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Cutlass and More...Now with Moving Pictures! Red’s adventures shared through the monopoly of YouTube. Subscribe, Like and hate yourself for doing so. That and never miss a moment. Cutlass on the YouTube.
Roleplay Time Traveling Guardians distilled to a perfect form.
A two-page set of rules to run Theater of the Mind character agents protecting the historic timeline with simplicity and balance. The excitement builds with the interaction.
Great for a detour from your atypical Dungeon Crawl.
Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges and cascade the changes initiated by the player character mistakes.
*** Get it Now on Drive Thru ***
New Time Twister in Excel (Be patient, it's a big file.)
Chronicles of the Outlands
The players are fantasy characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se, as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold, Clever, Energetic, Gifted, Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area.
The player characters will also acquire a special set of combat skills, called swaggering techniques, by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade, Mount, Longboat and Wizardry. The new (level zero) character probably has practiced and even fought, but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds, nine tests of worthiness. These will relate to game events of the following types: Adventure, Fame, Battle, Ingenuity, Magic, Profit, Forethought, Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique, and the Referee decides the degree of difficulty that must be rolled to succeed. It’s that simple (or not). In combat however, the mechanics of each Q&D apply. The various magical techniques will be seen as Advantages, making the dice roll easier. Once the player discovers any Wizardry techniques, he can shift to Recitation Method and use his magic for specific results. Yet using magic dooms the character to slowly change to something less human.