known to work themselves into a rage in combat, throwing themselves at their enemy with only one thought - death to their enemy. Sometimes, when all the enemies are vanquished, they have been known to turn on their friends. Nothing personal, you know, sometimes battle gets the best of everyone.
- Barbarians may "enrage" once per day in battle. They will discard any shields and rush their enemy. For the next 5 rounds they are + 3 hit and + 3 damage. If there are no enemies left standing at the beginning of a round (within the 5 rounds) they must roll a Save (bonus of + 1 for Wisdom 15+) or attack a random ally at + 3 hit and + 3 damage until the 5 rounds have passed.That's a quick peek. I'll be outlining the first few issues as the week goes on. Which theme or genre comes first will depend on what writes itself ;)
Slumbering Ursine Dunes - I think someone else said it better than I ever could - "Want a healing potion? No generic shit in this, you’ll instead be drinking the pure white soul of someone who has drowned in a pond." - Bryce Lynch, Ten Foot Pole - There ya go ;) - "Run, play or splice up 66 pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) mini-sandbox for Labyrinth Lord or the well-aged fantasy rpg of your druthers. What You Will Find Inside: • A 25-site pointcrawl of the otherwordly Slumbering Ursine Dunes region. Beyond the big ticket adventure sites you will find along the way a Polevik-haunted rye field, a Zardoz head-living hermit, bearling pilgrimage site, antediluvian beaver engineers and other assorted madness. • Two separate “dungeons”, the bio-mechanical, lost-in-time Golden Barge and the faction-contested Glittering Tower, with enough detail and portability to be slotted into an existing campaign. • The Chaos Index, a dynamic events system for modeling the mythic weirdness of the Dunes. Actions of the players in the sandbox will escalate or de-escalate the levels of events. • Four competing factions operating inside the Dunes, plus guidelines for their mutual interactions. • Unique player classes, spells and magic items compatible with Labyrinth Lord. • 15 new and unique monsters, many drawn from Slavic mythology (with a twist or three, naturally)." 

Labyrinth Lord: Revised Edition - sure, you could grab the free art PDF, but where is fantasy gaming without awesome art? -"Enter a world filled with labyrinths, magic, and monsters! You can take the role of a cleric, dwarf, elf, fighter, halfling, magic-user, or thief on your quest for glory, treasure, and adventure! This is a complete role playing game. All you need are a few sheets of paper and some dice. Welcome back to a simpler old-school gaming experience. The Labyrinth Lord awaits your arrival. Can you survive the dangers of the labyrinth?" $5.95 $4.17
White Box Gothic [Swords & Wizardry] - this is the type of fantasy / old school horror that I really enjoy - not to hack it for SWL ;) - "White Box Gothic brings gothic horror to your Swords & Wizardry WhiteBox campaign! Inside this terrible tome you'll find a horde of horrors! - Six New Classes: From the deadly Monster Hunter to the damned Dhampir. - Thirty New Spells: Speak with the dead, defile the land, and bind spirits to your service! - Twenty-Five New Magic Items: Draw undead servants from your Bag of Bones, learn the secrets of the Book of the Damned, and draw hope from the Symbol of Piety! - Fifteen New Monsters: The lowly Cultist, the mysterious Breath Stealer, to the powerful Vampire Lord! - Optional Rules: Corruption, Dread, and laying Curses! - Inside these fifty pages you'll find all manner of dark and dire secrets to vex your players and defy the undead!
Cryptworld - Back in my college days of gaming, I really enjoyed Chill! Then they made a hardcover book for it and I didn't enjoy it anymore. I enjoy Cryptworld, the spiritual successor - "CRYPTWORLD is a horror role-playing game in which you investigate and hunt the forces of the unexplained. The Crypt Master may design any world of horror he desires. Classic horror, slasher horror, alien menaces from the stars and interdimensional monsters. These horrors and more may greet you in CRYPTWORLD! - CRYPTWORLD is a role-playing game complete in one volume. - In this book you will find: - Rules for character generation - Optional paranormal talents - Creatures covering multiple horror genres - Advice for running horror games - An introductory adventure... and more!"
DCC Lankhmar: Patrons of Lankhmar - I really enjoy the Lankmar setting and I'm looking forward to what else Goodman Games does with it in the future. Damn, now I want to dig out my old AD&D Lankmar book - "Authorized by the estate of Fritz Leiber! From beneath the Outer Ocean, from out of the depths of the Great Salt Marsh, and from the odd fanes of the Street of the Gods, they come: the Patrons of Lankhmar! With the information contained in this tome, a judge can introduce such formidable beings as the Sea King, Mog the Spider God, Sheelba of the Eyeless Face, and even Death himself into any DCC RPG campaign setting. This early look at the upcoming Dungeon Crawl Classics Lankhmar line introduces a half-dozen supernatural powers and eerie entities for use in your DCC RPG or Lankhmar campaign. Each power’s entry includes details on the entity and their role in Nehwon, tables for invoking that power’s aid, corruption charts for when things go wrong, and new spellburn possibilities. Are you ready to serve the Patrons of Lankhmar? Look for future releases further exploring the tales of Fafhrd and the Gray Mouser, the creations of world-renowned author Fritz Leiber, and eventually a complete boxed set." $7.99 $5.59
Weird Adventures - Pulp. Fantasy. OSR. Setting. Mix it all together and what you get is Weird Adventures - Welcome to the City... The streets are mean--and what lurks beneath them is even meaner. Only the most hard-boiled adventurers make it in this town. You think you got what it takes? Grab your gun or grimoire and find out. Weird Adventures is a setting where traditional rpg fantasy meets the Pulp era. It's a world where hobogoblins hop trains, gargoyles nest on art deco skyscrapers, and celebrity sorcerers hawk cigarettes on the radio. Weird Adventures includes: A guide to the City, greatest metropolis in the world, including its five baronies, numerous neighborhoods, and points of interest to adventurers. An overview of the Strange New World beyond the City, including the mysterious jungles of Asciana, the zombie-haunted streets of Cujiatepec, and the hidden moonshine stills of the hill-billy giants in the Smaragdines. Thirty new monsters from the Black Blizzard to the Skunk-Ape.