List of the previous fantasy games played at Hobbits Hole Roleplaying Club
Dungeons & Dragons
Looking to spark your imagination while having fun with friends? Dungeons & Dragons is a collaborative roleplaying game for players of all ages. Gather your friends to vanquish mighty monsters, embark on epic quests, and tell legendary stories filled with fantasy and fun.
Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay shares the same Germanic, doom-laden background as the Warhammer Fantasy Battle (WFB) wargame from which it originates. Since it is a game devoted to individual characters rather than to entire armies, WFRP depicts the setting in much closer detail than its wargame counterpart. This change of focus also transforms WFRP into a more grim and perilous game than WFB.
WFRP 4e uses a D100 system with bonuses for targets, D10s are recommended. The system itself is mid/high-fantasy and far more brutal than D&D. Prepare to lose stats, fingers, limbs, sanity and characters on your adventure. It would be recommended to have a basic understanding of the lore at a high level, there are plenty of resources around for free that can be read in a few minutes
Advanced Fighting Fantasy
Game Master Jo F
Venue: Glanville Hall Wednesday night
Players: Benjamin, James W, Liam M, Neil and Richard C
Recently picked up a copy of Advanced Fighting Fantasy and selfishly have a hankering to run something that will transport the whole table to the fantastic world found within the pages of the Warlock of Firetop Mountain, the Forest of Doom and Deathtrap Dungeon.
So, if you fancy joining me, we’ll set sail to Port Blacksand – the infamous city of thieves and travel the trade road to the city of Salamonis discovering the nightmarish world behind Steve Jackson and Ian Livingstone’s legendary game books.
And in case you’re thinking AFF is a poor persons D&D, how very dare you! It’s not. It’s a beautifully streamlined system IMO with a lot of crunch, exciting gameplay and 40 years of pulp fantasy worldbuilding to explore. More to come..
This is a 2D6 game based descended from Traveller, adjusted for a Swords and Sandals setting where combat is lethal and magic is rare and corrupting. Character creation is a game in itself, with very limited levelling thereafter. The game is planned to be episodic and set in a pseudo age of myths Greece, but will be influenced by the player choices in character creation. There is a free SRD on DriveThruRpg for those curious.
Savage Worlds is an award-winning, universal, generic role-playing game and miniatures wargame, written by Shane Lacy Hensley, and published Pinnacle Entertainment Group.
The game has simple character creation and emphasises speed of play and reduced preparation time over realism or detail.
Campaigns, feature a main storyline, presented as a series of "Plot Points" and additional side-quests (or "Savage Tales") expand the scope of the campaign. This format allow a group of characters to explore the game universe while playing through (or disregarding) the main storyline in a manner similar to that of role-playing video games.
Deadlands is a genre-mixing alternate history role-playing game which combines the Western and horror genres, with some steampunk elements
In this award-winning, best-selling setting, gunfighters, braves, hucksters, martial artists, shamans, mad scientists, the blessed, and more square off against far more than desperate bandits.
The game is set in the United States in the last quarter of the 19th century. The canonical year for the first edition of Deadlands is 1876. A later supplement, Tales o' Terror, advances the game's backstory and metaplot ahead one year, to 1877. The second edition of Deadlands uses the updated backstory of 1877 as the canonical starting point. Deadlands: Reloaded further updates the backstory and advances the canonical starting point to 1879.
The basic rules provide for characters and settings that could be expected to appear in the "Wild West" genre of movies and pulp fiction, and most of the in-game action is presumed to occur in the wild frontiers of the American West, or in barely tamed frontier towns like Tombstone, Arizona or Dodge City, Kansas. However, later supplements expanded the in-game adventuring area to include places such as the Deep South, the Mississippi River, Mexico, and the Northeastern United States. These supplements often provide for adventures set in urban areas such as New Orleans, New York City, or Boston.
The canonical, basic setting is referred to as the "Weird West" due to the juxtaposition of the Western setting with the horrific and fantastical elements of the game. The history of the Weird West is identical to real-world history, up until July 3, 1863. On this date in the game, a group of American Indians from various tribes, led by a Sioux shaman known as "Raven," performed a ritual in an effort to drive out the European settlers. This ritual created a conduit to a spiritual realm populated by powerful malicious entities known as the "Reckoners." The events surrounding and immediately subsequent to Raven's ritual is known as "The Reckoning."
Dungeon Crawl Classics is very much it’s own take on adventuring. Utilising a standard D20 system and borrowing from the early D&D ruleset, it forges its own path and rewards player creativity to overcome challenging odds.
Character creation is done in a very unique way through the use of a ‘funnel’ dungeon. Each player receives 4 randomly generated villagers who find themselves caught up in local trouble. They are untrained, and range from street beggar to noble to gong farmer. Many will not survive their first adventure, but those who do will find themselves battle forged and acquiring new skills.
The campaign will be free-flowing from one adventure to the next, although these are not set in stone, and will be chosen to suit the direction things are heading in or the adventuring party we find ourselves with. These range from otherworldly expeditions into the realms of law and chaos, hub town adventures with mysteries to solve, and deep deep dungeons where resource management and mapping will be key.
There will be player death, but not unfairly so. The system challenges players rather than characters to come up with creative solutions, and gaining an advantage and the upper hand in battle is essential if victory is to be assured. If death does occur then a player will not be out of the action for long, there can always be a cell with a prisoner to be freed around every corner!
So, Ye who be not afraid, raise up thine pitch fork, or bee keeping staff, or crutches. Your town has been terrorised for far too long… it is time for action!
Troika! in Discworld meets Charles Stross's Laundry via Time Bandits
It's certainly alot more Pratchett than the Gurps rule set of the official rpg setting
Discworld comes from the genius of the English author Terry Pratchett, a flat planet balanced on the backs of four elephants which in turn stand on the back of a giant turtle. Discworld frequently parody or take inspiration from classic works, usually fantasy or science fiction, as well as mythology, folklore and fairy tales, and often use them for satirical parallels with cultural, political and scientific issues.
The Lands of Dual
Game Master Tony
A Fantasy game set in Tony's own campaign world using the Castles & Crusades (SIEGE) System, which harks back to the original editions of D&D. Fast combat without burdensome rules, it's an easy system to learn and a great introduction to roleplaying games.
First, to see the characters do amazing things. To see them explore the unexplored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens. To see them caught up in momentous events and grand tragedies.
Second, to see them struggle together. To gather as a party despite their differences and stand united against their foes, or to argue over treasure, debate battle plans, and join in righteous celebration over a victory hard-won.
Third, because the world still has so many places to explore. There are unlooted tombs and dragon hoards dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. Play to see what they are and how they’ll change the lives of our characters.
Pathfinder Second Edition is a refined pen-and-paper RPG for those who crave tactics.
Where Pathfinder Second Edition excels is in making combat less complicated than it was previously. It does that, at the most basic level, by refining the rules for what a player can do on their turn. This “action economy,” as it’s called, is far simpler in Second Edition than it was before. The result is a game system that’s much easier to learn, and far more easy to run for harried game masters at the table.
Pathfinder characters can now only perform three actions on their turn. Those actions might include drawing your sword, casting a spell, or yelling something to someone in your party. Everything you do in combat has a cost in actions, and every cost for every action is clearly explained. As a result, Pathfinder Second Edition feels unified and complete, rather than a hodgepodge of errata and exceptions that had accumulated for its previous iteration.
Lyres, a storytelling game. Adventuring is dangerous, not to mention messy and cold.
Instead stay in the cities. Tell tales of your "adventures" for coin but careful not to get caught out.
All the perks of adventuring with none of the risks.
“Adventuring... Are you kidding me? That sounds dangerous... not to mention plain unsanitary!” – Anonymous
In this game, you are Bards, Rogues, Barbarians and Warriors who need to make a living, just like everyone else... but you aren’t dumb enough to go fighting Skeletons and Zombies in crypts or to tangle with Vampires... (Well, more likely, you’d never make it as adventurers, not that you’ll admit that!).
Instead, you stay in the cities, hanging around the bars and brothels to entertain people with your stories of adventure (which happen to be completely untrue!) and earning money from their patronage. Whether this is just in the form of appreciation for an entertaining evening or a display of gratitude for slaying a troublesome Dragon is completely up to you and your group.
Of course, you’re spending your life lying, and if you’re discovered, the result will most likely be unpleasant, as you are not quite as skilled in combat as you claim to be! There are monsters out there... probably. Either way, people are afraid enough of the possibility to be manipulated. Thus, the “Lyres” were born.
Multi rotation campaign to unite the world under one king
Rise of Evil
A new tension is spreading over the land, people are going missing, strange powers are being reported back to the Kingdom
Wyld is very much inspired by ancient Celtic and Germanic myth and legend from the European Iron Age.
A hard edged, grounded setting in some ways, but the gods and the otherworld are ever near.
You play the new generation of potential leaders for your community.
In the first session you decide the story of your clan, their legends, history, advantages and disadvantages. Each session you will be faced with new dangers and opportunities for yourselves and your community.