Rabid Halfling Press and MonkeyBlood Design and Publishing are teaming to bring a science fantasy, city-centric roleplaying zine to gamers everywhere. Ascoleth: The Last Great City features a low prep cityscape primed for plenty of adventure. The Kickstarter project is past the 300% funding mark and you can reserve a copy of the zine (and PDF) for a $22.00 pledge or grab the PDF alone for a $9.00 pledge through May 8th. Expected delivery is this August.
About the zine:
“Ascoleth – the largest city at the end of times.
A place for everyone, for good or bad.
A terrifying and marvellous place where science and magic are one and the same.
A place where you can find, buy, pray to and/or consume anything or anyone.
Please, enjoy your stay.”
This book is a toolkit for the GM to easily run a weird metropolitan city for science-fantasy games. It is system agnostic to easily fit within your rule-set of choice.
This is a low prep kit that a GM can use to pull ideas from during a game session. With the help of short punchy tables intended to be improvisational prompts, they invite immediate and unique adventure. The city is also a fully-playable setting on its own. With the help of district tables, struggling GMs can easily create strange city blocks full of adventure seeds.
There are aspects of this book that are intentionally incomplete. This is so you make Ascoleth wholly your own and to give the outcome of every play-through a chance to grow organically. Of course, you can always use this book to spruce up your own campaign setting by rolling on the tables within and/or plucking out the bits you like most.
The idea to write a book of prompts came from the fact that your humble zine writers are both parents with full time occupations. We struggle with having the time or energy to prep for games that necessitate reading huge blocks of text. There are so many great, intricately-designed games and setting books, but they often require more time and effort than we are able to give them at this stage in our lives. So, we created a player-driven book where the GM—with a minimal amount of preparation—can play in a setting that rewards exploration and imaginative co-creation at the table.
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