
Audio Drama Role Playing Game
- 4 Sections
- 47 Lessons
Players' Guide
19 Lessons
- What is Role Playing?
- Preparation for Play
- Creating a Character Part 1 - Introduction and Character Sheet
- Creating a Character Part 2 – Specialities, Archetypes, Base Attributes and Derived Attributes
- Creating a Character Part 3 – Character background and history
- Creating a Character Part 4 – Character skills and equipment (including weapons, vehicles, and specialist gear)
- Creating a Character Part 5 – Special items and abilities (including gadgeteering, weird science, and magic)
- Creating a Character Part 6 – Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)
- Getting Things Done Part 1 – Skill types and skill ranks
- Getting Things Done – Part 2 – Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement
- Combat – Part 1 – Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet
- Combat – Part 2 – Print and play components
- Combat Part 3 – Physical combat (melee and ranged combat) example
- Combat – Part 4 – Magical combat example
- Combat – Part 5 – Vehicular combat example, injury, and recovery
- Chases – Part 1 – Chases and chase actions
- Chases – Part 2 – Chase example
- Death-traps, hazards, and puzzles
- Victory and death – Heroic deaths, cheating the odds, plot devices, experience and advancement
GMs' Guide
9 Lessons
- The Job of the GM (gathering a table, player types, and ensuring fun)
- Preliminaries (the three fundamental skills, and your first session)
- Advanced skills – Part 1 (the opening scene and narration)
- Advanced skills – Part 2 (querying and adjudication)
- Advanced skills – Part 3 (resolving actions, managing tropes, transitioning, concluding, and preparing future sessions)
- Managing the Mini-Games (combat, chases, and social actions)
- Maintaining Pace and Tone (managing time and policing the tone)
- Improvising (improvising the story and the rules – for all the times the players do something unexpected)
- Getting Feedback and Conclusion (improving your game)
Designers' Guide
9 Lessons
- Scene Design
- NPC, Monster, Faction, and Villain Design
- Dilemmas, Obstacles, Exits, and Clues
- Plot (scenario, sandbox, critical path, and the interaction between story and choice)
- Structures: The five-room dungeon (and variations)
- Structures: The sandbox (the town or city)
- Structures: The sandbox (the wilderness)
- Structures: The Scenario
- Structures: The Campaign
World Book
10 Lessons
- World Events and Timeline
- Gear, Equipment, Arms, and Armament
- Grimoire, Weird Science, and Powers
- Eldritch, Steam, and Space Age Tech
- Vehicles (land, sea, air, and space)
- Famous Personages (of Fact and Fiction)
- Mysterious Places and Events
- Conspiracies and Cabals
- Bestiary of Monsters, Creatures, and Aliens
- The Farthest Realms (of Time and Space) - the past, the planets, other dimensions, other galaxies
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