Optional Rules: But it’s not in the Rulebook!

“But it’s not in the Rulebook!” some people might say when presented with a Fan Made rule. Don’t let that kind of talk stop you. If you have a great idea, use it anyway. You might be able to tweak an ability here, make an action occur more smoothly there, or simplify combat with “one simple trick.” I am in favor of optional rules and encourage you to make them for Unchained Heroes. Unchained Heroes spawned out of making so many optional rules for my favorite game systems that it made a lot more sense to make my own game. The “optional rules” ended up being built in as part of its...

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The Necromancer Class Story and Class Preview

Today I present to you the story for our new Iconic character, Sidra the Necromancer, for the Unchained Heroes RPG. It is written by Jennifer Patz. After the short story I give you a preview of the powers that the Necromancer Hero class has at their disposal from level 1 onward. Necromancer Class Icon – Sidra the Necromancer Sidra moved up next to a long blackened wood table in the center of the laboratory, hoping to find something to bring back to the constable so she could clear her name. As she rummaged through the piles that littered the surface, she heard something creeping up...

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Unchained Heroes: Gritty Fantasy Hack

If you are looking to run a Low Fantasy, gritty, Unchained Heroes Campaign, this hack is for you. Each section of this hack will tell you how to quickly adapt the High Fantasy Gaming of Unchained Heroes into a more low-key and gritty setting. What is Low Fantasy you might be asking? Low Fantasy has all the fantasy trappings that we might expect, but magic and the supernatural are uncommon and very rare; as opposed to High Fantasy where it is quite a prominent part of everyone’s lives. If you need a comparison, think of the Conan Universe or even Lord of the Rings. In those universes, magic...

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Turk Zapt’s 25 Metagaming Rules of RPG Combat

Combat is a considered a complex part of most games and has many rules to cover the different scenarios that might come up. Most of the time, we end up seeing people simply trading blows and it loses its luster. This is because a number of different factors; the biggest being that Auto-Attacks are easy. Beyond that there is a host of other metagaming factors that are occurring behind the scenes. If you understand what those are we can use them to get us away from monotonous combat and make it more exciting. The first step in making combat more exciting is understanding the more nuanced...

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I like my coffee black…

I like my coffee black and my RPGs the same–that is to say, rich and complex, but it wasn’t always this way, I started out with lighter fare for both in the beginning. My first RPG was Fantasy Quest, a game of my own making modeled after Dragon Warrior, Final Fantasy, and books like the Black Cauldron series. They had simple rules and simple mechanics. I rolled a dice to hit you, you rolled a dice to avoid being hit and the highest wins, no modifiers and no damage rolling. We had special abilities, summoned monsters, and found Crystal Armor to gear our heroes. As I grew, so also did my...

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Creating an Adventure: Part 2

This is the last part of the Creating an Adventure Series. You can find the first part through this link: Creating an Adventure – Part 1. This part wraps up the adventure creation process and should give you a framework to use for your own adventure creation in the future. When this article is complete, we will have two versions of this Adventure Module for you. The first one will be a more basic Outline version of the Adventure and available immediately. Download the Adventure Prison Break on our Downloads Page. The second will be a more detailed Adventure with more flavor and...

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