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 Hottest Non-Core Books from Amagi Games
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Fundamentals of Tabletop Roleplaying

Fundamentals of Tabletop Roleplaying


Fundamentals Of Tabletop Roleplaying is just what it says on the tin - a run-through of what happens in a tabletop roleplaying game.  It includes: A clear description of the very basics of back & forth narration. A breakdown of the parts of a game: The basic practices, setting, premise, character, situation, and rules engine. Quick notes on setting up for play. Starting...   [click here for more]
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The Deck Of Rules

The Deck Of Rules


WHAT THIS IS The deck of rules is a collection of mechanisms, many of them cut and adapted from existing games, with a few original bits here and there. These mechanisms have been sorted into six categories:  1. Resolution: Basic methods for rolling dice, playing cards, or the like to generate 'hits' that are then used with...  2. Stakes: Ways to apply the 'hits'...   [click here for more]
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Culture Priming

Culture Priming


Presentations of cultures and polities (nations, city-states, etc) within RPGs, especially traditional fantasy RPGs, often trend towards an "Encyclopedic" viewpoint.  This framing does provide a great deal of useful material for running play (especially things like "travelogue" play and adventures where the characters are just passing through), but isn't necessarily geared well to provide hooks and...   [click here for more]
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Danger Cards

Danger Cards


TO ORDER PRINTED CARDS, SEE THE DRIVETHRU CARDS LISTING HERE. Danger Cards is a quick two-page accessory for roleplaying games, a set of cards and some simple text on their use.  They are especially suited to use for fantasy games that are Powered By The Apocalypse, but use for other systems and genres is relatively trivial (quick notes...   [click here for more]
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Situations For Tabletop Roleplaying

Situations For Tabletop Roleplaying


Situations For Tabletop Roleplaying is a compilation of ten situation-building tools.  Those situation-builders are: Long Knives is used to create situations for intrigue that the characters are tied to. Broken Places builds situations where a villain of some sort has taken over an organization. The Quest is used to generate adventures that...   [click here for more]
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Manyfold

Manyfold


This is a 12-page booklet of tabletop roleplaying games theory, comparable in size to a really long blog post.  As theories for and of tabletop roleplaying go, Manyfold (at least in present form) is heavily skewed towards being an observational glossary. That is, it focuses on terminology, with the following aims: 1. TO DESCRIBE WHAT YOU LIKE Identifying the different...   [click here for more]
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Witchery

Witchery


This is a unified magic system, designed to be adaptable to most traditional tabletop roleplaying systems.  As a system, it includes a significant number of hooks onto which you can attach mechanical effects from your rules engine, or which you can leave open for Guide narration instead, as desired. This magic system is focused, like most RPG magic systems, on a list of magical effects that are...   [click here for more]
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Infected: First Edition

Infected: First Edition


The eldritch apocalypse is here! Infected is a 264-page all-in-one book presenting an apocalypse where the rising of the shambling dead is only the beginning of your problems.   The contagion does not merely animate the dead; it remakes them into designs posed by some inhuman intelligence.  It transforms living flesh into alien forms, creating the changed.  It obeys...   [click here for more]
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Infected: Trouble

Infected: Trouble


This is a mini-supplement for Infected, giving options to add "Troubles".  These are mechanical additions which can be used as a standard character component, as additional scars, or as 'stigma' - bad reactions to infection.  Troubles include: Personal traits that make it hard to get through the apocalypse. Specific needs (which can be medications, addictions, or the like). Other individual difficulties. ...   [click here for more]
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Infected: Stranger Still

Infected: Stranger Still


This is a mini-supplement for Infected, giving further ways that those who have been changed by infection might be altered.  These further alterations are grouped into talent trees, each of which progresses from one or more of the original changed talents: The Handler, building from carrion lord into the ability to control and reshape a huge horror or mangled, mingled...   [click here for more]
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The Skies Of Tarrant

The Skies Of Tarrant


The Skies of Tarrant is: ~ A set of incomplete character roles ~ An unfinished local setting ~ A procedure for fleshing them out ~ Not a set of rules for play. It's also: ~ An almanac of world stuff for a wider world that local setting might get dropped into. ~ A font to let you type out flying ships. ~ A series of orphaned "stakes sheets" for moves / actions, matching all this, originally...   [click here for more]
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League And Fathom

League And Fathom


League And Fathom casts the players as the captain and crew of a ship, already sailing across perilous, monster-infested seas to a destination chosen by her captain. The game has no set numbers, dice, or other such mechanisms, though players may end up creating and using such devices as they play. It has no sole GM. Instead, League and Fathom codifies and parcels out the responsibility for resolving...   [click here for more]
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