TheGreayingGamer, thegreayinggamer@ttrpg.network
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Posts and Comments by TheGreayingGamer, thegreayinggamer@ttrpg.network
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The Rulebook Overall, I think The Hero’s Journey 2E is a very good game. I don’t have any serious nits about the game and think you get amazing bang for the buck. As of 7/8/26, the pdf is $14.99; softcover is $29.99; the hardcover is $39.99; the softcover combo is $34.99 ($44.98); and the hardcover combo is $44.99 ($54.98). The purpose of this, for me, is to go through the book and highlight what I feel are its high points and, if any, the low points. Let’s get into it. The intro I like because you get a glimpse into his headspace as to why he did the 2nd edition, which was a nice touch. The rules start with the attribute chapter, and right out of the gate, we’re told rule number one is the Narrator has the right, and is encouraged, to modify the rules as needed. The game uses the standard polyhedral set of dice d4 - d20 that most of us are familiar with. Attributes are broken down to Might (STR), Finesse (DEX), Resolve (CON), Insight (INT/WIS), Bearing (CHA), and Weal (the wild card). One thing I like about the attributes is you can get a +5% bonus to XP for meeting certain attribute minimums. These are stackable with other attribute bonuses, as well as archetype and lineage bonuses up to a maximum of 20%. Professions are an interesting add, in my opinion. Some games include the notion, some don’t. Roll 1d100 for profession. Alternatively, the Narrator will allow you to pick one. Each offers starting gear and gold. Shaded boxes are also included to introduce optional house rules. Another nice addition. There are several different lineages, each with a dice pool for attributes and level limits for each archetype, as well as lineage specific skills. First is the Changeling. They are, by my interpretation, they are humans that are just slightly different. They experience time slightly differently, can see the unseen, and have an unnatural presence, among other differences. They do best as a Swordsman, able to reach level 10, while they aren’t known so much (or it isn’t their strongest suit) for bearing the mantle of Knight, only able to achieve level 4. They can achieve level 7 in the other archetypes. Next is the Dwarf. Pretty self-explanatory. Their archetype maxes (like the others) are unique to them. They are best as Warriors (level 10), least known for Knights (level 3), and can’t be a Wizard. Then we come to the Elves. They are known as good Wizards (level 10), but not so much for being Knights or Yeomans. Half-elves come next and are the world’s Bards (level 10), with the ability to achieve level 7 in each other archetype. Second to last, we have the Halfling. Each Lineage is “known” as the “best” in a certain archetype (meaning typically they can max level in one specific archetype), and the Halfling is the Yeoman. With the Lineage/Archetype combo, what comes to mind for me is Samwise Gamgee. They are also the only other Archetype that can’t play as a Wizard. Lastly, we have the most adaptable and common lineage, humans. Also included for humans is a variant Lineage: The Errant. Errants are not native to the world, but come from a world where the stuff they see and and experience here are considered fantasy and fictitious where they are from. Archetypes Being an XP based game, each Archetype has an individual advancement table for XP, Endurance (HP), Attack Bonuses, etc. There are also minimum requirements to play each archetype. Each Archetype has specific abilities as well. One can play as a Bard, Burglar, Knight (the artwork throughout is amazing, and the artwork for the Knight all I hear is Jamie Lannister’s voice “Brienne of f’ing Tarth"), Ranger, Swordsman, Warrior, Wizard, and Yeoman. The Equipment chapter is pretty representative of what one would expect to find from a fantasy game and prices are typically listed in Gold Pieces. How to Play This chapter is pretty well written and breaks down how to play. For me, there are some notable rules. The first is about gaining XP. This isn’t a combat heavy game and is not actively encouraged as the Endurance scores at 1st Level are mostly 6 - 8, with Wizards starting at 4 (before any applicable bonuses). Because of this, no XP are earned for combat or body count. There are XP Rewards the Narrator can issue to players on an individual level and some are included in the book. These include: accurately playing lineage and archetype, attempting a potentially deadly act of heroism, making everyone laugh, etc. That’s not including any bonus percentages. Another is advantage/disadvantage. When one is declared, roll 2d20 and take either the higher or lower number. Next is the notion of Despair. Each creature has a Despair rating, and each PC has to make a roll if the creature’s Despair rating is 5+ the player’s current level. So a level 2 character has to roll on Despairs of 7+. Failure of the Saving Throw hinders the PCs attack ability. Also, if they’re in a blighted land, a failed Saving Throw means rolls are at disadvantage while in the area. Last is the concept of making camp. It’s something I think most of us gloss over as gamers. Here it’s assumed you have to search for food and a lack of food means a Saving Throw and failure has consequences. Not enough rest has consequences. If you state the group is going to “relax around the campfire,” a successful Saving Throw gets each PC advantage on a Saving Throw the following day. Magic I particularly like how magic is handled. There are 21 spells spread across 3 levels of spells: Apprentice, Journeyman, and Master spells. When you cast a spell, a successful roll nets one of 3 possible outcomes. As an example, you cast “Breathed in Silver.” You can opt to “Befriend the Fool,” have a “Lingering Phantasm,” or cause a “Slumbering Sting.” Each option causes a different effect under the umbrella of the specific spell. The chapter on Running the Game gives one the basics of what they need to run the game. The Menagerie chapter offers a wide variety of baddies to choose from: avians, demons, dragons, elementals, giant-kin, strange creatures, and others. The other keynote point in the chapter is wandering monsters. The game is all about the story and random encounters can seem jarring and out of place. The last chapter is, to me, one of the most interesting. As you level up, you receive myth points. These are used to purchase Aspects, which empower your weapons, armor, and shields. Examples include: Balanced, Cold Iron, Grievous, and Renowned. There are also heirlooms. Each lineage has them and you can use myth points for them as well. Both are a nice addition to the game and add some depth and character to a game that already has a bunch of both. In the appendix, James M Spahn lists some inspirations of his: literature, films, and RPGs. This isn’t a point by point breakdown, and was never meant to be. These were just the high points that stuck out to me. Overall I think it’s a great game with a lot of potential. This is just a surface scratch to give some first impressions. When you look at all the available material, it allows for a wide variety of stories to be told.
This series is designed to be a quick look at the games in my collection. These games are ones I picked up after 2019. It’s not designed to be a page by page review or even a nitpick session. Just some general impressions.
RetroFed
Tiny Living Dead - Gallant Knight Games
This is minimalistic gaming at its finest. The entire book is 28 pages. as of 7/12/2026, prices are: pdf $3.99/softcover $7.99/hardcover $12.99/combos $1 more. The game starts with the usual “how to play” and that takes up most of the book at 17 pages. It’s typical Tiny D6, so 2D6 test, with 5 or 6 being success, 2 actions per combat round, and on and on. Survivor creation is 5 pages long, with 3 pages being traits. There are no pre-defined classes in the game, which is a departure from most Tiny D6 games. The rest of the book is for the GM, with the bulk being different types of zombies. You could run this on its own or even drop it in one of the other Tiny D6 games with very minimal fuss. It would be the perfect addon for Tiny Wastelands, or even (more interestingly) Tiny Cthulhu (cosmic horror and zombies, what could go wrong). Like the others in the Tiny D6 line, it’s designed for ease of play.
TinyZine Compendium 2021 - Gallant Knight Games
The last of the yearly compendiums, housing issues 33 - 44. As of 7/12/2026, prices are: pdf $14.99/softcover $29.99/combo $29.99. We get more Beasts Beyond Bounds in the volume, including the countries: Germany, the Caribbean, Scotland, Medieval Europe, and others. Tiny Dungeons gets some love this time as per usual, but it seems like Tiny Frontiers gets a little more love this time. Tiny Supers also gets a fair share of space. One of the more interesting entries is the 2 part Tiny Supers ’66, a nod to superhero shows of the 60s like Batman and Green Hornet. Another interesting inclusion is 3 articles for Tiny Gods called Tiny Gods of the Arena. Part one is all about the gladiators: setting up a PC, new traits, new mechanics, and status levels. Part 2 delves into the arena, weapons, and the match. Part 3 goes into how to create the arena and run it in phases: the intrigue phase, influence phase, arena phase, and upkeep phase. All in all, more Tiny D6 goodness across the board. Great addition to the library.
TinyZine Compendium 2020 - Gallant Knight Games
TinyZine 2020 is issues 21 - 32. Each year, each issue has contained more goodies to use for one’s Tiny D6 game of choice. Tiny Dungeons, being one of the headline games of GKG, has always gotten pride of place in the issues (well it is the Tiny Dungeons TinyZine), but Tiny Supers got its fair share as it had recently come out. There are 6 general settings to drop your gang of Supers into, in addition to those presented in the rulebook. The Headless Horseman is the NPC flavor of the year, again giving a GM everything needed to drop it in their campaign. The “mains” each get some love, as usual, though one of the more interesting inclusions is the 3 Beasts Beyond Bounds. Included are American Cryptids, Filipino creatures, and creatures from African folklore. As usual, there are adventures, settings, revised rules, optional rules, and everything one could want. It’s a great compilation of information like the others in the series. As of 7/12/2026” pdf $19.99/softcover $22.99/combo $22.99.
Carbyne Jungle - Haedus 8B - NorCal Mythos
Another Kickstarter from 2020. They had a $20 tier that got you one deck of either this or a 5E deck called Khieron’s Keep. Each has 3 decks total. For Khieron’s Keep, deck one is level 1 - 4, deck 2 is level 5 - 10, and deck 3 is level 11 - 15. For Haedus 8B, deck one is alpha/beta, deck 2 is gamma/delta, and deck three is epsilon/omega (highest level in Carbyne Jungle).Speaking now for Haedus 8B, each deck is 101 cards (104 with the backer only cards). They’re full color, as appropriate, and include map cards, encounter/conflict cards, boss cards, and NPC cards. Each deck is broken down into 3 missions, each with its own objectives and boss fight. Alternatively, you can grab a random map card and target card and insert it into your personal campaign. As far as the pdfs, you’re given everything you need to run the campaign. Prices: pdf $9.99/deck $19.99/combo $19.99.
TinyZine Compendium 2019 - Gallant Knight Games
GKG returns with its second annual compendium. The 2018 offering was issues 1 - 8, while this is issues 9 - 20. Many features from the previous compendium are here, like the Roll and Play. This includes Roll and Play charts for cities, druid covens, ruins, and more. There are more new Heritages, such as Gnomes and Halflings, as well as Grey, Wood, and Dark Elves. There are some one-off kind of items, like setting camp, teamwork rules, and cleric traits. There are more settings and adventures for your Tiny D6 campaigns. One slightly tongue in cheek setting is My Tiny Pony. And yes, it’s based on that. This year we get 2 NPC features, one for Captain Nemo and one for Sherlock Holmes. On other mentionable item is Shaebrook. Shaebrook is Alan Bahr’s home setting for Tiny Dungeons (per the actual play on VCG YouTube channel) and includes NPCs and area locations. Like the previous compendium, lots of good content in one convenient spot that could be fairly easily adapted to any campaign setting. This volume even includes some Tiny Supers content. Prices: As of 7/12/2026, pdf, softcover, and combo show as $19.99.
TinyZine Compendium 2018 - Gallant Knight Games
This is the first Tiny D6 compendium from GKG. The Tiny Zines were/are a gift to all the GKG Patreon subscribers. Up until recently, they were compiled in January of the following year and released to the general public. It mostly contains goodies for the GKG Tiny D6 line, but occasionally has stuff for other games GKG has been a part of. As of 7/128/2026, pricing is: pdf $14.99/softcover $24.99/combo sale price of $24.99. There are several categories of goodies. The first is the Roll and Play. Each has 6 charts and a d6 is rolled for each and creates items such as inns, magic items, and gladiator arenas, among others. There are several new traits and heritages that can be used, typically in Tiny Dungeons. Heritages include Minotaur and Spirits. There are also 5 settings/adventure ideas for Tiny Dungeons and Tiny Frontiers. Sn interesting addition is an NPC feature of Arthur Pendragon. There’s also an article included on level progression for Tiny Dungeons and how to incorporate it into the campaign. For any not familiar, Tiny D6 games don’t really have a level or skill progression in the main rules, those are left to optional rules that can be added as desired. The system is designed to be minimalistic and less crunchy, though giving options to add crunch to the game. I feel this would be a good addition to any system, not just Tiny D6. Yes, there would be a conversion factor, but that would be true in any case.
Some RPG Web sites
Free League Publishing https://freeleaguepublishing.com/ Gallant Knight Games (GKG) https://gallantknightgames.com/collections DrivethruRPG https://www.drivethrurpg.com/en/ Questing Beast https://questingblog.com/ NorCal Mythos https://www.norcalmythos.com/ Magnetic Press Play https://www.magnetic-press.com/about-magnetic-press-play/ Wet Ink Games https://www.wetinkgames.com/ Meghan Cross https://meghanlynnftw.itch.io/huntered Gila RPGs https://gilarpgs.com/ Sock Puppets RPG https://a-smouldering-lighthouse.itch.io/sock-puppets Justin Sirois https://www.severedbooks.com/p/blog-page.html Tabletop Bookshelf https://tabletopbookshelf.com/
Tales From the Loop - Free League Publishing
Welcome to roleplaying in the 80s that never was. This game is one I’ve watched actual plays of in the past and thought it was interesting, though it wasn’t high on the list to buy. Enter birthday season and a GC for Amazon and decided it was time to pick it up. Chapter one is your typical first chapter, introducing to roleplaying and a few basics of the world. It’s the 1980s, but there are robots and ships vaguely reminiscent of the Matrix in the air. Chapter 2 is our first real look into the world. It gives information on setting your game in Sweden on the Malaren Islands. Makes sense as Free League is based in Sweden. You get a taste of politics of the time, and Sweden in the 80s for game purposes, including what to do. There is even a map of the Islands over 2 pages which can be downloaded from Drivethru and printed on one page. Boulder City, NV (chapter 3) has one too. Chapter 3 does for Boulder City what Chapter 2 did for the Malaren Islands. Now to chapter 4. The first look into the characters. In the game, you play as a kid, between 10 and 15. You choose one of 8 types, including: Bookworm, Popular Kid, Rocker, and Weirdo. Then pick your age and distribute a number of points equal to your age in the attributes, giving a value of 1 - 5. You receive luck points in the amount of 15 minus your age. Luck points allow a reroll on a failure without having to ‘push’ the roll (more on that soon). You have 10 points to use in skills. You can take up to 3 levels in the key skills of your type and 1 in any other skills. Then polish off by picking an iconic item, a problem, a drive, and a pride. Define relationships with other PC’s, select an anchor (someone or something that comforts you), add a name and description. Chapter 5 is the mechanics chapter. To succeed, one rolls Xd6 (equal to attribute and skill totals), with 6 being needed to succeed. One 6 is generally all that is needed to succeed, though there are scenarios where 2 or 3 may be needed. If you roll no, or too few successes, it’s considered a fail. You can push and reroll. You would keep any 6s already rolled, only rerolling non-successes. The rest of the chapter deals with skills and how they integrate into the game. Chapter 6 is the GM Section, touching on how to pace and setup your sessions. Chapter 7 discusses the “mystery landscape” (the adventures are referred to as mysteries). This gives you some general locations for your city, like the school library, the dream shop, and the cooling towers, as well as some NPCs. Chapter 8 is a short introduction to a short campaign in 4 mysteries titled “The 4 Seasons of Mad Science.” Each can be used as standalone mysteries or together. The chapters are set up the same, with background information, seasonal things to do, ant locations, and wrapping the session. Chapter 11 is titled “Summer Break and Killer Birds.” It’s an introductory mystery for newly created characters. The general gist is scientist Lena Thelin has decided to take revenge on her former colleagues. She’s captured wild birds and enhanced them with cybernetics to attack people at her command. Experiments didn’t go as planned, and some birds gained a form of human intellect and others became aggressive. The mystery is about the PCs finding out what happened to the birds and stopping Lena and Gunnar (her partner) from creating more birds. Chapter 10 is titled “Grown Up Attractions.” It again involved Lena Thelin (Diane Peterson if playing in Boulder City). She’s created a machine that draws people to it and makes them want to stay near it, and arousing their primitive instincts. The kids are tasked with stopping the machine and saving the adults. This one takes place in the fall. Chapter 11 is “Creatures From the Cretaceous” and takes place in winter. Our favorite mad scientist is back. She’s created a portal to the Cretaceous, and has retrieved many dinosaur eggs, but something went wrong. The PCs need to travel through the portal, save Lena and close the portal. Chapter 12 is “I, Wagner.” Our mad scientist is at it again, trying to create an army of robots loyal to her to get revenge on those she deems an enemy. She’s killed by one of the robots, Wagner. The PCs have to figure out how to stop the robots before anyone is hurt, or worse. I’m glad I picked this up and it’s a genuinely good game.
Sword of Meropis: And the Wretched Blood of the Undying Witchgod - GKG
This was a Kickstarter Gallant Knight Games did where there was only one buy-in amount and you got sent a link for an ‘at cost’ copy of the book either softcover, hardcover, or both. It was $10 for the Kickstarter and the softcover ended up being $3.76, with the hardcover being $10. So for about $30 I received 2 copies of the game. I was even one of the (in my mind) luckies to receive a copy of the hardcover that the printed page had been sized too large so that not everything fit on the page. This is a departure for GKG as in it’s not Tiny D6 related. We start by getting some background on the world. Mechanics are relatively crunch-free: roll a d12 and any applicable stat dice. If you roll a 2 or less you fail. A roll of 3 - 10 is a success, but you suffer a setback. 11 - 18 is success with no special effect. 19+ is a critical success, and comes with a bonus of some sort. Combat is also based on this premise and uses the same ranges to determine your initiative during combat. Each character starts with 3d6 in each of 4 attributes (Wise, Hale, Agile, and Mighty). After rolling for initial scores, you can add +3 between 1 to 3 attributes. You then pick a couple skills or one of six skill packages included and apply either a d4, d6, or d8 which would be rolled with a d12. There are 2 specialized archetype options: Godcaller and Sorcerers. There’s even an option to play as both. Also included are several enemies to fight during play as well as rules and tables for GM-less play. Alan Bahr also included a “Double Feature:” The Odyssey of the Aespyr (a seafaring expansion) and Katabasis (an underworld expansion). Each gives you enough for the proverbial sandbox to play any kind of adventure. The book itself tops out at 144 pages, but it’s packed with enough information to have pretty much any kind of experience you want.
The Illumination of Aldebaran - A Tiny Cthulhu Setting - GKG
This was the last outstanding reward from the Tiny Cthulhu Kickstarter (I had gotten my physical copy on May 17, 2021, estimated delivery was August 2020) and received this as a pdf late July 2023. Before anyone seizes, GKG and Alan Bahr are very good with communication. We had known via an update previous to the one saying it had been delivered that Alan wasn’t happy with what he had created and wanted to completely retool everything because he thought he could do better. He’s a bit of a perfectionist. Wasn’t even mad about the couple year delay, I would prefer quality product over getting something mediocre. It is available at DTRPG in pdf form for $9.99. The best way to explain what you’re getting is from the intro. It’s a framework to be filled in and adjusted to your campaign. The general premise involves the players investigating the play ‘The Illumination of Aldebaran,’ a sequel to ‘The King in Yellow.’ It seems everywhere the play is performed, certain creatives go missing. Or worse. You are given everything you would expect: NPCs, proper handouts, and other elements needed. Where it gets less standard, and I don’t think it’s bad, is the lack of “Read this to the players.” every place is described as necessary, with clues to be hinted at, or if questioning some of the actors general responses the actors would give. The adventure is set up as “Here’s what you need to know as GM so you can set the stage (pun intended/not intended, your discretion) for the players.” It’s equal parts general setting and adventure, as in I think you could use it as a backdrop for other adventures and still reference some events from the actual adventure. Reading through this, I can see a lot of possibilities, and it wouldn’t be difficult to adjust to other rule settings. All in all, it was worth the long wait in my opinion. I like the overall story line and presentation of the material.
TinyZine: Issue 48 - Gallant Knight Games
This is a new thing for GKG. For a long time, if you were a Patreon supporter at a certain level you received special D6 content monthly. At the end of the year, they would compile everything into a pdf (and eventually print) released on DriveThruRPG to the public. Per the letter from the Editor, 2022 was a bit rough as was the beginning of 2023 and they had other priorities to attend to which forced them to put this material to the side while they straightened everything else out. Doing this content in a quarterly zine allows them to put in the production schedule easier. As of 7/11/2026, prices are: pdf $6.99/softcover $19.99/combo sale $19.99. This (and the others in the series, there will be several more reviews) is designed to be a Tiny D6 goodie bag, with stuff for various titles in their collection. We start with Tiny Caveman, a comedic approach to a Tiny D6 game where you play, you guessed it, as cavepeople. The entirety of the rules is 7 pages, and assumes you have familiarity with the Tiny D6 system. Next is part one of the 4 part ‘The Return of Lian’ setting for Tiny Dungeons 2E. It gives a brief history of Lian, the politics, and society. Act 2 sees the party sent on a mission to save a group of farmers and a rescue party sent to find the farmers. Act 3 sends them on another mission to investigate a magic tower. Then we get ‘The River Runs Red’ for Tiny Gunslingers. It gives you everything you need to run adventures in Blackgum, MS. Tiny Encounters comes next and is a pair of encounter ideas for Tiny Dungeons. One entails fixing a tear in the underworld, and the other deals with a wizard’s library and the hijinks inside. Next comes ‘The Handbasket’ which is a post-apocalyptic setting and would work well in Tiny Wastelands. We then get a second Tiny Gunslingers setting, ‘Forsaken Children of the Gun.’ It’s influenced by The Dark Tower, The Witcher, and Dogs in the Vineyard. Lastly, we get ‘Castles, Keeps, and Citadel, oh my!’ This isn’t designed to be used like the enclave rules from Tiny Wasteland, but be a reason to use special bonuses one would get by having a fantasy stronghold. You get a lot of goodness for Tiny D6 crammed into 83 pages. Based on my experience with the previous yearly compendiums, there’s inevitably going to be a lot of material spread over most, if not all, the Tiny D6 line. If you aren’t as familiar with Tiny D6 and decide to take the plunge, grab this as well and go have fun.
Tiny D6 Games - Gallant Knight Games
While I’ve done a few looks at other GKG games by Alan Bahr and crew, I’ve neglected the 3 “mains,” those being: Tiny Frontiers Revised, Tiny Dungeons 2E (and Hatchling Edition), and Tiny Wastelands, the generic sci-fi, fantasy, and post-apocalyptic settings. Layout-wise, all Tiny D6 books are basically the same, and much of the verbiage is the same as well, with changes only being done for subject matter. But for those who haven’t maybe seen the other reviews, or maybe I didn’t go very in depth with, I’ll do a general rundown of rules and whatnot and it will encompass all 3 of the games (as well as, obviously, anything Tiny D6). The books start with some basic rules. The main mechanic of the game is the Test. To do the thing, you must make a test. A standard test is 2D6. A 5 or 6 on either of the dice is a success, anything else is a failure. The only exception is when you focus. Success than comes on a 4, 5, or 6. If you have advantage, roll 3d6; disadvantage, roll 1d6. Disadvantage trumps advantage 99% of the time, with there being an exception to the rule, whether it’s magic, technology, or something else. Character creation is next. Select a Heritage, 3 traits, weapon group to be proficient in, family trade, and belief. Depending on Heritage, you start with 4 - 8 HP. Most weapons in combat do 1 point damage, with certain ones doing 2. GM Section comes next, adding a little more crunch to the game. Tiny D6 is designed to be a minimalistic system, so there’s not an over-abundance of strict rules, spell lists and the like. Lastly, each game comes with a series of micro-settings. They are designed to give you a jumping off point if you need some inspiration for your campaign, or to just incorporate into your own. The systems are generic enough to be adapted to the likes of Star Wars, Star Trek, Middle Earth, etc. They can also be crossed over, so you could run a post-apocalyptic fantasy setting, a mish-mash sci-fi/fantasy, or any combination of the bunch. In Tiny Cthulhu, for example, one of the micro-settings is a Cthulhu/Tiny Dungeons mash up. Overall, the system is designed for all levels of gamers and can be taught and start play in about 10 minutes. Gameplay is fast and easy as there aren’t many rules to get in the way. Prices: Tiny Wastelands: pdf $17.99/softcover $29.99/hardcover $39.99/combos showing sale price of price for just book Tiny Dungeons: pdf $17.99/softcover $29.99/hardcover $39.99/combos showing sale price of price for book Tiny Frontiers Revised: pdf $14.99/softcover $29.99/hardcover $39.99/combos showing sale price of price for book
White Star White Box Sci-Fi RPG and Companion - James M Spahn/Barrel Rider Games
Rulebook (129 pages)
Here We Used to Fly - Kurt Refling and Ian Howard/Leafy Dragon Games
A game originally backed on Kickstarter. I was going through some stuff so I could only do the pdf which was $1 CAD, or about 75 cents. After things righted themselves for me, it was on DTRPG in physical form so I picked it up. Prices: pdf $14.13/softcover premium $20.39/softcover standard $18.39/combos are showing same as just the book. The book itself is 67 pages, so maybe a hair pricey for page count, but I thought the subject matter was worth the price. The game is GM-less and centers around a theme park. You make 2 versions of your character: one as a child, and the other as an adult. Each player (determined by the players in advance) takes a turn to pick an attraction. Each player (or at least all that are at that particular attraction) talk about what they are doing at the attraction as kids when the park is running, and then flash forward to adult them, when the park is now closed and decrepit. The rules suggest doing this for 3 - 5 locations at the park before calling it a session. The game itself is rules-lite, as evident by the page count. To create your character, the game utilizes playbooks. There are 14, including such descriptors as: Affectionate, Angry, Distant, Frank, and Spacey. Each asks a short series of questions to help describe how each manifests as children and adults. You are advised to “pick a couple” you like to flesh out the character. After that, it’s a short conversation about who’s choosing which of the 15 attractions and direction around the table you’re going. Attractions include: The Big Coaster, Carnival Alley, Heritage Train, and The Log Ride. For each attraction there are multiple ‘features,’ of which said player picks 3: one for as kids, the other 2 for as adults. Each also includes scene prompts and some basic questions to facilitate the scene. Some other errata includes: tips for roleplaying as kids in case you don’t remember how to kid (and I think some of us have to some degree), as well as thoughts on how to run the adult sections after the park has been abandoned. They also go into their design process. It sort of asks you to work with the “human experience of time.” How we experience things as kids and how we remember those experiences as adults. It was the actual play that made me back the game, even in what limited capacity I did at the time, and it was also the actual play that made me decide to get a physical copy.
Dungeoncaster - Christopher Grey/Sundered Hold Scriptorium
When I originally did this review (all these reviews were on a different site that is now defunct) it wasn’t available on DTRPG, but it is now and has been for a long while. Quick version of the review, these are all the non-world rules from Highcaster. But we’ll still take a look into it anyway. From the Back Cover: *Open source RPG Ruleset for story-driven fantasy. Play any adventure path campaign or homebrew setting that fits the sword and sorcery genre.
Fallen Angels - Side Room Games
This was another co-op game I did through Kickstarter. The general gist is it’s 1920s Sydney Australia, and the players take the role of law enforcement and use the cards in their hand to convict local criminals. Each card has the mugshot of a real criminal of the time and there are “hints” on the back of each card. There are 2 mini-books included. One explains the rules and the other gives a history of Sydney, including some of the criminals. The cardstock is playing card stock, so it’s worth the price. On the company site, it’s $15 and it’s $13.99 on Amazon. For reference, the Kickstarter was $12.
Global Crisis Cooperative Card Game Studio 9
As the P-word was just starting to flare up in 2020, I was finding my Kickstarter groove. I was looking for something different and came across this. The principle idea of the game intrigued me: climate crisis is at hand and world leaders need to work together to try and bring it back from the brink. The wild card is the optional Agent of Chaos, a card that doesn’t have to be used during gameplay. My only real nit on the game is the presentation of the rules. The rules themselves are clear, but instead of a little booklet for the rules, it’s a double-sided sheet of paper with all necessary rules. While it works, I would have hoped for a little more as a consumer (even if it meant a couple more bucks). The card stock is on par with any card game that’s out there, and the artwork is pretty slick in my opinion. The idea behind it is pretty solid, as is play. It includes 55 Challenge Cards, 34 Asset Cards, 5 Action Cards, and 8 Leader Cards. It’s designed for 2 - 5 players and is playable in about an hour.
Advanced Tiny Dungeons Gallant Knight Games
If you want a Tiny D6 game that has a little more grit and bite, this is the game for you. They took the Tiny D6 rules and added things like Armor Class, XP, traits, and classes. They intentionally went with a retro style in layout and artwork. The introduction gives some rule basics before going into converting from regular Tiny Dungeons. Magic is handled by using a specific trait, mainly spell reader and spell-touched. There are 12 heritages one can play, including: Barbarian, Goblin, Minotaur, and Satyr, each with a starting HP level and Armor Class. The Classes section is where things get more interesting. There are 15 classes, including the basics, but also including: Swashbuckler, Shaman, Crusader, Battle Mage, and Dark Paladin. The use of runes is an optional ruleset and one of the few sets of rules not in the optional rules chapter. We’re also introduced to magical disciplines, mainly in the form of elemental and poison magic. Martial disciplines include elemental disciplines in addition to animal disciplines. In reference to adventurer growth, you do receive XP to the tune of about 4 per session and level up after getting 10 XP. You also receive new traits and improvements as you level up. The GM Section gives all the needed information, including how to incorporate trap to the game, enemies, and other baddies. The optional rules section includes combat-related information, adventurer options, and 12 new heritages. There’s even a section for ship and mount rules. Lastly, there is a sample adventure included, as is a micro-setting. DTRPG shows a price of: pdf $14.99/softcover $29.99/combo shows $5 more as of 7/10/2026.
Gallantverse Campaign Guide
This was yet another Kickstarter purchase. It’s full of more nuggets to add to your Tiny Supers game. One of the bigger is the Cinematic Universe Campaign Method wherein everyone creates a character and do a 1 - 2 session “origin story” for each character with the other players creating supporting characters for the particular story and start tying things together as you go along and then move into the main campaign. Another addition is Hero and Villain points which can aid in certain circumstances. There are also new traits and power traits for all your superhero needs. They’ve even included rules on creating a base or hideout. It gives information for size, AI, comms hub, detention center, etc. Next we are welcomed to Gallantverse Euro. It includes: Ghoul Brittannia, Cabinet 13, groups in Germany, France, and various others. There are even groups of superheroes across South America. They’ve even included a section on Atlantis and its role in the game. Like the Tiny Supers rulebook there are several purchasing options: pdf $9.99/softcover premium $34.99/hardcover premium $39.99/softcover standard $24.99/hardcover standard $29.99/all combos show $5 more as of 7/10/2026.
Tiny Supers - Gallant Knight Games
This is one of GKG’s setting specific games in Tiny D6 world. By that I mean they do have sci-fi, fantasy, and post-apocalyptic, but are very generic and you can make the “world” whatever you want, like say Tiny Frontiers Star Trek. Here they put a ton of thought into the setting, some of which we’ll look at. Price: pdf $19.99/premium softcover $56.99/premium hardcover $61.99/standard hardcover $43.99/combos showing sale price of what just the book is. The artwork is amazing and is comic book style. You play one of 7 archetypes, including: Striker, Gadgeteer, and Expert. You get regular traits as well as super power traits, in addition to archetype traits. Now to the Gallantverse, GKG’s default setting. There are many location in the ‘Verse, but the main is Sentry City. It’s home to Sentry Force Prime, S.A.F.E., and a number of other organizations and people. The members of Sentry Force Prime are listed and statted out, as are some of the villains. It then gives some history on some of the more known groups in the city and even around the world. The Gallantverse section runs about 170 pages. Also included are 8 micro-settings if the Gallantverse alone isn’t enough. What I like about the Tiny D6 games is how big the games seem to be with very little crunch. Whether the game is generic, or more specific like this one, it does allow for variety.