I'm a fan of The Witcher. Enjoyed the CRPG, had fun with the Netflix series (especially the first season), love the comic adaptations, and simply enjoy reading the lore. Will I ever play The Witcher RPG? Likely not, as I don't see my regular group going for it, but I'm game to play as a player :)
Evil is evil—and great games are great games. Pay what you want to explore The Continent like never before. Will you fight with strength and valor like Geralt of Rivia? Or forge your own path as an elf, dwarf, gnome, werebbubb, or vran, and set off on unknown adventures with your party. Get the The Witcher Tabletop RPG core rulebook, the The Witcher: Tome of Chaos campaign, and more for a price you choose. Spare a coin and help support the Children's Miracle Network Hospitals with your purchase.
I know what many of you reading this are saying - I already know how to DM! Why do I need to read a book to tell me how to do it better? I've been a DM for nearly 45 years, and I am still learning new tricks.
Return of the Lazy Dungeon Master is a book designed to help fantasy roleplaying Gamemasters get more out of their games by preparing less. Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games.
Refined for five years after the release of the Lazy Dungeon Master, Return of the Lazy Dungeon Master is a complete stand-alone book that includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game.
Backed by over 6,700 backers on Kickstarter and based on research involving hundreds of books, videos, articles, and interviews with top Gamemasters, as well as thousands of results from Gamemaster surveys, Return of the Lazy Dungeon Master helps us understand the best tips and tricks used by GMs all over the world to bring the most fun to our games.
I'll have to admit, I hadn't given theAlchemy VTT much of a look before today. I'd heard of it, but with all the VTTs out there, who needs another? Well, I'll have to admit, I MIGHT need to play with Alchemy for a bit, because it seems to be made for RPGs like Call of Cthulhu, which are more dread, mysteries, and theatre of the mind than tactical combat, grids, and dungeon crawls.
If you didn't already know it, Sine Nomine Publishing offers nearly all of its core rulebooks in a "Free Edition" as well as a "Deluxe Edition". The Free Editions are complete games and truly a gift to the gaming community.
Ashes Without Numberis both a game set after the end and a toolkit to help you build the apocalypse you desire. Just as with its compatible sister-games, Stars Without Number for sci-fi, Worlds Without Number for fantasy, and Cities Without Number for cyberpunk, Ashes Without Number gives you an Old School Renaissance-inspired game chassis and a vast swath of system-agnostic tools for designing tragic destruction and desperate struggles.
Within its pages, you'll find...
A complete OSR game system for building survivors and sending them to face the horrors of their new world, including guidance on blending other Without Number games into your play.
Genre-specific support for near-future After the Fall tales of social collapse, invasion, and global disasters, Deadlands games of zombie hordes and beleaguered enclaves, and Mutant Wasteland campaigns of post-nuclear adventure in lands of mutant peril and mysterious tech.
Enclave rules for system-agnostic modeling of competing outposts, tribal villages, and refugee camps, all struggling to survive a world where there is never enough of anything but death.
Mysterious devices and lost relics of the old world, strange tech for mutant wanderers to discover and misuse in their exploration of ancient ruins.
Campaign design tools for both crisis-centered games of immediate survival in the face of total societal collapse, and exploration-centered campaigns of seeking out the old world's remnants and recovering them for your home and allies.
Myriad tags and random tables for building your post-apocalyptic adventures, flavoring your mutant perils, and building interesting ruins and survivor enclaves for your PCs to encounter, all system-agnostic and built with the Sine Nomine touch.
And all of that is in this free version of this game. In the deluxe version, you'll also get...
Evil techno-wizard rules for building the mad science-sorcerers who plague so many worlds beneath a shattered moon.
Ash Sorcerers, a class for PCs in a far-future world of science and magic who wield the sinister arts of a half-damnable path.
Mentalists, a psychic class for those individuals touched with unearthly powers and strange visions in the midst of ruin. This class can also be used as a substitute for the Psychic in Stars Without Number, for GMs who prefer to have more subtle abilities in their games.
Modular power armor for those knights of the radioactive dust who bear these mighty relics. Voracious in their demands for power and maintenance materials, they still can tip a battle single-handedly with their myriad weapons and fittings.
Hub settlement rules for fine-grained development of a single enclave by players who prefer to put more focus on their home. Build individual facilities and resources while keeping your population alive in the face of constant privation.