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SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
Swords of Kos Fantasy Campaign Setting Encounters Free Sample
Swords of Kos Fantasy Campaign Setting Encounters Free Sample Sample file By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Swords of Kos of FantasyKos FantasyCampaign SettingCampaign Setting Encounters Free Sample By Michael O. Varhola, Brenda Cass, William T. Thrasher, and the Skirmisher Game Development Group Skirmisher Publishing LLC 499 Mystic Parkway Spring Branch, TX 78070 http://skirmisher.com http://d-Infinity.net [email protected] Artists Amanda Kahl (pp. 6, 8), William T. Thrasher (pp. 1, 5, 7, 9, 13), Francesca Baerald (p. 4) Editor/Layout & Design Michael O. Varhola Contents of this publication Copyright 20 by Skirmisher Publishing LLC, all rights reserved. Sample21 file First Publication: August 2016 . ; revised February 2021 2 Introduction elcome to the world of Kos and to Encounters, the fourth volume of the Swords of Kos Fantasy Campaign Setting! This book contains 17 system-free encounter tables for general and specific areas on the island of Kos and the lands surrounding it. All of them can be used either individually orW in conjunction with each another, and within the context of the Kos campaign setting or as part of any other milieu. A number of things have led to the creation and the After the release of that book a number of people ultimate publication of this campaign setting. expressed an interest in writing their own stories In 2002, Skirmisher Publishing was formed as a set on or around the island of Kos and this led to the licensed publisher of what were at that time known creation of Swords of Kos: Hekaton, an anthology of as d20 products and “Kos” was adopted as the offi- tales written by 11 authors. -
D6 Class System
D6 Class System D6 is in dire need of a way to differentiate one character from another. The Advantage- Disadvantage system of the new D6 system is a great step towards that, but characters are still bound to end up with the same skills with the same skill levels after a long period of gaming. Technical based characters will not be any different than combat based characters. The new D6 Class System adds a few extra steps to Character generation, a few mechanics to character advancement, and creates an importance of balance in d6. Now a GM can measure up his NPCs and creatures up against a character party. Now a player has a sense of advancement and development in his character. And now, a tech will be more technical than a fighter. Note about multiple genres: Attributes will be listed in terms of the d6 Adventure equivalent but are translatable to the other genres. Some special genre notes will appear when conflicts apply. 1 1. Character Base Archetype The first major change is the Character Base Archetype. After the player has developed a concept for his character, he chooses a basic Archetype for his character. These Archetypes define the framework of the character’s background, education path and social circles that he gained knowledge from. These Archetypes apply to the character at character generation time as well as in advancement. The Defined Limits system puts things in terms of dice and are not directly compatible with this system. Characters generated by the Defined Limits system can be converted to this Class system, by making their archetype Basic. -
The Iron Empire Campaign Setting
The Iron Empire Campaign Setting The Iron Empire Campaign setting is a homebrew setting for Dungeons and Dragons 5e focusing on the central land- mass of Helloran, the home of the Iron Empire. Over time, the campaign setting will be expanded to include other Imperial Territories as well as other non-aligned, and even hostile factions and locations within this world. The Central Premise of the Iron Empire is that Helloran is ruled by the Iron Emperor and the Imperial Senate. The Iron Emperor has been, historically and exclusively, the Dwarven High King and the current Dwarven High King is Randor the Venerable, currently in his 70th year of Rule. 1 Contents Page 1 The Iron Empire Campaign Setting, Introduction Page 2 Contents Page 3 The Dwarven Conquest, The Imperial Senate Iron Law & Tribal Law Page 4 The Races, Dwarves, Elves, Humans, Halflings, Gnomes Page 5 Dragonborn, Tieflings & Aasimars, Ors & Half Orcs Page 7 Places of Interest/Note, Helloran Page 8 Greyhalme and Dwarven Ancestral Lands Page 9 Tomb of the Dwarven Kings Pae 10 Ashgrave, Arcanorum Page 11 The Isle of Tears Page 12 The Isle of Sorrows Page 13 The Kingdom of Kyltear Page 14 The Greensea Confederation Page 15 Goldspire Have Page 16 Stormvault Page 17 The Cauldron Page 18 The Sashelian Archipelago Page 19 Titan’s Stair and Harridan’s Eyrie Page 20 The Mariner Fens Page 21 The Darkwood Page 22 The Divines 2 as the Senate is made up of Tribal Representatives, but also The Dwarven Conquest representatives of organisations with Royal Charter such as Royal Marines and the Royal Archaeological Society both of whom report to the Dwarven High King Theoretically Once, Helloran was a land of Elves, Dwarves, Humans, this gives the Dwarven High King more influence on the Gnomes and Halflings. -
Issue 1 D6 Magazine Issue 1
Cover Art: Khairul Hisham Artwork, Ray McVay, Khairul Hisham, & J. Elliot Streeter Editing and Layout, By J. Elliot Streeter All content, including articles, interviews, and adventure modules belong to the contributing writers as original works under the OpenD6 OGL 1.0a, © 2010- 2011. Contact Us Today at: [email protected] TABLE OF CONTENTS EDITORIAL COMMENTARY – PAGE 1 AN INTERVIEW WITH BILL SMITH – PAGE 2 GAS FOOD LODGING, BY RAY MCVAY – PAGE 12 A CRACK OF THE WHIP, BY MIKE FRALEY – PAGE 19 PINNACLE CITY CHRONICLES: THE FRIGID WINTER OF ’05, BY DAVE MARTIN – PAGE 24 NEVER TELL ME THE ODDS! ARTICLE BY IVAN C. ERICKSON – PAGE 27 ASPHYXIA, A SPACE SURVIVAL ADVENTURE, BY J. ELLIOT STREETER – PAGE 30 SUBMISSION GUIDELINES – PAGE 40 OPEND6 OGL 1.0A – PAGE 43 Page | 1 EDITORIAL COMMENTARY Every article, adventure, and interview included in the I am super happy to have worked with the contributors D6 Magazine is a labor of love, written for fans, by fans, who not only submitted material here, but did it free. I of the OpenD6 gaming mechanic started long ago by want to extend my personal thanks to Khairul Hisham West End Games, Inc., and now released to the public for all his hard work on the cover art for the D6 under the Open Gaming License. The first issue’s Magazine, and Bill Smith for agreeing to do an theme revolves around winter, the cold, and everything interview for our readers. This has turned out as a subzero. I want to thank all of the contributors for their particularly well formed first issue, and I am excited to submissions and hope to see the community grow to work on many future incarnations of the D6 Magazine! love this free publication as it grows in both size and submitted material. -
Grim Hunt, a Campaign Setting for Dungeon World. Powered by the Apocalypse Games Often Prioritise, and Make Tools
Welcome to Grim Hunt, a campaign setting for Dungeon World. Powered by the Apocalypse games often prioritise, and make tools available for, collective story creation shared by the GM and players, balancing the power of “story definition” among everyone involved in the game. Thus pre-game preparation is reduced, because the game strongly reinforces improvised creation based on the guidelines and GM- specific principles it provides. For this reason, it may seem strange to create reference material, in this case a whole campaign setting, for a game that strongly emphasises emergent story creation in a collaborative form. But reinforcing these concepts was exactly our goal when developing Grim Hunt. This adventure, which starts your campaign, provides ways to entangle the PCs in questions and fronts for GMs who still have doubts about how to proceed. We came up with a “sandbox” approach, in which there are numerous possibilities for how events may unfold and a timeline in which several events will occur and bring about disastrous consequences if not contained. The Grim Hunt series will contain four adventures, taking the PCs into dire circumstances in order to confront a dangerous spy, who carries strategic information vital to the royal court. In this first book you’ll find the main Fronts that will develop as adventures and can be used in your campaign on a continuing basis. SampleOnce you have a firm grasp of how the collaborative file creative process works and it excites you (and that’s definitely what we expect to happen), the other adventures will be entirely optional: you'll have all the tools you need to keep on creating with your own gaming group and playing to see what happens. -
Guide to Making a Campaign Bible” by DM Rob and DM Matt of Dungeon Master of None
What is a “Campaign Bible?” A campaign bible is a document that a Dungeon Master creates for her players to introduce them to the basics of a campaign and/or a homebrew world. It gives general information about the history, geography, and society of your fictional world. It should have everything a player needs to create and connect a new character to your campaign. The bible can also be a selling point to convince reluctant players to join or make sure that everyone is on the same page regarding the tone and style of the game. In short, your campaign bible is all the information about your world and your adventure that players need to know (with spoilers and secrets removed, of course). When TV writers and directors create a new series, they often have a “show bible” -- this document not only helps keep everyone on the same page, but serves as a sort of mission statement, establishing tone, theme, and the direction of the show, often serving as a selling point to producers and investors. This is also a good way to think about your campaign bible. Keep in mind that your campaign bible doesn’t need everything in listed below! The DM may also want to keep a “DM’s copy” of the campaign bible with secret information relating to the various places and powers discussed. Before you begin List your inspirations! ● What movies or books inspired this game? ● Is there a theme or tone you want the game to focus on? ● Is the game character-focused or more plot-focused? Light-hearted or serious? Think about the goals of a campaign bible! ● Convey the tone or themes of your campaign to your players. -
D6 Space Opera You As a Player Have 18 Attribute Dice to Split Among Your Game, You May Need to Make Some Adjustments in the Character's Attributes
R u L E B 0 0 K DESIGN Nikola Vrtis SHAITERZONE MATERIAL Greg Farshtey, Shane Lacy Hensley, Dave Wetzel BASED ON GRAPHIC DESIGN BY Stephen Crane, John Paul Lona NTERIOR ILLUSTRATION Marshall Andrews Ill, Jaime Lombardo & Ron Hill, John Paul Lona, David Plunkett, Philip Tan, Pete Venters, Note to Our Readers Mike Vilardi, Karl Waller This PDF version of the 06 Space qJera rulebook was compiled PDF CREATION from many sources as a basic rulebook for use with such worlds as Nikola Vrtis Shaterzone, which was designed originally with its own syst.em. See the introduction for more information on this system. SPACE BACKGROUND ILLUSTRATION If you received a copy of this file from a friend and would like to John Paul Lona support the publishing efforts of West End Games, please send US$7. 50 via PayPal (https://www.paypal.com/J to THE 06 PLAYTEST TEAMS [email protected]. Thorsten Franke with Ariane Pieper, Ron Fricke, For more information about the 06 System and other West End Matthijs Krijger, Tony Moller, Scott Palter, Mike Peterson, Games products, please visit our Web site, www.west.endgames.com. German E. Vargas Ramos This PDF does not require any additional books to play, though a world might be helpful. If you want advanced options, you will need to ... and their groups, friends and accomplices. Thank you look in another 06 System-based rulebook (such as the core for the use of your imaginations and your time. rulebook, WEG #51005). You or your favorite local or Internet retailer can order the 06 System core rulebook through West End Games. -
August 12 2016 This Is a Compilation of the Last 31 Pdf Share Threads and the Rpg Generals Threads
Da Archive August 12 2016 This is a compilation of the last 31 pdf share threads and the rpg generals threads. A HUGE THANK YOU to all contributors. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to perhaps 18,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. As Anon says; “Surely in Da Archive™ somewhere.” Part I is the Personal Collections. They are Huge. You need to go to each one and look at them. They often have over 1000 links each. Part II is the Alphabetical Section. Please buy a copy of a book if you use it. No really, I mean it. The Negarons generated by struggling game publishers have been proven to psychically attach themselves to the dice of gamers who like a game enough to play it but not enough to support it. - - – - - – - - - – - - - - - --- – --- --- – - - - - - - - - - - – - - – - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - - - – - - – - - - – - - - - - --- – --- --- – - - - - - - - - - - – - - – - - - - - - – - - - - - - - - - - - - - - - - - - - - - - - Mixed Personal Big Collections – most have HUNDREDS of files These Are The LOTSASTUFF FILES --- – Tons & Tons & Tons o' goodies! LOTSASTUFF 's Awesome Reference Resources. City Builder, Magical Society, Historical Costumes, Name books, Central Casting, Encyclopedias, Medieval Life, Mapping, World Building, Kobold's Guides, Spacefarer's Guide https://www.mediafire.com/folder/5yf71laq43c3z/References FOLDER ONE: ASOIAF, AD&D 1E 2E, CoC, Cyberpunk 2020, FGU,