RPGaDAY2015: Favorite Fantasy RPG

My answer to this question depends on whether the game is "supposed" to published or not.

If we're talking finished, published role-playing games, then my answer would of course be a houseruled 4th Edition Dungeons & Dragons: there's nothing it can't do with some minor, easy tweaking, if that.

Otherwise, I'm going with Dungeons & Delvers, which has recently had a pair of very successful playtest sessions. I'm chomping at the bit to get back to it, as I haven't really done any design or writing on it since the start of the year.

Of course the way it's shaping up, the major hurdle is just going to be getting the art finished: only a handful of illustrations mostly done for it, and everything else is in a really good state.

The Druid has been released into the wild! It's an alternative to the "official" druid class. I've been told that it feels more flexible and playable than the one in the book, but you can check out the entire core class and about five of the advanced moves, so check it out.

Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out! Primordial Machine is also out, so if you want to catch a glimpse of A Sundered World, now's your chance! Finally, we've updated If These Stones Could Scream.

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!


  1. Could you tell me your houserules for 4th ed ? thank you

  2. In a nutshell:

    Reduced monster defenses by a point or three (didn't assume magic items, didn't use inherit bonuses).
    Reduced monster hit points so that they would die, on average, in 1-5 hits, depending on size, role, type, etc. So, goblins would die in 1-2 hits, orcs in 2-3, giants in 4-5, etc. Greatly reduced combat time.
    Let players spend healing surges to regain encounter/daily powers.
    Let players use encounter/daily powers to do things that made sense, but weren't the "intended use" (some examples were letting the bladesinger burn her daily spells to gain a bonus against an attack, represented as using fire to keep the enemy at bay).
    Let players use skills in ways that weren't necessarily intended, but could make sense (letting seeker use Nature to call upon spirits to freeze some water). Might call for power/healing surge expenditure.
    Added in persistent injuries if you got dropped (like broken limbs): treated it like a disease, which would go away after a period of time.
    Flexible recovery: players didn't always recover ALL of their stuff. Sometimes just had them regain some, sometimes had them choose what to regain.

    Not really a houserule, but when I ran SW we didn't use a battle map at all, and when I ran Epiro we didn't use a grid unless it was a meaningful fight.

  3. Huh.. All I do is just cut monster HP in half to speed up combat and roll with whatever BS my players come up with. I've also implemented a houserule for Rituals (one healing surge = 10 gp of components), but that's about it. Nothing too complicated.

  4. @Eric: The half hp thing is something I hear a lot, and fully believe cuts down on combat a LOT.

    I basically "eyeball" all of my aforementioned rules. It only takes a few moments for me to determine the hits, injuries, and so on: if they added too much time/complexity, I wouldn't use them.


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