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#indie ttrpg game
basiliskonline · 10 months
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Okay so I've been keeping an eye on my most recently read TTRPGs, this has been a thread going on twitter, but as I move over here, I wanna start it up here, I guess this will be a tag! #BasiliskReadsTTRPGs
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Würm  •  Primal Quest  •  Cypher  •  #iHunt  •  OpenLegend  •  Sundown  •  Here, there, be monsters  •  Perilous  •  Nahual  •  Orun  •  Roots & Flowers  •  Mouse Guard
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probablyday · 9 months
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millennial nerd bertie wooster for some reason
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iraprince · 3 months
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looking for a date night activity? you might enjoy my fake-marriage court intrigue ttrpg, EYES ON THE PRIZE!! gmless, 2 or 4 players, and it's pick up and play -- you can read through the rulebook, create your characters, and play a session all in one evening!!
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it's also 50% OFF!!! for valentine's day!!! so now is a great time to snag it (or gift it!)
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sahonithereadwolf · 3 months
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I ended up ripping out my entire health system the other day to make a whole new one. This is the most last minute major system change completely on gut instinct but it was absolutely the right move.
So, the system I was using was very much taking it's cues from a lot of games that where descendants of FATE. But the health was still very much split into mental/physical. Take 4 boxes of damage, get an injury tag that gives you negatives until you're ko'ed.
But… Instead I tied them to the playbooks my game function off of. Each character is made tags made from themed open ended questions you pick to answer.
You have minor injuries still as those bars fill up. But when all the bars in a playbook are, you get a major injury that in some way gets in the way of using your playbook. You no longer get access to all your positive tags as long as it's an issue.
Sure you have a magic sword, but it's hard to use if you have a broken arm or lost confidence in your skill to protect others.
If you get three major injuries, meaning you can't use any of your playbooks, you become "in distress". You are no longer a main character who takes initiative, the daring pulp adventurer, but the "damsel in distress". You're a passive supporting character who can't drive things forward, but react
You might still help, but the spotlight and heroics are for others
Anyways, this was a roundabout way of explaining this screenshot from my notes
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devsgames · 6 months
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Games For Gaza Bundle!
Bombing: A Graffiti Sandbox, Runt TTRPG, and Lofty Quest are all included in the #GamesForGaza bundle!
Please consider picking it up to consider picking it up to support Medical Aid for Palestinians.
$10 for 256 titles including TTRPGs and digital games!
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crtgirl · 11 days
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my wife’s game, stewpot, is finally crowdfunding today!!
it’s an incredible game about adventurers settling down and starting a tavern. if you have been enjoying dungeon meshi this is a game for you!
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theinstagrahame · 8 months
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Announcing: Restful Actions
(It's here. You can go get it now!)
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Restful Actions is a collection of 10 minigames for downtime periods in any TTRPG. They're designed to help players resolve character conflicts, complete goals, heal or explore, and take much shorter shopping trips. (You can, in fact, download the shopping trip minigame as a demo!)
For GMs, the goal is to give you a break, so you can start preparing the next Big Event. The minigames invite players to fill in some details of the world, creating shops, landmarks, even creatures.
You can pick up your copy here:
I've talked about this thing in more detail here:
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theresattrpgforthat · 1 month
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@martianworder asked me about this on my Forged in the Dark post, so here we go!
Clocks
So Clocks have been a tool that have been used before and outside of Blades in the Dark, but BitD was where I think they were made really popular.
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Golem Clocks designed by cmartins on Itch.io
For all intents and purposes, a Clock is just a track that you fill, but in some cases it's preferred over a track because it fills less space, and it's easy to just draw a clock on a piece of paper to help you keep track of something as you play.
A Clock can be more than just a track. It can be a countdown, a timer, or a representation of a person or faction's goals. The larger the Clock, the bigger task it is. Here are some examples of how you could use them.
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A Healing project clock from Blades in the Dark.
A player could have a project Clock that they fill over the course of many sessions. Perhaps they want to research a cure for a vampire virus that is threatening a loved one. The GM would ask them to make a research roll every downtime, and how successful they are indicates how many slices they fill - effectively, how much progress they make towards finding a cure.
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Rebellion and Sedition Clocks for Brinkwood: Blood of Tyrants.
A play group might use a Clock to track a common goal, such as winning over a number of anarchists to help take down a mega-corporation. If this is a campaign-long goal, you might use a series of linked clocks to represent the jailbreak you need to assist before you can win over a computer hacker, and then the massive hacking project you need to support before you can overwhelm the corpo servers.
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Faction Clocks from Scum & Villainy.
A GM might use a Clock to track the work a Faction makes towards their goal. Every downtime section, they GM might roll to see how successful the Faction is, or simply tick one slice of the clock if the Faction has no reason not to be able to do what they want. If the Faction is allowed to work unimpeded by the PC's, they might eventually do something that changes the world around them, for better or worse.
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Mission Clock from External Containment Bureau and Doomsday Clock from Apocalypse Keys.
Clocks might also be used as a timer, to indicate when something terrible might happen, or when the group's time is up. This might be the amount of time before a murderer next strikes, before the haunted house claims another victim, or before the world begins to end. In some games, specific points in the clock (such as halfway, or a quarter of the way through) may trigger special events that give the PC's more information, or remind the group that the pressure is really on.
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Clocks for Protect the Child.
All in all, Clocks are a great visual tool to help you and your game group keep track of what's going on in the fiction, and it can also help you keep track of a number of narrative threads in a fairly condensed space. Even if they're not built into the game you're currently running or playing, I think they're a fairly easy addition, and can certainly help with bookkeeping!
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monkeyslunch · 10 months
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Dumb Small Dog One page RPG jam.
A simple one-page RPG that helps you embody the role dumb small dogs have in our society. It may require skill and practice.​
Built on the Essence system​
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indierpgnewsletter · 2 months
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There's Other Kinds Of GM Advice: Theatricality versus Transparency
(This first appeared on the Indie RPG Newsletter)
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I find that broadly there are at least two kinds of GM advice – and they have a very different philosophy underpinning them.
The first kind of advice aims at all costs to maintain verisimilitude. It’s a solution that you can implement without breaking the players’ immersion in their characters. This can just be stuff like Matt Colville explaining that if your players are taking too long discussing plans, guess what, orcs attack! We’ve all probably played a game where people were going in circles and not able to decide what to do. If it looks like we’re not able to decide, we’re probably going to be relieved if the GM makes something happen to break the deadlock and prompt us back into the action.
(Historically, this kind of thing was taken to egregious lengths like Gary Gygax saying if players start acting uppity, have a rock fall on their head. It’s mostly gone now but reddit tells me that Cyberpunk Red which came out relatively recently still says something similar.)
The second flavor of advice involves breaking character and talking to your players directly. I know “talk to your players” is a mantra repeated so often that autocorrect suggests it as soon as you type the letter t. At its worst, this advice is vague and unhelpful. We’ve all considered talking frankly to people in our lives, we just find it awkward and hard and annoying. But, but, but – at its best, just describing the problem as you see it and escalating it from a character discussion to a player discussion will make it go away instantly. Like magic. (If you’re not sure what that means: In a previous issue, I discussed Jason Tocci’s excellent advice on escalating conversation in this way.)
And since the theatrical flavour of advice has the weight of history on its side and transparent advice keeps getting boiled down to mantra form, I thought I’d write down some examples of situations and some alternative ways to handle them:
Situation 1: The players are marines discussing whether to dive into the alien lair and recover their stolen engine (their main goal) or go and see if another missing team of marines is okay. There is only 45 minutes left and this is a one shot.
Theatrical: The other marines suddenly come on the radio and say, “hey we’re okay, please complete the mission.”
Transparent: “Hey, folks. There’s 45 minutes left. If we don’t do the alien lair now, we won’t be able to do it at all. Is that fine?”
Situation 2: The players are low-level fantasy nobodies who have a famous wizard friend. They’re about to tangle with some medium-level bad guy and decide to call in their wizard friend.
Theatrical: When the players try to contact her via a telepathic phone call / spell, she sounds breathless and says she’s busy doing something way more important like fighting a dragon.
Transparent: “Hey, folks. If we get the wizard in, she’ll absolutely make this fight a cakewalk. We won’t even need to roll initiative really. Is that what you want? Or would we rather have a fun fight?”
Situation 3: The players were having fun exploring when they meet a cool NPC (an android! an elf! an android elf!) who has this interesting backstory with an urgent, earth-shattering hook. They go along with the android elf because it seems more important but immediately look like they’re having less fun.
Theatrical: Narrate how the android elf meets a group of other android elves and have the elf say, “Hey, now that I have these folks helping me, you can leave it you want!”
Transparent: “Hey, folks. Talking to you as players here, do we want to stick with this whole android elf plot here? It does mean that we won’t do any open-ended exploration. Which would you prefer?” If they want to ditch the elf plot, you could just retcon it entirely or do the theatrical solution.
All of these situations have happened at my table. They’re all relatively low stakes and I think whichever way you handle it, it’ll probably be fine. But that said, some situations absolutely work better when done transparently so if you’ve never tried the transparent way, give it a shot. If immersion matters a lot to you, try it at the end of the session.
/End
PS. The theatrical options often still require the players to willingly suspend their disbelief and go with it. If a player didn’t play along, they might just say “I thought their radios weren’t working, otherwise we could’ve just contacted them before. Why can they suddenly contact us now?” or “Oh, the wizard is fighting a dragon right now. We can totally wait. There’s no reason we need to fight the bad guy right now.” And sometimes I can’t shut off that part of my brain either so I won’t judge. But if there’s a way to sidestep that situation even coming up, I’m going to take it every time.
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basiliskonline · 1 year
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My Released TTRPGs
I’m gonna create this post so that it can be linked through my sidebar (once i get a theme set up xD) It will be edited as I release more!
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IMMUNE is a fast-paced, high-action zombie-splatter role playing game inspired by video games like Left 4 Dead and board games like Zombicide.
You can pick up and be playing Immune in just a few minutes as either player or GM with no forknowledge.
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DIESEL AND DINOSAURS is a powered by charge RPG combining dinosaurs and post apocalypse settings and inspired by the cartoon Cadillacs and Dinosaurs and the comic Xenozoic Tales.
Humanity emerged from their shelters centuries after surviving an apocalypse to find the world once again reclaimed by Dinosaurs.
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ARCOLOGY WORLD is a PBTA solarpunk game of community and science and learning to help your community thrive and adapt in an ever-changing and often dangerous environment.
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THE WASTELAND COVENANT is the first Told By Travelers game, it is a diceless game thats mechanics are driven by questions and answer. The players take on the roles of trade envoys and settlements forging the connections needed to survive and rebuild society in a post apocalyptic world.
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LEGACY OF THE LOST is a Belonging Outside Belonging (No Dice, No Masters) game about a diverse and eclectic group of survivors that have come together to live on an old ship in a post apocalyptic galaxy.
Navigate the complexities of society and the social dramas within your community while exploring and preserving the knowledge of civilizations lost to the cataclysm.
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GOBLINAUTS is my first game and one that desperately needs some expansion and upgrades and I’m hoping I find the time. That being said it is totally playable and a fun lil pbta game about a community of goblins that built ships and escaped the oppressive regime of Humans (and Elves and Dwarves) on Earth. 
For Centuries things have been peaceful for the hardworking but thriving Goblin communities, but now the Imperium has colonized mars and is looking to the asteroid belt...
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LUMEN ENDGAME is a design tool and GM guide for adding in a variety of new options to your Lumen ttrpgs or sessions. It includes Power Up drops, Boss encounters and Finale scenes.
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mushroomwitchgames · 6 months
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COMING NOV 22 - CATS KNOW THINGS
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CATS KNOW THINGS is a light-hearted game meant to tell a humorous story of intrigue, all while pretending to be a very nosy cat. 
But you are no ordinary cat.
You are a very special feline who, through some magic you cannot explain, can communicate with your human, an individual who wishes to make their mark in society by any means necessary. The two of you decide to start a society page, (a very fancy type of tabloid newspaper dedicated to a particular location) revealing the glitz, glamour, and inner turmoil of the town’s most notable individuals. 
As the cat you will travel across town, using your stealth and wiles to listen in on the most intimate conversations and encounters. At the end of the day you return to your human to relay to them all the town’s salacious gossip for the society page. The goal is to prepare 6-8 items for the newspaper before your human sends them to the presses for the week.
CATS KNOW THINGS will be available on our Itch.io store at 9am PST on November 22!! Please reblog to get the work out! We're really excited to share this game with you!
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binarystargames · 6 months
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CELESTIAL BODIES IS NOW OUT! GO GET IT!
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Our (myself and @basilisika's) mecha game is FINALLY OUT! Go get it here!
(You may have read my post about The Grid™️ a little while ago. This is that!)
We're running an itchfund to raise a little so we can devote the time and energy to create our full vision of what this game can be. The stuff you're seeing here is only a fraction of this game's potential: please help us get the whole way. In exchange, you'll get the Terrestrial Edition right now (a playable version with the base concepts and a smattering of content to get you started). If you give us a little more we'll make more content for you too! Weapons, factions, and even new Frames entirely are on the table.
(We also have community copies available, and those higher tiers will unlock more too.)
What are you waiting for! Go get it!
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rocketorca · 7 months
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Want to tell better ttrpg stories using monsters? Check out MONSTROUS, an "oops, all flavor" book with no statblocks, lavish art, and robust system-agnostic tools that help you craft rich backstories that tie directly into the bad guys' motivations and actions.
Hi! I'm Amber and I'm a part of Cloud Curio. Cloud Curio is a 4 person collective designing tabletop roleplaying game supplements both whimsical and strange. (We also have a tumblr!) Part of that collective is Kyle Latino aka Map Crow. MONSTROUS was an idea that was born from his Building Better Monsters Playlist! All of the art you see in this post is by Kyle Latino!
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Create custom monsters that uniquely fit your world with MONSTROUS! MONSTROUS focuses on narrative impact and is compatible with any fantasy roleplaying game.
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If this is interesting to you, def check out our Kickstarter page. There are a lot of cool updates showcasing how to use this book and the design process behind it! We also have a lot of free ttrpg supplements on our itch.io page! Thanks for your time and attention! -Amber
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anim-ttrpgs · 17 days
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The Kickstarter for Eureka: Investigative Urban Fantasy is Live!!
Eureka: Investigative Urban Fantasy is our team’s debut TTRPG, over three years in the making! The campaign will run from April 10th to May 10th!
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How far would you go to learn the truth?
Play amateur detectives caught up in things they barely understand, and explore how the lives of your characters unravel as they push themselves to dig deeper into the unknown!
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Tense investigations!
Delve into an investigation-focused mystery and horror system that lets players take initiative and use their characters’ unique strengths to find clues and deduce conclusions themselves. A few bad rolls won’t get the party hopelessly stuck, but at the same time Eureka respects their intellect and lets them take charge of solving the mystery!
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Character-driven gameplay!
Stats and abilities are based on who your character is as a person. Freeform character creation allows you to build a totally unique little guy, and have a totally unique gameplay experience with him! This is supported by the backbone of the Composure mechanic. Stress, fear, fatigue, and hunger will wear your investigators down as they trudge deeper into the unknown. Food, sleep, and connections with their fellow investigators are the only way to keep them going!
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Secrets inside and out! 
Any investigator could be a monster, helping their friends while trying not to reveal their true natures. The party will learn to trust and rely on each other, or explode into a tangled net of drama!
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Intense, tactical combat! 
Hits are devastating, and misses are unpredictable–firing a gun will always change the situation somehow, for better or for worse!
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Now in Technicolor!
Evocative artwork from talented femme-fatales @chaospyromancy and @qsycomplainsalot and the mysterious @theblackwarden paint a gorgeously-realized portrait of a world with shadows lurking in every corner.
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Elegantly designed and thoroughly playtested, Eureka represents the culmination of three years of near-daily work from our team, as well as a lot of our own money. We are almost at the end, we just need some financial support to put the finishing touches on it and make the final push to get it ready for official release!
With every stretch goal we meet, the game gets better and better. Tons of beautiful new artwork, new options for gameplay, and even two entirely new playable Monsters could be added to the book, so visit the Kickstarter and secure your copy today!
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If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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no-road-home · 7 days
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Stewpot: Tales from a Fantasy Tavern on Backerkit now!
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Stewpot: Tales from a Fantasy Tavern is a GMless one-to-three shot TTRPG based on games like MF0: Firebrands and The Sundered Land. It's a collection of 20 mini-games where former adventurers open a tavern together and reintegrate into society after a life on the road.
What happens after the adventure? What does daily life in a fantasy world look like? Stewpot draws inspiration from stories like Dungeon Meshi, Redwall, Frieren, and Bartender, as well as various aspects of D&D. It's a great way to wrap up a long-running fantasy TTRPG campaign.
Start a garden, cook monsters, run a festival booth, reforge old weapons, flirt with mysterious strangers, and more in a new version of the game with tons of art and new storybook-style layout!
(more info and full description of the mini-games in the read more!)
The structure of the game is based on characters having an Adventurer Job, with Adventurer Experiences that represent their abilities and powers, and a Town Job with Town Experiences. You can make new characters just for the game, or bring in old characters and recreate them with the existing Experiences or write your own.
As you play the game, you'll cross off Adventurer Experiences as you let go of them or let them fade into the background, and gain new Town Experiences that take their place. Along the way you'll upgrade your Tavern and give each other Keepsakes!
Games from the old Itch.io PDF version (0.41):
The First Step: Before you decided to put down roots here, before you found this group of friends, what were you doing? What was the first thing you learned about how to live in town?
NPC Sidequest: Your adventuring days may be over, but there are plenty of people in town that could use your help.
Wear and Tear: There’s always something to fix, or clean, or pay off.
Market Day: You never would have guessed how many things you need just to keep a tavern running. 
Homegrown: There’s something special about using ingredients grown nearby. Why not give growing your own a try?
Sliced: Sometimes supply routes get disrupted. Or maybe you just want to stand out from the rest of the taverns. Whatever the reason, you’re playing this game because you want or need to do one thing: cook with monster parts.
Romancing a Stranger: Someone in the tavern makes eye contact with you, and their gaze lingers a little longer than you’d expect. Your co-workers urge you on, and make every excuse they can to send you over to talk to the lovely Stranger.
Off the Clock: Where do you go after the tables are wiped down? Who’s heard every story you have about the worst people who have walked in?
A Friendly Tavern Brawl: Every tavern has its rowdy patrons. You know they’re good at heart, but sometimes when the ale is flowing and spirits are high, things get a little out of hand. How do you handle the situation?
Festival Day: Your town has a few festival days a year, and they’re some of your busiest. How do you prepare? How do you handle the influx of people?
A Bard's Tale: During your time as an adventurer, you accomplished many daring deeds. In fact, some of those deeds are retold to this day by travelling bards.
A Glass of the Gods: Sometimes a troubled adventurer will come in, looking for answers, and letting them drink themselves into oblivion is the wrong answer. It's up to you  to  mix the perfect drink, something perfect for the situation that can push the adventurer to look inside and find the answer on their own.
A Distinguished Guest: Someone important is in town, and they’re already almost here. The tavern has to be at its best for this guest. After all, they might leave a generous tip.
In the Rhythm of Things: Time passes. Rough edges are sanded down. Before you know it, life in town has become like breathing. You gather in your favorite part of the tavern and wonder where the time has gone.
New games for this crowdfunding campaign:
Shields and Skillets: Enchantments are volatile things, especially when they sit unused for long periods of time. You have to let go of your old equipment before it’s too late.
Shelter from the Storm: Early one morning, you feel it. A familiar ache in your bones. Something is coming.
A Funeral: As an adventurer, you said farewell many times. Sometimes it was only temporary. Most of the time, it wasn't. 
Retracing: You've left town for something: an errand, a vacation, an old favor. Suddenly, you recognize the route you're traveling. You've been this way before, during your adventuring days.
A Fleeting Memory: Something about the way the fire flickers lingers in your mind. The smell of hay and clover brings a tear to your eye. A fading memory resurfaces.
A Familiar Face: An old friend you haven't seen in a while has stopped by. Why not show them around the town and the tavern?
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