A set collection, shifting rondel game about building dreams.
Description:
Players are dream engineers trying to save their present by sending dreams to past. Longer dream sequences that are better connected have a higher chance of getting through to the dreamer, but there's also certain dreams that are more impactful than others. Dreams can also allow the dream engineer certain abilities, so all these aspects must be weighed when choosing what kind of dream sequence to create. The last round is triggered when any one dream engineer has added five dreams to their dream sequence.
A set collection, shifting rondel game about building dreams.
Description:
Players are dream engineers trying to save their present by sending dreams to past. Longer dream sequences that are better connected have a higher chance of getting through to the dreamer, but there's also certain dreams that are more impactful than others. Dreams can also allow the dream engineer certain abilities, so all these aspects must be weighed when choosing what kind of dream sequence to create. The last round is triggered when any one dream engineer has added five dreams to their dream sequence.
A sailor spurns a cruel spirit, and she arranges for him to break his neck out in the Atlantic. Can the occult secrets encoded in the sea shanty ‘Drunken Sailor’ save his life and his very soul?
Description:
Shanty Hunters: it’s 1880. You are sailors and scholars traveling the world’s sea lanes to document the dying art of the sea shanty. Commercial sail is obsolete in the face of new steam technologies, and its majesty is slowly fading from the world. Shanties will surely vanish unless someone writes them down. But a wicked spirit doesn’t like shanties falling into the hands of landsmen. It manifests the imagery and events from each song to oppose you, threatening the very ships you sail aboard. Can you anticipate these dangers before they strike? Can you safeguard the ship and her crew?
A short and very rules light RPG. It leverages word ad-libbing for content generation, resulting in somewhat whimsical and unpredictable scenarios and character abilities.
Description:
Similar to a Mad-Lib, players gather words from their fellow players during character creation. I'll gather words from players to help set the scenario up and then on each encounter in the adventure. Success or failure depends on players using whatever abilities and tools they've created in fun ways. I think this game is a whole lot of fun, but you don't have to take my word for it. Just ask the members of "The Fellowship of Varying Sizes," the band of heroes who took down the "Crunchy Gnoll Cult, worshipers of the Fast Snail God," or the inhabitants of the town at the base of "Mt. Kumquat!"
Future Pastimes, GaleForce9 and Battlefront Miniatures and BGG fans have conjured up a DUNE FAQ that lays bare the reality that Frank Herbert's wheels within wheels are alive in the new DUNE game.
Description:
Join Future Pastimes DUNE experts Jack Reda and Bill Eberle and they peel back the layers of sand.
Storyteller, host, and DMsGuild Brand Manager Lysa Penrose challenges three best-selling D&D writers to create a Dungeons & Dragons encounter... live... in only 15 minutes. CHAOS ENSUES!