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I'll post their Guide to Ecology and Culture next, because it's like a companion volume. Thanks a ton! I hope this isn't asking much, but does someone have any books about medieval economy, trade or merchants? Do you have the 1st edition of Bunnies and Burrows? The version. I only have the version. I've never actually seen a copy. Wicked Dead Brewing has been out of business for awhile now. Interested in some Torg?

Been thinking of re-upping them somewhere. I'll get the cores up. My whole TORG folder is 2gb. Bookmarked, because I think it's in odd order. Probably going to have to scan it myself too. Same as in the folder. You can tell from the picture copyright mention. Pic related is the cover of the 1st Ed. Thanks for contributing. This is free basic rules and is 74 pages Full is about pages hand has skills, lifepaths and etc.

So difference is about pages of relevant. Behold, anons: the Spawn of Fashan, published in , considered by some to be the worst RPG ever designed. I am lookijng for either d20 modern or a good modern system. I want to create a heist and have the players plan and execute the heist. Ill give those a look over. At last :. If you're still here. Posting the critnomicon.

It does exist. It may have been still updating. Hey guys, I posted a request in one of the other threads, but it wouldn't hurt to post it again. Am I looking in the right place, or is there someplace better for PDFs? Anyone have Eldritch Asskicking? Just heard about it and my group loves Wizards. Scribd Freegamemanuals. The PDF desperately needs bookmarks though! Just thought I'd pop in here because this book is the Bargain of The Day.

This book's spurred and inspired many enjoyable solo games. Worth the investment, because it's a book I've come back to again and again. As a publisher, I'm unable to leave a rating or a review, so I'll leave my five stars and glowing praise here.

I'm sorry to say that there isn't a kickstart project that I regret backing more then this one. The book is frankly awful. The art is not just repetitive, its the same iamge used again and again. The tables where clearly not filled in to an even factor of , and hence have random jitters in them, making some entries arbitrarily more likely than others. And the rules section is frankly half finished.

Its not a system but the theory on which a system could possible be built with enough work, and playtesting. Any chance for bookmarks in an updated PDF? Takes me a long time to jump around, and the page loading is slow. I got this product as part of the original Kickstarter and have been using it extensively over the last few months to create a range of adventures from fantasy through sci-fi, horror and mystery.

Unfortunately, due to the requirement to buy the product on Drivethru before being able to review it, I can only post my comments in this section.

This is not a review but more a commentary on the uses I have put the product to and my experiences with using it. I have not used the product for solo GMing so I can't comment on its usefulness in this regard but have created about a dozen adventures starting from the original formula given and slowly adjusting to suit my tastes and tweaking to be more efficient.

The book has been at its most useful to me when creating an adventure from scratch, without any preconceived ideas. At the beginning I tried to use it to flesh out a preconceived idea I had for an adventure and almost never used the system again, which would have been a great shame.

The ideas See more produced by running through the adventure creation process as written were quite random and tended to be incongruous with any set ideas I had before starting, except perhaps a general idea of genre. However, when completely stumped for an adventure idea the system really comes into its own. It is ideal for brainstorming and inspiration.

Running through the process, whilst being flexible about ignoring the odd incongruity and also moving an idea from one section to another where warranted, was very satisfying from a creative standpoint, and generally led to a cohesive and viable adventure outline.

I have experimented with using charts from different genres when creating a horror scene or a mystery scene within a fantasy adventure and on the whole these experiments have been successful. The process outlined compared with the order in which the idea generation charts are laid out don't quite match.

In the beginning I started by skipping back and forth between charts, which quickly became tedious. I am lucky enough to have Acrobat Pro so in the end I simply copied and pasted the charts in the correct order into a new PDF so I could easily follow the procedure, which I summarised myself at the beginning. It would be ideal if this type of additional file could be offered to new purchasers. Unlike the other sections, the section covering the Initial Oddity and the Inciting Incident doesn't appear to refer to a chart that should be used to generate these situations and also doesn't specify if it's something I should have just made up based on what had been generated already.

Either a chart generating Initial Oddities and Inciting Incidents should be included, direction to which chart s to use otherwise or more guidelines on creating these situations if charts are not to be used would have been helpful. The order in which the charts are used to create a scene did not suit my preference for idea creation. I found after a while that I switched to a different order of scene generation that produced a sentence that described the scene in a more fluid and time-orientated way, from the PCs arriving at the location, the plot for the scene, the opposition, action and thing and finally the challenge, rather than the standard order of presentation.

This helped me think about the way I was going to present the scene to the players and even the wording of boxed text where relevant. I'd like to have seen more structure or advice on creating the Finale. This section felt less potent than the initial plot and scene creation sections, whereas it should have felt more so.

It would have been really useful to have included an integrated dice roller within the pdf itself not sure if or how that could be done but would be a really cool and useful gadget. An app or program to autogenerate the results would also be a cool addition for this product. I created a new additional set of data myself for a range of archetypal fantasy villains to add to the Fantasy Oppositon chart as I felt this chart could easily have been expanded on.

Overall, the basic premise of using massive random charts to generate inspirational ideas within a structured approach to adventure creation is great. Even odd juxtapositions of ideas can stimulate very interesting concepts for scenes and whole adventures. The weakness of the product lies perhaps in the organisation of the charts and the ease of producing the results, but this is relatively easy to overcome.

Anyone with the capacity to be both flexible and imaginative with the tools provided by this adventure creator will find their money well spent. I found that I could not answer directly to the publisher's reply to my review. Therefore, I am taking it here. First of all, I wanted to thank Frank for his kind and understanding response. I think everybody who is into solo roleplaying is bound to be pretty creative on some level, but the book is aimed more at the kind of player who enjoys making up a story as they go, and the authorial challenge that goes along with that.

I have to admit that I am a bit confused there, for my main problem with the system was the impression that it had too much pre-determination. Truth be told, I compared it internally with Mythic, which I really like and enjoy playing solo, and I felt that Mythic is much more making up the story as you go.

For example, your system For example, in your system, I would know right from the start on that it is a werewolf besieging the village, killing people there. In Mythic, I only find corpses and hints, but I don't know whether it is a werewolf, an owlbear, a vampire or maybe a cult killing the people - or there might be some plot of vengeance behind it all.

Only by playing the Mythic adventure to its end can I really know that information and all options could come true. In a way, this made fixed tracks for the adventure. Your book is seemingly a nice tool to open this up a little bit when designing for multiplayer play. However, when you ask me to develop an adventure in a way to allow for different villains, things get conflicting for me as there are several potential roots for the adventure, each of which would require a different design.

I feel that trying to accomodate all potential villains actually makes things narrower as far what can happen basically, only things that make sense for all possible villains could be integrated, unless I accept logic inconsistencies.

Yours, Ranjith. Hey, I think I see where you're coming from, so I hope I can help. Although I have tried to cut back once again I find I have signed up for fa Strange Magic. Swords Against the Outer Dark. Dungeonskull Mountain. A Field Guide To Doomsday. The Hopeless Gamer. The Savage AfterWorld.

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