About the project:
Adventures in Ankh-Morpork, the Discworld tabletop roleplaying game, catapults you onto the streets of the Big Wahoonie, and once you’ve dusted yourself off you can adventure to your heart’s content. With imagination and some shiny math rocks at your fingertips, your story on the Disc awaits.
Based on the popular Discworld fantasy series by Sir Terry Pratchett, Adventures in Ankh-Morpork is an officially licensed tabletop roleplaying game set in its most recognisable city, complete with Sir Terry’s iconic wit, humour, and humanistic satire.
Discworld is a setting that has a special place in our hearts, it is our unbelievable privilege to bring that world to life on tabletops, both physical and virtual, for fans old and new. As a British company, immersed in the style of humour and sensibilities of Sir Terry and the Discworld series, we’re looking to build a faithful recreation of Ankh-Morpork for you to roleplay and immerse yourself in.
“Without Narrativium, the cosmos has no story, no purpose, no destination.”
Discworld is a unique setting, and it deserves bespoke rules to do it justice; a system that encourages those random silly moments that RPGs and the Discworld novels both embrace so well.
The rules for Adventures in Ankh-Morpork are built on two core premises:
- The Disc has a story it wants to tell, and left alone will spin on much as it has
always done. - The players want to change this story to one more to their liking.
The Adventures in Ankh-Morpork roleplaying game is powered by an original set of rules, using a set of very familiar polyhedral dice — complete with a d100, d20, d12, d10, d6, d4 and a d7A (because we can’t say it’s true name, so let’s just call it…) the Narrativium die! The Narrativium system focuses on your roleplay, and elegantly and simply resolves moments of risk and conflict with dice rolls and character-specific traits.
The game lets you create any denizen of the Disc, with the complete freedom to define their background, who they work for, their core beliefs, niches, and quirks. From Dwarfs and Trolls to Golems and Gargoyles, play anyone (or any thing) your imagination can conjure. Play a member of the Watch, or maybe a wizard, even assassins (student), concerned citizens, thieves, beggars, reporters, seamstresses, fools and visitors/tourists.
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