The old stories say that there used to be magic, once. It is no longer safe to discuss this openly. There is a guide who claims to know their way to an ancient source. A small group of travellers is following the guide, each for reasons of their own. But can they trust the guide?
There Used to be Magic, Once is a relationship-focused collaborative storytelling game that explores themes of trust, power and longing.
There Used to be Magic, Once is created by Christine Brooks and Joshua O'Connor. It uses the Descended From the Queen system.
Your party has found it at last - the legendary blade lying upon a shattered altar in the depths of a ruined citadel. Now comes the real question: whose sword is it? A tension-filled introductory scenario to the Burning Wheel RPG system where every player has their own claim to the prize. Come learn the game's rich mechanics while navigating betrayal, ambition, and ancient oaths. Character vs. character conflict guaranteed - bring your best negotiation skills and sharpest wits!
Three goblins in a trenchcoat embark on a grand adventure/crime spree. Weird voices and general mayhem encouraged.
Years ago in the barren valley, workers tunneled and toiled and extracted near endless hauls of valuable ores from the mine. Further surveys were made, and plans were drafted for more and more tunnels through the earth. Equipment failed. Workers went unpaid. Mice went missing. Weeks of quota vanished without a trace.
Now, the mine lies dormant. Deed-holders cast blame about sabotage. Rumors circulate of poisonous gasses and mice gone mad. Interlopers rummage around in the remains. A former mining town dwindles into obscurity. And in the deep wound of the earth, writhing in slag and runoff, something slithers, crawls, then steps upward.
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Masuritter is a rules-light RPG system where you play as a band of mice exploring a huge world and (hopefully) living to tell the tale. It encourages careful and clever planning, applying real-world logic to tackle problems, and open-ended scenarios what could go any number of ways.
Stragglers is a scenario I've written myself and run multiple times, where the players are tasked with retrieving valuables from a less-than-abandoned mine.
On cold misten hills, beast witsome and fell
In holdings and havens the vassals adwell
Seers know the all, the start and the end
Myths hushed aloud to which truth must abend
You are Knights united by a common Oath:
You may have dreams of glory, but every Knight must accept the risk of death. The Seers who knighted you have deemed that you travel as a Company. While some of you may rest, roam, or die, your collective journey will be as one.
This is an old school hexcrawl scenario in which a group of Knights travel to a far-off island realm under the guidance of the Seers to seek the truth of the Myth that resides there. The scenario will be randomly filled out based on a few key choices by the players at the start of the session.
Arcane Crimes Division brings light-hearted buddy-cop style action to a fantasy city bursting with magic and thick with scheming villains and ruthless scoundrels. The focus of the game is the relationship between detectives, as they crack cases, engage in thrilling chases, and confront criminal masterminds.
During each shift (or game session), teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late. While the detectives always crack the case eventually, should time run out, the villains receive an advantage in the final confrontation. At every juncture, detectives must decide whether to trigger their special abilities to boost their success, potentially risk causing collateral damage, that could see them both consigned to paperwork hell.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more. This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre.
The Forever Vow
Wedding fever grips the city as the latest celebrity power-couple plan their highly anticipated wedding, uniting two ancient families that have feuded for centuries. But the course of true love is never smooth. With a slew of anonymous threats, reporters dogging their steps and rumours that both families are against the union, it will take the considerable powers of the Arcane Crimes Division to ensure this wedding goes ahead as planned.
The players play as skeletons that have awoken on a beach after their summoners castle base was attacked and they were knocked into a strong water currently bringing them to this beach at the bottom of the main island. due to the attack some of the players past lives experiences have started to flow back to them .unable to speak but able to communicate with each other due to a magical link. the players feel a bond to their master to return to the base and save him before he is kill or worse they might have to serve the attacker
Players will be given a base character sheet for their skeletons to build from.
This game isn't meant to be overwhelmingly deep and just to have fun with the idea of being a skeleton in a fantasy setting.
They system RULE OF COOL is a d20 based system with use of other dice from d4,d6,d8,d10,d12. this system is in a late working draft with the goal of getting it published along with addition material to compliment the system.
The system is mechanics heavy but is very intuitive once you get the hang of it and plays much like other d20 system games
Arcane Crimes Division brings light-hearted buddy-cop style action to a fantasy city bursting with magic and thick with scheming villains and ruthless scoundrels. The focus of the game is the relationship between detectives, as they crack cases, engage in thrilling chases, and confront criminal masterminds.
During each shift, teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late. While the detectives always crack the case eventually, should time run out, the villains receive an advantage in the final confrontation. At every juncture, detectives must decide whether to trigger their special abilities to boost their success, potentially risk causing collateral damage, that could see them both consigned to paperwork hell.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more. This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre.
Polarity Pandemonium
The dead are restless and threatening to leave the Necropolis, a rogue swordsman is slashing the careful topiary of the Garden District and a toxic spill has disrupted traffic in Three Points. The Arcane Crimes Division is mobilised to get the situation under control, before things get out of hand.
When the Dark One threatened the existence of all life itself, the five greatest heroes from across the Empire banded together to vanquish him once and for all. Escorted by a unit of the Emperor's finest soldiers, they traveled to the Gates of Despair, beyond which lay the heart of the Dark One's realm. Leaving the soldiers to hold the Gates as best they could, the five heroes fought their way onward to the Tower of Damnation, there to make their final stand.
A mighty battle was fought, but the heroes triumphed, successfully conducting the ritual to banish the Dark One from the world. Unfortunately, in the process all of the heroes were slain. Knowing this was a possibility and sensing it would be bad for the morale of the citizens were they to learn of the deaths of the heroes, the Emperor and his advisors came up with a cunning plan. Lookalikes were hired to appear in a triumphant parade to reassure everyone that all was well. That's where you come in. After performing your part, you were given a truly staggering amount of money and told to disappear, never to speak of your role in the deception, under pain of death.
That was ten years ago, and there's a knock at the door...
Arcane Crimes Division brings light-hearted buddy-cop style action to a fantasy city bursting with magic and thick with scheming villains and ruthless scoundrels. The focus of the game is the relationship between detectives, as they crack cases, engage in thrilling chases, and confront criminal masterminds.
During each shift, teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late. While the detectives always crack the case eventually, should time run out, the villains receive an advantage in the final confrontation. At every juncture, detectives must decide whether to trigger their special abilities to boost their success, potentially risk causing collateral damage, that could see them both consigned to paperwork hell.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more. This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre.
The Big Score
It is finals week for the Free Territories Football Association (FTFA), and to determine the championship the Polarity Pulse are hosting their arch-rivals the Rapture Rhapsody at Evershine Stadium.
The city of Polarity heaves with glamorous sports stars, inquisitive paparazzi, loyal fans, and plenty of sketchy types looking to make a quick buck out of the unsuspecting. The Arcane Crimes Division have their hands full with death threats, necro-theft, and a missing poodle.
Will the criminals win the day or will the Arcane Crimes Division overcome the odds in overtime? Either way everyone is going to be talking about the BIG SCORE!