Showing posts with label Free Stuff. Show all posts
Showing posts with label Free Stuff. Show all posts

Tuesday, July 31, 2012

Additional gaming material for Carcosa

I really like my Carcosa book. It's probably the most beautiful RPG book that I own. At least it's the one most to my taste.

Now it seems I found an additional game material for Carcosa: the Carcosan Grimoire

I have to give it a read. It's fan made and seems to have at least some neat random tables, etc.

Monday, August 9, 2010

Doctor Who Online Character Generator (and Messageboard)

I just found this amazing Flash online character generator for the Doctor Who RPG AITAS.
I got the link from the as amazing Doctor Who RPG Messageboard.

I also found a handy player handout pdf online.

Time travel galore!

Monday, June 21, 2010

Free RPG Dungeons: Every Day

Ôkay, Free RPG day is over, but there is still much more great free RPG stuff out there on the web than anyone will ever be able to play. Especially free short adventures, dungeons and modules seem to be very handy. Next to the One Page Dungeons, especially useful with D&D and the Savage Worlds One Sheet Adventures, I especially like the 5 Room Dungeons.

They offer a topological drama structure that inspired my own FAWS7 adventure sketching technique. The most interesting of the 5 Room Dungeons really offer a dungeon and organize the rooms in an interesting way. Honestly we were never able to play more than 5 rooms in an average session anyways. Some see the 5

Anyways: Here you find the link to the dozens of 5 Room Dungeons usable for D&D, Savage Worlds or whatever fantasy system you enjoy.

And a short rant to finish this post:
When I was young I assumed a good module or scenario needed to have been written out in at least 64 pages. I hated hook, line and sinker adventure sketches for examples. But later on I realized: only the short stuff is flexible enough to keep all options open for the players and a GM will rarely be able to remember all the details in long adventures anyways. So what write the details for? For the GM to learn it by heart?Or for him to read it to the players? Ough. That always seems super pretentious.
Anyways: in our good session the adventure is only a simple framework that hopefully does not interfere with our characters' motivations and interactions. The characters should be in the spotlight, not the "plot".