Swords & Wizardry Light - Forum

Thursday, November 21, 2024

Kickstarter - Ashes Without Number (Sine Nomine)



I'm a huge fan of Kevin Crawford and his Tag System. I own all of Kevin's core books in print and his non-core books in print and/or PDF. Ashes Without Number brings post-apocalypse roleplaying to the "Without Number" RPG Engine.

It should cover settings from Fallout to The Walking Dead and everything in between.

Ashes Without Number is $25 in PDF, $40 for at-cost POD and PDF, and $80 for PDF, a Smyth-sewn, offset-print hardback copy of the game. I'm in for the latter.

Ashes Without Number is a tabletop role-playing game for the end of the world. Whether as a civil collapse, alien invasion, zombie uprising, or post-apocalyptic wasteland, the game is built to give a GM the tools they need to carve out their own special slice of Hell.

Campaigns set amid radioactive dunes and savage mutant perils are supported in these pages, along with near-future tales of civil collapse, global plagues, and horrific shambling hordes. Just as with all Sine Nomine games, however, the book is built to support a GM in fashioning their own personal apocalypse, building worlds and settings to explore the kind of games they want to run.

Ashes Without Number is built on the same sturdy old-school game system as its sister-games in the Without Number line. Whether the fantasy adventures of Worlds Without Number, the sci-fi explorations of Stars Without Number, or the cyberpunk desperation of Cities Without Number, the game within these pages is built to interface smoothly with all these resources. The old-school framework also allows easy importation of other OSR games and content to help flesh out your own campaign.

A classic framework of six attributes, hit points, saving throws, and other traditional elements is supported by genre-specific rules and tools for bringing the right flavor of ruin to the table. Gritty perils of disease, traumatic stress, lingering wounds, and starvation are pointed up for campaigns set in a tragic near-future chaos, while wasteland marauders have support for mutations, scrap-built gear, and enigmatic ancient tech. These systems are built to snap smoothly into place in your campaign, letting you pick the ones that fit the feel you're aiming to create.

But at its heart, Ashes Without Number is shaped around the same system-neutral Sine Nomine tools that have won the other Without Number games such a warm place in the hearts of working GMs. Tools for building adventures, ruins, survivor enclaves, looming crises, horrible mutant creatures, and a host of other useful content are all designed to be system-neutral and usable with your own game of choice. Need to put an exploration-worthy ruin into your game? Just follow these tables and guidelines to get a quick, playable chunk of gaming fun, from the site's first-glance impression to the useful salvage still left amid the rubble.

Genre-specific rules for supporting three different campaign genres: post-apocalyptic Mutant Wasteland games, zombie-infested Deadlands, and near-future societal collapse in After the Fall campaigns.

 

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Wednesday, November 20, 2024

Limited Time Sale - Dungeons & Dragons - the Making of Original D&D: 1970-1977 (50% off)

Yep, Dungeons & Dragons - the Making of Original D&D: 1970-1977 is currently 50% off at Amazon (Limited Time Sale - ticker on the page) with "potentially" an additional 10% off coupon. If they properly stack, the price would be down to 45 bucks. Note: Some folks do not see the coupon - its a good price either way.

Ignore the preface and enjoy the contents, at least at this price :)

The holiday season is sneaking up...


Unearth the very first draft of original D&D, never released to the public until now. Crafted on Gygax’s home typewriter, this 1973 document contains handwritten notes by both Gygax and Arneson.

Discover approximately 30 early articles and rare documents that lay the foundation for modern D&D, including unpublished correspondence between Gygax and Arneson.

Peruse a remarkable collection of magazine and fanzine articles, many of which are no longer publicly available or remain undiscovered by D&D historians and fans of classic D&D.

Flip through facsimiles of all the first printings of Original D&D, compiled in a single book for the first time in D&D’s publishing history.

Explore the creation and development of the original 1974 game with insightful commentary by Jon Peterson, one of D&D’s foremost historians.

Commemorate our 50th anniversary with this homage to D&D's past. We invite you to look back on D&D’s history with a discerning eye as we celebrate how far D&D has come. Here’s to 50 years, and 50 more!

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Tuesday, November 19, 2024

Deal of the Day - BX Advanced Bestiary, Vol 1

I really enjoyed the "Ecology of..." series in the classic era of Dragon Magazine. It made common - or even rare - creatures more than just a set of stats to kill or be killed by.

Today's Deal of the Day, BX Advanced Bestiary, Vol 1, appears to do that and more for a selection of creatures from the Old School Essentials Basic Book. I liked what I saw in the free preview and picked up a copy. Peek at the preview and see if the BX Advanced Bestiary, Vol 1would fit your campaign.

Volume 1 of the BX Advanced Bestiary takes the monster entries A-D from the OSE Basic book and expands them with options, added details, use for monster parts, additional monsters, and playable classes based upon the same theme. A sample preview of the book can be foundhere. Each entry is illustrated. 

It includes rules for monster and animal training, several new race-as-class options (advanced cave locust, changeling, cyclopskin, dragonborn, and genasi), as well tables showing the monsters organized by HD, terrain, and type.

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Monday, November 18, 2024

Deal of the Day - Twilight: 2000 (2.2e)

I remember running a handful of sessions of Twilight 2000 back in the 1980s when the Cold War was on everyone's mind. My gaming group was more focused on D&D and other Fantasy RPGs than modern or sci-fi genres, so we never stuck with Twilight: 2000. I think it would have been fun.

Today's Deal of the Day is Twilight: 2000 (2e). Normally, 20 bucks in PDF; until tomorrow, Twilight: 2000 (2.2e) is on sale for 10 bucks.

Newly updated to be fully compatible with Traveller: The New Era

The War has raged for years The high-tech ammo is almost gone. High-tech equipment is failing, piece by piece, with no spares to fix it. The front lines are held by a few grim, desperate soldiers.

The US 5th Division holds the line in Poland. Now, a Soviet encirclement has cut it off in a province ruled by ambitious warlords, local militias, and bands of marauding deserters. HQ is 200 klicks to the rear and powerless.

Your last order sets you free...

"Good Luck. You're on your own."

Here's What You Do

  • Generate Your Character: You select your nationality, chracter type, and your military and nonmilitary backgrounds.
  • Equip Yourself: use your money for weapons, ammunition, equipment, vehicles and spares.
  • Start Moving: You're in hostile territory. Your next encounter may be a friendly farmer, a frightened refugee, or a dangerous deserter. You pick your course of action; you decide your own fate in the chaos of World War III.
  • Twilight 2000's award-winning game rules provide the foundation for role-playing in the chaos of World War III.
  • Combat: Fast-playing, easy-to-resolve comabt system gives the feel of modern battles.
  • Travel: Types of travel, time scales, vehicles, encounters, maintenance, fuel, repairs.
  • Encounters: Dangerous environments, radiation, disease, contaminants, reasons for encounters and typical adventures.
  • Equipment: Weapons, supplies, vehicles, munitions, costs, availability.
  • Danger: Places to go and reasons to go there. Plus reasons you wish you hadn't.
  • Background:Chronology and history of World War III
  • Twilight 2000. The adventures are fast and furious. The prize is survival, and maybe, just maybe, a safe place to spend the night.


 

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Sunday, November 17, 2024

Deal of the Day - Trilemma Adventures Compendium Volume I (System Agnostic)


It is rare that anything achieves a 4.8 rating on DTRPG with nearly 150 ratings to its name. Trilemma Adventures Compendium Volume I is one of those rare beasts. I own it already and plan to liberally borrow and steal from it for my next campaign, as it is not only "that good" but highly inspirational. Perfect for the DM who enjoys running campaigns "by the seat of their pants—sandbox style!"

Typically 15 bucks in PDF, but until tomorrow morning, you can grab Trilemma Adventures Compendium Volume I for $9.

This book brings together the award-winning Trilemma Adventures: 48 one- and two-page adventure locations for fantasy role-playing games. 2020 ENnie Award winner for Best Adventure (silver) and Best Cartography (gold)!

Each location is written to be usable separately, perfect for one-shot sessions, side quests, or to help populate your home grown campaign setting.

All have been lavishly illustrated and laid out to make them easy to run, straight from the book.This book is packed with caverns, castles, underworld cities, labyrinths, mansions, flying tombs, hidden temples, and fallen shrines.

Also inside is more than 60 pages of new material:

  • an illustrated bestiary
  • an appendix of magical items
  • ten solid pages of hooks, rumors and secret lore
  • six regional gazetteers tying the adventure locations into a ready-to-use campaign setting
  • a full-color regional map, in GM and player versions
  • a complete index
  • a bonus location, set in the aftermath of the Kickstarter invasion scenario

This compendium is an essential part of your GM kit!



The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar