TGR: Spells & Magical Effects

The listing of spells for TGR is much vaguer than the stats, monsters, and so on. There is a table that generates spellbooks, true, but it’s rather an old one, and all of the spells listed in it are just names I made up on the spot, expecting the user to fill in the appropriate spells for their game system and their campaign.

A lot of TableMaster tables need some kind of spells. A trap might fire off something, a magical item could cast something else, and so on. This listing is, therefore, rather heavily skewed toward spells for those uses.

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TGR Character Stats, Races, and Classes

As described in yesterday’s post, Wintertree has a set of RPG rules. Unlike every other company’s rule set, though, this one isn’t intended to be actually playable; instead, it’s a framework for TableMaster tables to refer to, so that the user can more easily modify those tables for the actual game system he or she is running.

Today’s post is about the character stats and how those work, to the extent that anything in TGR works at all, plus the basic races and classes.

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The Wintertree RPG

Wintertree has a RPG!

No, you can’t play it.

Okay, let me explain: For many tables, it’s been necessary to refer to game stats of some sort, spells, effects, and so on. Given that I want the results to be usable with whatever game the user is running, and I don’t want to get sued by one of the more litigious companies (this was a particularly big hazard 20 years ago when some of them were first written) I’ve always just made something up asĀ  I went along. Whatever stats a given table referred to might not be the same as what I made up for a different one the next time I was writing one.

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