Ishanekon World Shapers (2022)

Overview

Ishanekon: World Shapers is the (probably) biggest free Indie TTRPG with over 2,500 character options. It has been mainly developed by Jan Luyken, aka Blaze Reason, with the aim of creating a game that can compete (if not surpass) the current biggest games on the market while remaining affordable for anyone. With its easily adaptable rules and wide range of options, from beginner-friendly to highly complex, it is designed to satisfy the needs of almost any story and play style. Description From epic fantasy and sci-fi to mundane humans facing everything from common threats to cosmic horror, Ishanekons: World Shapers’ modular design lets you easily adjust the rules to help you experience your stories. This game is designed with the idea that you bring the flavor, and the mechanics help you bring it to life. The 10 Archetypes with over 200 Sub-Archetypes, 1000+ Abilities, 600+ Talents, 300+ items and upgrades, and more allow you to build anything from a simple cat to a city-destroying kaiju. Role and complexity filters let you find what you need quickly while helping you avoid those features that might be too overwhelming for your liking. System Overview & Key Features
Combat d20, Skill d10 The core of combat is built around d20 attack and defense rolls with modifiers that try to beat the enemy's Evasion and DR Power, respectively. Skills, on the other hand, are rolled with d10s, creating somewhat of a dice-based separation between combat and non-combat.
Cinematic Actions While IWS has a solid tactical core that will satisfy most war gamers, it also comes with so-called “Cinematic Actions”. These allow narrative-driven actions, independent of what the rules say your character can do, balancing the rule of cool so that role players have a rules-light way to interact with the action, bringing the best of both worlds.
Flexible Character Customization This system allows you to mix and match all sorts of Archetypes, features, and Abilities. It encourages such behavior and does not introduce any blocks, such as stat requirements. All sorts of interesting mechanical and flavor combinations open up once you start experimenting. This is also true for items. An extensive upgrade and crafting system exists that can turn any old blade into whatever you want.
Carefully Balanced The system's core math has been calculated to ensure that every character option is viable. Breaking the game is not trivial, and you will feel strong, no matter if you are a martial, caster, or something in between. Every weapon and armor type can be wielded to great effect, and each Stat has its uses. “Optimal play” should never get in the way of what fits your character narratively.
Regular Patches As a digital product, IWS can be easily expanded. Monthly patches bring new content, buff weak options, and nerf broken combos to help this game evolve and become the best it can be. New digital tools are also added and expanded, such as online character sheets and an encounter calculator.
Build Your Own Creatures The website comes with more than 100 creatures, each of which has Level 0 to 15 versions, but creature templates and an online creature builder help you as the GM to create whatever monstrosities you want to throw at your players. All those 2,500 options can also be used for whatever you cook up.
Additional links world-shapers.com https://world-shapers.com/ - Official website world-shapers./resources/adventures https://world-shapers.com/resources/adventures/ - Free adventures Super short rules https://world-shapers.com/guides/beginner-introduction/super-short-rules/ - Get started with Ishanekon fast

Active games and players

ISHANEKON
Ishanekon: World Shapers
Online
Oneshot
The Storytellers
Players
0/6
GM
1/1
Ishanekon: World Shapers
en English

The Storytellers

Newbie friendly Newbie friendly
This will be a one-shot for beginners, great for anyone who wants to try out Ishanekon: World Shapers. We will play on the 24th of April, 22:00 (CET) You are part of the Storytellers, a multiversal organization of characters that know that they are fictional and serve the narrator to ensure that stories go as planned. You will be sent to a world created in the narrator's childhood, which is currently showing signs of great instability. Your job is to go there, find out what is happening, and fix the problem if possible. The game will offer a mix of combat and social interactions. It will take about two hours. Since this is a multiversal setting, you can play pretty much whatever you want. Fantasy, Sci-Fi, Super Heroes, something more mundane, etc. The only restriction is that they cannot be bigger than the size category big (2 m x 2m x 4 m), and they cannot be evil (morally grey is allowed). I am happy to help with character creation. We will be using Roll20 and Discord.

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en English es Spanish
DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
antonioGUAK
Hi, I am Antonio. I am looking to play some games. I prefer pathfiner 2e, lancer or drawstell  or ishanekon world shapers (if you GM it) but I am flexible. I am more of a optimizer. like to build and combat. my time zone is GMT+1 so if the game is in europe the better. and I can only play friday night, saturday and sunday. I am currenly studing. and another thing. I am not interested in paid games. I dont have the money.

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Dungeon Master's Block
Actual Play & Podcasts

Dungeon Master's Block

TTRPG
English
Dungeons & Dragons
Dungeon Master's Block is a premier resource podcast dedicated to the most important person at the table: the Dungeon Master. Recognized as a "gym for the mind," the show is designed to inspire, challenge, and equip GMs. From those prepping their very first session to veterans of twenty years to "Keep On Dungeon Mastering."  The podcast moves beyond simple rule explanations, diving deep into the creative philosophy of world-building, monster design, and player management. Through recurring segments like "DM-Nastics" (mental exercises for GMs) and the "Mailbag of Holding," hosts Neal Powell (DM Neal) and Derrick (DM Derrick) provide actionable advice, narrative inspiration, and a supportive community for the "only person at the table capable of playing god." Links spotify.com  - Spotify feed podcasts.apple.com  - Apple Podcasts feed youtube.com  - Youtube channel

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D&D is for Nerds
Actual Play & Podcasts

D&D is for Nerds

English
Dungeons & Dragons
Actual Play
Australia’s most popular Dungeons & Dragons actual play podcast! Set in the world of Ogg Nott, a place full of mystery and intrigue - if only the players knew it was ending. Listen to this award winning podcast as our heroes delve deep into adventure, with each season bringing a new story, new characters, and new threats to face. New listeners can start at any season, but veteran listeners will find themselves following a greater story, set over centuries. Links sanspantsradio.com - Official website spotify.com - Spotify feed podcasts.apple.com - Apple Podcasts feed sanspants-radio.fandom.com - D&D is For Nerds wiki (part of Sanspants Radio wiki)

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Covering the basics: How to start as a Dungeon Master
Guides & How-to

Covering the basics: How to start as a Dungeon Master

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Do you have what it takes to be a DM (Dungeon Master)? Short answer: yes Long answer: You might’ve spent most of your games on the other side of the DM screen or watching people masterfully direct their games on Youtube. All this might seem like a daunting and difficult role to fill - all the rules, ruling, voices, worldbuilding and keeping track of everything that is going on. Feels a lot for one person to manage. But here is the honest truth - most DMs are mostly just “winging it” as they go. They might not know every rule in the book or have every alleyway and farmhouse carefully plotted with intricate details for the world their players roam around. You don’t have to be a master of the game to be a dungeon master. It’s just a title, it doesn’t mean they know what they are doing. The context effect You may have watched various expert Dungeon Masters on different streams or Youtube actual plays. And thought that this is the minimum skillset you should have to even dare to take up the role of a DM. But keep in mind, context matters. These shows do not represent your average players or DMs. These are professional productions featuring professional actors. Your players are not expecting a cinematic masterpiece with custom miniatures, terrain or orchestral soundtrack. They are your friends, either new or old. And they just want to hang out, eat snacks, tell stupid jokes and see what happens when they push too many buttons. Don’t compare yourself to others, whether they are your last DM, or someone on Youtube. Your style will be your own. And your mistakes will be part of your journey. You are there to react to their actions and tell them what happens next. That’s it. If your players end the game session feeling happy with how they spent their time, you’ve won as a DM. /images/general-media/1777376584_RRnkxK9n.gifIt is your game, as long as your players are enjoying it, you are winning Start small It is easy to fall into the pit trap of building your own epic world for the players to discover and enjoy. And while there is nothing inherently wrong with it, it would be better to start off small. You will reduce the amount of stress and headache you will endure by not preparing a 50-page lore document beforehand. Instead, consider running a oneshot. A self-contained short adventure, that starts and ends within one session. You will gather your bearings during the game, realize what parts of DMing you enjoy and what you would rather not focus too much on. Use a pre-written adventure. For D&D, you could look towards The Delian Tomb or A Most Potent Brew. These include maps, monsters and all the relevant knowledge you need to run your players a game. Or grab one of the starter sets (ex. Heroes of the Borderlands) and run that. Make sure that you understand the whole story beforehand, so you know where the story is supposed to go. If, however, you feel like creating something of your own, you can simply build a oneshot that follows some specific rules. Entrance: A puzzle or a simple monster fight to get the players involved. Cause: A situation to tie the players’ characters to the story. A clear call to action to guide the characters towards the end-goal of the adventure. Problem: With the goal set, present your adventurers with a situation that requires them to overcome it. Whether by brute force, thinking outside the box, or something completely different. Here’s a DMing secret: You can have your players face a situation that needs solving but as a DM, you do not have to know what the right solution to that needs to be. Let your players attempt different approaches and if they come up with something that seems reasonable, take that as the solution. Final encounter: Your oneshot should be leading towards a finale. Whether it is a boss fight, or a grand puzzle or situation that requires effort and teamwork - anything goes. It should be connected to the previous blocks to establish a cohesive narrative story. The ending (optional): Once the final encounter has been resolved, you can offer your adventurers a conclusion, perhaps it is a treasure hoard, public praise or something different. Since it is a oneshot, you don’t really have to worry about consequences, as the story ends there. Keep in mind, that oneshots should be reactive. Players should be forced to react to situations and not given too much time to wander around, chat with Boblin the Goblin at the tavern, or get bogged down with planning.   A good idea would be to have some pre-made NPCs in the background, so you can pull those up at moments notice. These characters should not have intricate backstories that aren’t vital to the story itself. They may have a simple motive or goal, that can support the story at hand, but isn’t a vital piece of information, should your players completely ignore or miss encountering them. You can use a name generator (like Fantasy Name Generators) to prepare a list of various names to make it seem, like you had those characters prepared and planned ahead of time. Pace over rules Nothing kills the vibe of the game than having to spend ten minutes looking for the correct ruling for a situation. As a rule of thumb, it is recommended to spend up to a minute looking up the rules - and if by then you don’t have the correct answer, make a ruling on the spot. Just be transparent about it and let them know that this ruling might be wrong and is temporary, in the future this might get ruled differently. But for now, to keep the story going, you should decide on the spot. If you have a more experienced player at the table, consult them. As a DM you are already managing way more than one single player should be (you are still a player, even though you are a DM). And offloading some of those responsibilities to someone else is the right thing to do. The DM does not have to be the most knowledgeable player at the table - they are the narrative engine, not the wikipedia. /images/general-media/1777376267_EGzmZM7I.webpDon't spend too much time pondering the orb finding the correct ruling, keep the game going A session zero It is highly recommended to have a quick session zero before starting your first game. Whether it is a brief oneshot or the start of a longer campaign - leveling with your group will help you avoid misunderstandings in the future. Recommended reading: Library: Session 0 checklist: How to build a DnD group that lasts Gather your tools Now prepare your adventure. You will most likely spend a lot more time than you should preparing for the first session. But being somewhat overprepared will help you in the long run. Once you start understanding how DMing works, you will get better at preparing for each session, eventually cutting down on the time spent on prep.   A DM trick worth remembering and learning, is called “moving castles”. You may have prepared a location or an encounter for your players to discover or run into. But through the magic of player agency they head in the complete opposite direction to your prepared piece of content (it happens). Instead of scrapping the work you have prepared, you can simply move it, so that the adventurers still run into it. A worn-down castle filled with a tribe of goblins, waiting to ambush anyone entering the front gate? Simply move it, perhaps adjust some elements to fit the new location. Instead of goblins, they are now human mercenaries or bandits. Instead of a castle, it is a small village. This isn’t to say, that you should focus on railroading the players (although for a oneshot it would be highly recommended, that you keep your players on the track you have prepared). But re-using prepared content in a new and appropriate way is the smart play. Other than that, all you need to get started, are your dice (or digital dice, if that is more convenient for you), and some paper, to write down notes, events and questions for you to look up between sessions. Remember, you are a player too. You should be having fun, although it will feel intimidating and stressful at first, it will get better. /images/general-media/1777376172_KgL1adMK.webp Take the leap You are stepping into a very rewarding experience of the game. Even if you are not planning on becoming a recurring DM, you will gain a better understanding of the game and the system. This will, in turn, make you a better player. Guaranteed. If you are ready to give DMing a shot, you can start off by creating a group on Groupfinder and find your players. Be sure to use the “Newbie friendly” tag to indicate the tone of the game. If you have a player in your group who has been interested in DMing, but has not had the courage to get started - “gently” send them this article, to nudge them to get started.

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Reviews

Sorted by:
Skrat
Skrat
1 month ago

I'm too dumb for crunchy games so Blaze added a trait that removes all the complicated stuff and lets you perform cinematic actions for free at a reduced potency. Am I insulted? Maybe Was it awesome? Yes

GoldZephzellian
GoldZephzellian
1 month ago

Ishanekon has been my favourite TTRPG for a good while now, and it's largely thanks to the excellent berth of character customization and very strong gameplay. Character customization is the vastest it's ever been here, with 3.5e levels of options... but unlike 3.5e where various options were traps, NOTHING is a trap here. Everything has a use for some build, even if they aren't the best on EVERY build. With over 200 Sub-Archetypes (think Classes) to choose from alongside all the other customization, you'll be going crazy if you're a character creating freak like I am. The gameplay is pretty dang great too; the System seems pretty lethal on the surface, and it can be, but the game is actually pretty heavily in the Player's favour when you learn to use the tools you have. This is especially so with the core Meta Resource, Narrative Momentum, which not only allows you to reroll dice, but also perform Cinematic Actions, which are unique actions to kinda do whatever you can think of within reason. Everything here is just... really sweet. And it's all FREE. I've given Blaze money because I feel bad about not paying for this, though. If that isn't a high state of praise, I don't know what is.

Zakary
Zakary
1 month ago

Far and wide the most in-depth and expansive character customization Ive seen in any ttrpg. You can find a build for nearly anything your brain can dream of. My character was able to conjure mobs of disease ridden peasants to fight and spread sickness; never done that in any other ttrpg before hahah.

Nat
Nat
1 month ago

If you like DnD, you should try this. 🩷

antonioGUAK
antonioGUAK
1 month ago

Ishanekon is my favorite TTRPG and the game that more I play as a GM and a player. I highly recomend it.

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