A horror anthology comic in the style of the 1950s, only with more boobs and blood. Created by Keith McMurran who drew out Tabletop Comix book.
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In this adventure, our Gorean heroes venture to Torvaldsland where the ‘native Kur’ appear to be organising again, around a messiah-like figure. Can they stand the massed might of the kurii and the suspicions of the Viking-like Torvaldslanders?
Contains sea encounter charts for all of Gor.
BUY IT HERE – POST-MORT EXCLUSIVE!
With some corrections for the Artificer class and a load of pirate booty, all about Keranius, the Pirate Isle. This, just as our merry band of degenerates set sail (or flipper) for the lands of the barbaric northern Khatsi tribes.
Don’t worry, I don’t get naked. Everyone else does.
Patreon and Subscribestar people get this for free, and there’ll be something just for supporters every week – fingers crossed – from now on, starting with snippets of Wightchester.
I have released a four hour video course aimed at priming new creators for unleashing their own independently produced RPGs onto the world.
For $19.99 you get all those videos, and worksheets that you can refer to throughout the process.
I don’t just cover the creation and writing of games, but also delve into marketing, sales points and other considerations you may find useful.
I also offer consultancy at $20 an hour for those who have more specific concerns or want some one-on-one advice.
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(Hardcopy will be available soon, technically you can buy it now at Lulu, but I’m waiting on a quality check).
Many fantasy games, if not all of them, follow the lead given by Dungeons & Dragons, and rapidly become superheroic parodies of themselves. This has been especially true of the newer editions, since AD&D Second Edition. It’s great, but it’s not for everyone.
At least not all of the time.
There are many kinds of fantasy, and Dungeons & Dragons’ increasingly sanitised, fluffy, generic, high-escapist fantasy – dripping in magical weapons and character invulnerability, isn’t necessarily what people want.
A Grimdark game is in part made from difficulty. In this context, that has to come from encouraging the players to play tactically and carefully. To do everything they can to swing advantage in their favour.
It’s also as much about encouraging players to deal with difficult and horrifying role-playing and decisionmaking consequences, all with less resources and power than they might be used to. It also encourages them, when necessary, to run away.
We need to take that, lustrous, heroic, ‘fantasy-Portland’ edge off 5th Edition’s default rules-set, to amp up the difficulty and make people play more carefully. At the same time, we don’t want to just turn it into an unfair meatgrinder.
So why not a game designer, literally known as ‘Grim’, to do it?
A single page, basic-bitch RPG you can fold up and carry around in your wallet for emergency adventures. It’s edgy or ‘artpunk’ or something. IDFK.
In this adventure, your heroes of Gor take to the Voltai Mountains on a quest of import for the distant and unknowable Priest-Kings. Peril may well descent into farce as a complex kidnapping plot requires the involvement of an out-of-practice conjurer, and flight from a city known for its deadly tarns…
Contains additional rules for aerial combat.