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Savage Worlds (2018)
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Tabletop Roleplaying Games

Savage Worlds (2018)

TTRPG
High-Fantasy
Savage Worlds is a tabletop roleplaying game designed by Shane Lacy Hensley and published by Pinnacle Entertainment Group. Originally released in 2003 and updated, as the Adventure Edition in 2018. Its a universal system for running games in almost any genre from weird west and high fantasy to deep space sci-fi. The game is specifically engineered to handle cinematic pulp action and massive battles without slowing down the narrative. The system it directly evolved from is Deadlands (1996) Description Savage Worlds has everything you need to play narrative or miniature-based games, with quick, simple, yet comprehensive rules for everything from combat to Dramatic Tasks, Chases, and Interludes. The emphasis is on less bookkeeping for the Game Master so she can quickly and easily create worlds and adventures for any setting and focus on the players and their actions to keep the action and story rocketing along. System Overview & Key Features Step Dice Mechanic Instead of fixed numeric modifiers, character attributes and skills are rated by die types, ranging from a four sided die (d4) to a twelve sided die (d12). To succeed at a task, a player rolls their skill die and tries to hit a standard target number, which is almost always a 4. The Wild Die Player characters and major non player characters get to roll an extra six sided die called the Wild Die whenever they make a trait test. They roll this alongside their standard skill die and take the higher of the two results, significantly increasing their baseline competence. Acing (Exploding Dice) If any die rolls its maximum possible value, such as rolling an 8 on an eight sided die, the die "aces". The player gets to roll that die again and add the new value to the total. This can chain multiple times, allowing for massive, cinematic successes against all odds. Initiative with Playing Cards Instead of rolling dice for turn order, combat initiative is tracked using a standard deck of playing cards with the Jokers left in. This makes tracking turn order incredibly fast and visually clear. Drawing a Joker grants that character a powerful bonus to all their rolls for that round. Additional links peginc.com - Official Pinnacle Entertainment Group website savagepedia.wiki - Savage Worlds Wiki (Extensive fan curated rules and setting resource)

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Dungeon Crawl Classics (2012)
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Tabletop Roleplaying Games

Dungeon Crawl Classics (2012)

TTRPG
High-Fantasy
Dungeon Crawl Classics Role Playing Game (DCC RPG or simply DCC) is a role-playing game published by Goodman Games in 2012. The game is famous for its chaotic magic, bizarre dice, and its distinct artwork. DCC RPG is a fast-paced, open-feeling rules set allowing for epic game experiences without unnecessary tethers. It uses modern game-play while paying homage to the origins of role-playing and the fun that it inspired. The system it directly evolved from is Dungeons & Dragons 3rd Edition (2000) Description You’re no hero. You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them. System Overview & Key Features The Level Zero Funnel Instead of carefully crafting a single hero, each player generates three or four completely random level zero peasants. You run this mob through a deadly introductory dungeon. The few survivors who manage to escape earn their first class level and become your actual player characters. The Dice Chain The game uses a set of unusual dice alongside the standard setup. These include a d3, d5, d7, d14, d16, d24, and d30. Instead of applying static mathematical penalties or bonuses, the Game Master might simply tell you to roll the next die up or down on the chain. Mighty Deeds of Arms Warriors and Dwarves do not have rigid skill trees or complex combat feats. Before any attack, they can declare a heroic maneuver, like blinding an enemy or sweeping their legs. They roll a Deed Die alongside their attack, and if the die rolls high enough, the maneuver succeeds dynamically. Roll to Cast Magic Magic is incredibly powerful but highly unpredictable. Wizards and Clerics must roll a spell check every time they cast. A high roll creates a massive, reality altering effect, while a low roll causes the spell to fail and potentially slip from the caster's mind for the rest of the day. Additional links goodmangames.com - Official Goodman Games website purplesorcerer.com - Purple Sorcerer Games (free tools and character generators) Community Resources - Resources for new DCC players Events Page - This is the place to find out all of the games the Road Crew will be running

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