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Sunday, September 14, 2025

New Release - Adventures Dark & Deep Lite (AD&D Clone)



So, a little history. I first met Joe Bloch in person at the release party for Gygax Magazine Issue #1 at the Brooklyn Strat in January of 2013. Sure, I had known Joe via our respective blogs prior to that, but safe to say Joe has been a friend for over a decade.

Adventures Dark and Deep™ Lite is Joe's latest release. Essentially a streamlined version of Adventures Dark and Deep™ Core, which is a clone and expansion of AD&D 1e. Adventures Dark and Deep™ Lite is $9.95 in PDF.

As an aside, I was a guest on Joe's launch party livestream earlier today (link below)

Adventures Dark and Deep™ started off as an attempt to make the game Gary wanted to make, but couldn't because he left TSR in the mid-1980's. Based on the first edition of the world's most popular RPG, it added all sorts of new material, reorganized things, and streamlined some places where the rules needed it. Since it was originally published, Adventures Dark and Deep has grown, and had supplements and additions to add to the variety of options available to the players.

The current book, Adventures Dark and Deep™ Lite, goes in a different direction, paring down all of the material into a sleek 175 page book. There are only the five core character classes (bard, cleric, fighter, magic-user, and thief), only five character races (dwarf, elf, half-elf, halfling, and human), and characters can only go as high as 8th level. There are around 200 monsters in the book, and enough magic items to excite the greed of your players!


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Saturday, September 13, 2025

Swords & Wizardry RPG Mega Bundle at Humble Bundle



I'm a huge fan of Frog God Games' Swords & Wizardry releases. The current Swords & Wizardry RPG Mega Bundle at Humble Bundle has some really nice picks, even at the $1 Bundle level.

At the $1 Bundle level, the titles that stick out to me are 1975 (Bill Webb), Against Tsathogga (Skeeter Green), and The Riot Act (James Spahn), among other titles.

The other sweet spot is the $18 Bundle level, which adds in City of Brass, Grimmsgate, Hall of Bones, all seven entries in the Hexcrawl Chronicles, and How Orcus Stole Christmas, among a total of 62 titles.

The level to avoid is the $38 bundle. You don't need a physical book that was a secondary part of a Kickstarter over a decade ago. 

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Friday, September 12, 2025

Bundle of Holding - Fragged Empire 2E


I have the First Edition of Fragged Empire, and it vaguely feels like Rifts with better rules. Am I allowed to say that? ;(

The Fragged Empire 2e Bundle is $19.95 on Bundle of Holding.

Adventurer! This all-new Fragged Empire 2E Bundle presents the 2024 revised edition of Fragged Empire, Wade Dyer's post-post apocalyptic tabletop roleplaying game from Design Ministries of fractured space and divided species. Fifteen thousand years in the future, humanity has gone extinct, but eight engineered species rule the wonders that remain. A century after the Nephilim and their X'ion master successfully defeated the Archons and their servile nations, your ragtag band of misfits rides the Ley Lines (ruptures in space that power both jump drives and psionic powers) to rebuild a galaxy devastated by factional politics, ancient grudges, and slumbering evils.

Funded in a spectacular March 2022 Kickstarter campaign, this Second Edition of Fragged Empire adds pre-war history, more systems to explore, and deeper dives into the setting's unique species and cultures. Slimmed-down mechanics and intuitive rules open the game to new players and gamemasters. The sprawling Fragged setting inspires adventures out of Cowboy Bebop, Firefly, and Farscape, with themes of cultural tension and transhumanism seen in modern space opera writers like Ann Leckie, Adrian Tchaikovsky, and Arkady Martine.

This new Fragged 2E Bundle gives you everything you need to build new nations and a better future – a really far future. For just US$19.95 you get all seven titles in our Fragged Collection (retail value $90) as DRM-free ebooks, including all three Fragged Empire Second Edition corebooks: Rules, the Setting Guide, and the Location Guide (plus the Archetypes supplement); two adventures – Eat Cake and Magician's Choice; and a rules-light high-action variant, RAG-TAG.


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Thursday, September 11, 2025

Remembering 9-11-01


As I sit at my desk, I can't help but think of this day, 24 years ago.

Much like today, it was a beautiful, cloud-free September morning. I was sitting at my desk, preparing the weekly and monthly crime maps, with the office TV on to some news channel, with a report of a plane having struck the WTC. 

As I watched the TV, a second plane impacted on the unstruck tower. I turned to my Sergeant at her desk, reviewing the prior week's crime reports, and said: "Michele, we gotta suit up. It's gotten real." Within a minute of the second impact, we were being mobilized to respond to the WTC from the South Bronx.

The rest of that day is burned into my brain like an etching on fine silver.

Driving downtown on the East side of Manhattan, using the sidewalk when needed so I could get through traffic with the Eight & One in my van.

Getting the intersection of Second Ave & Houston Street, and watching in awe as a homeless man and a businessman directed traffic so the emergency response could get through. I can still see the shopping cart off to the side, slightly, with a briefcase sitting on top.

Reality started to set in.

Getting as far as City Hall Park before the sea of people heading uptown was too great to travel through.

Feeling Tower 2 start to fall before seeing it or hearing it. 

Hearing myself saying "My God! My God! Oh my fucking God" as if I was listening to a stranger say the words from outside of myself.

Turning to my Sgt and saying, "Michele, if this is the end, I'm in good company." Her response, "So am I, but we ain't dead yet. We're Bronx cops! What are we gonna do?"

And I responded, "Yell at people and hit them if needed!" 

And we did. We yelled at the mass of people, at individuals. "You've got fucking legs! Use them!" "Stop looking over your shoulder- move your ass!" amongst other pleasantries. One person got poked by my nightstick, as they allowed shock to overcome them, and they stopped moving, but the poke woke them up.

Then the roaring wave of debris and dust came to us, sounding like a cross between a roaring ocean wave breaking and the most intense thunderstorm of your life. 

I saw it, and I was at peace. 

It literally stopped about 10' in front of our van. I saw a man, covered in drab grey dust and debris, kneeling about 20' in front of me. I touched his shoulder, and he fell over. A nearby medic ran over and checked his pulse, shook his head, and we left him where he was to tend to the living.

Then Tower 2 came down.

It was a long day. A long week. A long month. A long fall season.

I lost friends that day. I've lost friends due to 9-11 in the days and years following.

When I finally pass, it will be due, at least in part, to complications and illnesses from 9-11.

I have no regrets. I would do it again.

God bless the victims and God damn the perpetrators.

Wednesday, September 10, 2025

Bundle of Holding - Rifts Plus...


Over at Bundle of Holding, we don't just have ONE Rifts Bundle, not TWO, but THREE Rifts Bundles.

Look at the screenshots to see the offerings.




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Tuesday, September 9, 2025

Deal of the Day - Tales of Argosa (Low Fantasy Gaming)


In the time before COVID, my gaming group was playing with Low Fantasy Gaming. While not a ruleset I would have chosen at the time of play, it felt similar to an OSR ruleset, in that ruling , not rules, ruled the day. There is much I would borrow for my OSR gaming.

Today's Deal of the Day is Tales of Argosa, which is essentially Low Fantasy Gaming 2e. Normally, 24.95 in PDF, until tomorrow morning, Tales of Argosa is on sale for $9.98.

Core Features

  • Familiar d20 based system. 
  • 9 Classes Artificer (or Alchemist variant), Barbarian, Bard, Cultist, Fighter, Monk, Ranger, Rogue & Magic User; only two of which involve magic.
  • 9th Level max caps PC power levels.
  • Flatter HP Curve Most PCs will have approx 10-40 hit points over their nine levels. 
  • Unique Features Every 3rd level design your own PC ability in conjunction with your GM, or choose from 40+ examples. 
  • Roll Under for Attribute checks, making every stat point matter. Degrees of success via Great Successes and Terrible Failures.  
  • Roll High for attack & damage rolls.
  • Wisdom is split into Perception and Willpower. Perception mod applies to ranged attacks instead of Dex.   
  • Simple Skills grant a +1 bonus on relevant Attribute checks, but more importantly allow a PC to access their limited Reroll Pool if they fail. The Variant Rules chapter includes a further simplified "Class, Race & Background" combo to replace the skill list, if desired.    
  • Minor, Major & Rescue Exploits on top of damage, not in lieu, promote improvised stunts and moments of greatness.
  • Fast Initiative Side based initiative, but a different PC rolls each round. Initiative is a derived stat (average of Dex & Int). If the PC makes their Initiative check the party goes first, otherwise the monsters do. On a Great Success the party also acts before any Heavies or Bosses. 
  • Diminishing Luck attribute replaces saving throws, ratcheting up the danger with each save.
  • Fierce Battle Martial Exploits, Nat 19s, Crits, Fumble ripostes, Morale checks, Trauma rolls, Heavies, and Bosses make for action packed battles! When reduced to zero hp, healing takes 1d3 minutes (magical or otherwise). Players don't roll to find out if their PC lives until after the combat, when an ally checks the body...
  • Unbalanced Encounters ToA is designed for unbalanced combat. Clear escape rules put the fate of the PCs in the players’ hands - do they fight another round, or run?
  • Short Rests PCs make two Willpowers checks during a Short Rest to attempt to recover hp and class abilities, encouraging them to press on rather than camp. 
  • Dark & Dangerous Magic Roll to Cast and DDM tests threaten to unleash Veil monsters, madness, mutation, or worse! 
  • Downtime Rules for Carousing, Pets, Black Market Trade, Masterforged Gear, Gambling, Recovery, Potion Brewing, Magical Research, Scroll Inscribing, Rumours, and more.
  • Emergent Play & Solo Support via mechanics, procedures, and massive GM Toolbox to facilitate improv, including: Lone Wolf PC rules, Range Bands (for smoother Theatre of the Mind), Reaction & Activity rolls, Major Exploits & Rescues, Morale checks, Consult the Bones Dice Oracle, Read the Signs Card Oracle, Hexploration Procedures, Dungeon Tally & Events, Travel Events, Random Encounters, XP Awards, NPC Tables, Treasure Tables, Madness Table, Disease & Parasite Table, Trap Tables, Dungeon Generator, and more!
  • Easy Compatibility with most OSR and 5e style adventures; just swap out monster stats, treasure, and spells for ToA equivalents, and you're good to go! We've been playtesting with adventures from LFG, Forbidden Lands, Dragonbane, B4 The Lost City, Hot Springs Island, The Toxic Wood, Mines of Perinthos, and very recently Moria (from The One Ring, alpha PDF). Conversion tips are included. 
  • Rules as Guidelines - The GM is the final authority on all rules, which are expected to be tweaked to fit table preferences. The Variant Rules chapter includes suggestions such as more/less deadly, less dangerous magic, movement in feet rather than range bands, individual Initiative checks, etc.
  • Creative Commons Licence - ToA has been released under CC BY-SA 4.0. You can create and sell your own supplements, adventures, etc, without needing any authority from us. 

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Monday, September 8, 2025

Free OSR - Holmes 77 (First Holmes Clone)


K, this is where I point out an inaccuracy. There is a claim that Mazes & Perils is the "first Holmes D&D clone".


Mazes & Perils is NOT the first Holmes D&D clone. That honor belongs to Holmes 77.

Holmes 77 was produced by R.C. Pinnell in 2011, making it the first Holmes-based retroclone available to the OSR community.

Mazes & Perils (2012) credits Pinnell as an "additional contributor," presumably because of their work on Holmes ’77.

That's the facts.



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Saturday, September 6, 2025

Humble Bundle - Ultimate Guide to TTRPGs, Worldbuilding & Folklore


I was surprised that I actually had a few of these books in print - review copies sent to me by various publishers. The ones I have aren't bad, but they cover different niches of our hobby.

Honestly, with the Ultimate Guide to TTRPGs, Worldbuilding & Folklore Bundle at Humble Bundle, in for a penny, in for a pound. If you are going to get your money's worth (there looks to be some chaff in with the wheat), you'll be looking at $18 for 27 books. Assume you can use a third, it's 2 bucks a book - if you can use more, the cost lowers.






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Wednesday, September 3, 2025

Kickstarter - Manon Quarterly (Sinless RPG)


Here's where I reveal connections. I've known Courtney for the better part of a decade. While we may not agree on certain issues, we are totally in agreement with what we consider "a good RPG, and I'm happy to consider Courtney a good friend.

Manon Quarterly is Courtney's current Kickstarter in support of Sinless, his FREE cyberpunk RPG. If you like cyberpunk, this is simply amazing! I'm a backer.

A look at the forefront of magic and fashion in 2090, for the Sinless tabletop role-playing game.

  • The Spring 2090 issue of Manon Quarterly is here!
  • Unlimited Access
  • Insights you won't find anywhere else
  • Iconic Celebrity Profiles
  • Dive into candid exclusive interviews
  • Unlock Your Magical Style
  • Expert advice from the global flagship of magical fashion
  • Shop Smarter
  • Exclusive product reviews, and buying guides for cybertechtronics, guns, and more!

Sinless: Manon Quarterly presents the current state of magic in spring of 2090. 

Sinless: Manon Quarterly is the Sinless magic sourcebook. It has new spirit grids, new spells, magi-tech, new cybertechtronics, information on new forms of magic like technomancy, and expands on the lore and resources for magic users in Sinless. It will also look like a "magazine" (Omnipape Datafeed) from 2090.

Sinless: Manon Quarterly contains approximately one hundred and twenty-eight black and white pages in A4.

What will be in Manon Quarterly
128 pages, black and white softcover containing:

Faction stores, data dogs, abjuration rituals, specializations for all schools of magic, Shadow Spirits and Grid, Galvanic Spirits and Grid, Animal Spirits and Equivalent Grid, Spirit realm maps, Sigil and Ward expansions, New and expanded foci Technomancers, Animal Training, New sector resources, Magical sector features and sector terraforming and development, magic items, magic, magic theory, expanding artificing and enchantment, and new advancement options along with in world grid commentary and advertisements from the corporate interests.

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Tuesday, September 2, 2025

Kickstarter - Inn To The Deep: Deluxe Edition For Shadowdark and OSE


Hmmm. OSE and ShadowDark. Decisions, decisions.

I'm well known as a Kickstarter Junkie, but I have been trying to cut back on my intake. I'm currently only backing two open Kickstarters - trust me, that's me cutting to the bone.

Looks like you can shortly make that THREE current Kickstarters backed, because Inn To The Deep: Deluxe Edition For Shadowdark and OSE looks very solid. Not saying I need it, I'm saying I WANT it!

Inn To The Deep Deluxe Edition is a collection of four awesome ready-to-run dungeon adventures for low to mid level characters, contained in a sturdy box along with some other goodies! The box's contents include:

• 5 saddle-stitched books ranging in length from 36 to 60 pages.

• 6 11"x17" battle maps for 25mm-32mm miniatures, folded twice so as to fit in the box.

• 6 player handouts.

GM-friendly The adventures are written with brevity and designed with bullet point descriptions and a clear, user-friendly layout. Room descriptions are presented on the same spread as relevant map locations, dispensing with the need for the GM to flip back and forth between pages.

Annotated Maps The AMAZING maps are annotated with notes on saving throws, NPCs, monsters, and traps! Even the direction doors swing open is on there!

The Bog Inn The dungeons are all linked by The Bog Inn, a ramshackle establishment that caters to adventurers and hirelings. PCs can return to the inn after their adventures to savor their victories, replace dead hirelings, and find new adventures. Each time the PCs visit the Bog Inn, the referee rolls on a table to see what changes have taken place since their last visit, and to see what is happening at the very moment they enter!

Replayability Most dungeon rooms have at least one random element, including number of monsters present, surprise occurrences, and when certain events will occur. Each time the referee runs a given dungeon, it will play out differently from the previous time!

Flavor Inn To The Deep takes its inspiration from the British adventure modules of the 1980s. That means quirky and often deranged NPCs and monsters, lashings of dark humor, and the ever-present spectre of a TPK!

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Monday, September 1, 2025

Free OSR(ish) - Grimwild: Free Edition


Over the weekend, I covered how the creator of today's free OSR (ish) pick ghosted their Kickstarter backers, but the free version of the game actually won an ENnie award this year.

Grimwild: Free Edition is a nice free pick. Run it as it is, or steal it for your campaign.

Grimwild is a streamlined, character-driven, cinematic fantasy RPG. You can also buy the full version with the Extras chapter here.

The goal with Grimwild is simple. Take D&D-inspired heroic fantasy, with its 12 classes and super tropey monsters, and match it up with a super fast, cinematic narrative rules system.

  • The rules are concerned with the dramatic over the realistic, and minimizing detailed tracking.
  • The game is very low-prep for the GM. The fiction maps to the rules simply, on-the-fly.
  • Designed to run in your own setting (or a published one), or use our pointcrawl exploration system and collaborative worldbuilding to create emergent storylines.
  • Characters earn bonus dice for pursuing self-set goals, pushing the story in the direction they want.
  • The GM is given a clear GM framework of principles and moves to run the game by.
  • Get strong player buy-in with the adventuring party creation system and creative freedom for the players.
  • The rules create fluid action and gets rid of the mechanical slog that bogs down D&D.
  • And all of this with GREAT ART from artist Per Janke, creating a consistent vision throughout the book.

So who is Grimwild for?

  • D&D 3.5E, 5E and Pathfinder players will appreciate the low-GM prep, easy-to-learn mechanics, and the focus on character goals and letting players push the story.
  • OSR/NSR players will enjoy the straightforward resolution system, sandbox-friendly gameplay, and ease of adapting modules from other systems. Lots of rollable tables help as well.
  • Narrative game players will like the fiction-first resolution system, with a focus on player agency, and narrative currency that fuels drama.

Key Features

Grimwild has a lot going on inside, but here's an overview of big-picture stuff. We'll talk about mechanics later.

  • All 12 classes from D&D: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, Warlock, Wizard. With familiar abilities, re-imagined for a narrative rules system.
  • New Take on 100 Classic Monsters: We detail and give advice on creating encounters that make the monsters a part of the story, not just meatbags of hit points to chew through.
  • Story Kits: No preparation required scenarios that create evolving situations, not railroaded plots. These are more kits for your creativity than they are storylines, filled with evocative prompts and timers that create developing situations for you to tell your own stories, not ours.
  • Homebrew-friendly system: Built on our open licensed (CC-BY) ruleset, Moxie. The game text itself is all licensed CC-BY forever. It's designed to be cinematic, narrative, and most importantly modular. This makes changing rules to your liking simple and the open license allows people to make modules, adventures, monsters, and even entirely new games with its mechanics.

Gameplay Overview

The easiest way to get a clear understanding of the Grimwild mechanics is to download the preview. It has the entire rule system in it. But here are some highlights that show off unique aspects of the system:

  • Base system: Roll d6 dice pools and keep the highest die to determine how well things went. The GM adds d8s called thorns to represent difficulty. When they come up as a 7 or 8, it cuts your results down a notch. A critical always beats thorns, though, so the PCs can always gain the upper hand.
  • Freeform Magic: Cast magic on the fly—the spell names, god domains, or details of a song give you limitations and permissions on what you can cast. Just say what you want to happen, then use the simple magic rules to cast the spell. No long spell lists, no memorizing, no opening the book to reference it.
  • PC Bonds: Form bonds with the other PCs, like playful camaraderie, solid rivalry, or tense mistrust. When your bonds change through play, update them giving the other PC a bonus die called spark!
  • Add Story Details: You can declare details to add into the story, about your character's gear, backstory, the elements around you in a scene, the behaviors of NPCs, and more. Particularly impactful details require you to spend spark, points you earn from facing adversity and getting up to trouble.
  • Vex: When you get hit with fear, confusion, or other emotional turmoil, you keep control over your PC's actions. A simple system of choosing fight, flight, freeze, or freakout turns previously boring moments of losing control into a chance for you to play up the struggle they go through the way you want.

 

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Saturday, August 30, 2025

Sale - DragonLance Chronicles Hardcover $18.51



For many of those from my generation, the DragonLance Chronicles was the first true crossover piece of fiction read by D&D players and our "normal" friends. Was it great fantasy fiction? No. But damn, it was good and fun to read.

My original paperback copies are long gone, but damn, this hardcover is a nice replacement. Regularly priced at $35, Amazon is currently offering The Dragonlance Chronicles for a sale price of $18.51, and it ships for free with a Prime membership.

“Before there was Game of Thrones―there was Dragonlance.”—Vox

NEW YORK TIMES BESTSELLER • Rediscover the world of Dragonlance with the first three novels in one of the most popular fantasy series of all time—now featuring a new foreword by Joe Manganiello!

Dragons.

Creatures of legend. Stories told to children.

But now dragons have returned to Krynn. The darkness of war and destruction threatens to engulf the land.

Then hope appears—a blue crystal staff in the hands of a beautiful barbarian woman. The promise of hope, as fleeting as smoke upon the autumn wind, forces a group of long-time friends into the unlikely roles of heroes.

Knight and barbarian, warrior and half-elf, dwarf and kender and dark-souled mage; they begin a perilous quest for—the legendary Dragonlance.

Dragonlance Chronicles features the novels Dragons of Autumn Twilight, Dragons of Winter Night, and Dragons of Spring Dawning.

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Thursday, August 28, 2025

Deal of the Day - Wind Wraith - A Generative Wavecrawl Setting Toolkit



I love books that are random tables PLUS (yes, JoetheLawyer may have a stroke when I state this - sue me Joe ;)

Wind Wraith is today's Deal of the Day - usually 18.99, Wind Wraith is currently on sale for 5.70

Wind Wraith is a toolkit that you can use to generate your own fantasy post-apocalypse ocean world, complete with scattered islands, factions, ships, and ancient arcane machines. Play as the descendants of the survivors of a great flood, explorers in a fallen world, as they build and upgrade their ship and crew. Attempt to unravel the mysteries of the past and survive with limited resources. Wind Wraith was made for the old school essentials rule system but can easily be converted to many other rule systems.

Inspired by Yoon-Suin, Wind Wraith is a generative setting toolkit. This means every game master will generate their own unique flooded world with the book. This is achieved through a pipeline of random generation tables that begin with broad brush strokes and gradually zoom in to a micro scale. Also included are quick-start rules and detailed pre-generated islands so you can start playing right away.

Content Included:

  • Quick start island
  • Sea generation
  • Island generation
  • Entomologist class
  • Aquatic elf playable class
  • Tyrant generation
  • NPC and faction generation
  • Ships, crews, ship combat & exploration
  • Arcane constructs
  • Monster generation
  • Additional game master tools

 

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Wednesday, August 27, 2025

Wayward Kickstarter - UV-RPG - A new way to virtually game with friends!

UV-RPG features a video to video connection, dice rolling, and character sheet creation all in one app!

I know what you are thinking - aren't VTTs a thing? Haven't they been a thing for over 2 decades now? (Fantasy Grounds was founded in 2004 / Screen Monkey in 2005 - there may be earlier VTTs). Well, apparently, no one ever told Jonathon.

There are dice rolling apps for individuals, there are calling apps, but there's not an app the includes all elements needed for gaming virtually.

The funding goal is $5,000, and Jonathan doesn't plan on charging for it once it's released. He's raised 0 after a month (there was a $700 pledge apparently at some point, but that has flaked.

I created the video presentation which I shared with multiple App development companies. I finally found an company that agreed to make a working prototype of that, make sure it was correct with us, and then create the actual app with any revisions needed. The cost is $5,000 but includes giving us ownership of the app upon completion as well.


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