Scout is a setting agnostic game where players collaboratively create an encounter map and craft the story of its features. This game may be played standalone or as a supplement to your favorite tactical RPG.
Choose your location: anything from the cargo hold of the spacecraft you're boarding to a dragon's lair. Then you'll take turns moving and discovering the topography, terrain, obstacles, and hazards in the area. For each discovery, you invent a description, history, myths, and possibility. Or you can simply state you've placed a nice shrub on the map.
Everything you need to play is on one page (with common questions and play examples on the back!)
As a supplement, use Scout to run a low/no prep game and keep it in your back pocket for those times when you have painstakingly prepared, but somehow none of your lovingly crafted battle maps apply to the rabbit hole your players have gone down. Either way, Scout becomes a mini-game to whip up engaging maps for tactical encounters created with your players. Or entirely by them while you take a break to prepare objectives, foes, or finally get a snack!
Check out the Alternate Rules for optional variations for your favorite d20 system (like Pathfinder, Lancer, or Dungeons and Dragons), dice pool systems (like Shadowrun or Mutant Year Zero), Draw Steel, and Savage Worlds.
I am happy to be featured as a contributor on Beside the Lesser Travelled Road. It features 20 characterful and roleplay-prompting campsites. Each with a colourful description of the locale, details on what your characters will find if they forage or hunt there and key points of interest that will draw your characters attention.
Each has plot-hooks of three lengths, allowing you to choose between a 15-20 minute aside, a 45-60 minute scene or a 2-3 hour session!
It's a business card? It's a game? It's both!
Bardcraft is a micro game of monumental duels. You shape reality (or at least imagination) with your words in a battle against a rival.
The rules are simple enough to fit on the back of a business card, but I love a good clarification, so here are some additional notes.
On winning: This game is meant to be played in good humor. The duel requires the form you choose to always defeat your rival; if there isn’t unanimous acceptance that it does, it’s often better to graciously concede and start a new duel than spend your time litigating. It’s also a great opportunity for an Audience!
On player count: Have several arch-rivals? An Audience of any number can offer extra fun (and mediate decisions on winning forms) while waiting to duel.
On forms: A duel might consistently escalate in scale, each form stronger until reaching a peak that decides the winner. Or it might jump straight in to big, powerful forms or oscillate between tiny and giant concepts. If you don’t like the current scale of your duel, you can change the playing field with your own choice of form.
Too powerful? When your rival names a giant mech to blow you to bits, become an ant hauling sand on your back to disrupt their delicate inner machinery.
Too abstract? When your rival names infinity, become the final chapter of a book, THE END clearly printed on the page.