Professional Documents
Culture Documents
Fast Fantasy
Iversion 1 .1 , by David Bass
What is this? For 2 - 7 friends over 3 - 5 hours A Note on Safety at the Table The Flow of Play, Continued
This is a lightweight , streamlined Get together with at least one friend, up to Roleplaying with your friends can be The players will either ask for more info
tabletop fantasy roleplaying game. 6 friends (plus you) max. The game works lots of fun, but it’s important to keep in or say what they do (as their characters,
This game is most directly inspired by : best with 5 people total. Plan on playing mind everyone’s boundaries and talking in 1st or 3rd person is fine).
• Apocalypse World ( Vincent Baker for at least a couple hours, most likely 3 - 5. preferences. Since it can be tough or • The GM answers questions
and Meguey Baker) awkward to try and stop in the middle and clarifies the situation
Decide who will be the game master, or of the action, it’s a good idea to • If the player triggers one of their
• Dungeon World (Sage LaTorra
discuss beforehand what sort of moves (Take the Risk , Wade Into
and Adam Koebel) GM. Everyone else is a player. Each player
content everyone is on board with and Battle, Manipulate, Get Answers,
• World of Dungeons ( John Harper) controls and portrays one fictional player what content needs to be excluded, Lead Onward, or another move),
• Defying Danger ( Jeremy Strandberg ) character (or PC) — a Warrior, a Scoundrel, veiled, or handled carefully before the they work with the GM to resolve it .
spoutinglore.blogspot.com a Mystic, or a Wildsoul. The GM controls game begins. Safety always takes • Otherwise, the GM says what
The goal of this T TRPG is to provide an and portrays the imaginary world around priority over the dice, the rules, and the happens based on the fiction.
easy - to - use framework for new players them, having the world act upon the PCs story. For more information and some The process then repeats : the GM
to get a game session up and running and reacting to what they do. great tools for handling content safety establishes the situation, provokes action
quickly and to improvise an adventure. during play, check out this or that link . or increases tension, and asks “What do
Printing and Materials The Game is a Conversation Getting Started you do?” If the scene ends, the GM frames
Print these documents on 8.5” x 11” (or You play this game by talking to each the next scene. If they’re not sure how to
A4) paper, landscape and single - sided. For your first time playing , pick an frame the next scene, they ask the players
other. You’ll say something , they respond. adventure starter that everyone is questions until they are sure.
You’ll find that it contains: You’ll ask /answer questions, interrupt , or excited about. The adventure starter will:
• Four character sheets (one for talk over each other. You take turns, but The flow of play is conversational. There
• Establish a premise are no formal turns, even during fights .
each player character type) there’s no strict , set turn order ; just make • Guide you through creating and Players can and will interrupt each other
• A page with advice on being a player sure everyone gets their chance in the introducing the PCs and interject (but please be respectful
• A page for the GM and another with spotlight , like in a theater play. • Prompt you to establish motives, and give everyone else a chance in the
advice about running the game
• A page with some example The goal of this conversation is to create goals, complications, details, etc. spotlight). What’s possible, plausible, or
People, Places, and Possibilities • Help hook the PCs into the fiction likely is something to be decided and
the fiction, a shared imaginary space
you might find on your adventures negotiated by each group.
in which the PCs exist and act . Adventure starters might also include
• A page with some example NPCs (for GMs) a map, dangers the PCs might The GM doesn’t roll to act for NPCs,
and the Loot they may have The players are responsible for their face, and discoveries they might make. monsters, or the world. (The GM may roll
• A page with magical Artifacts to use characters : what they do and say, to see how much harm an NPC or monster
• A page of Character Archetypes and how they feel, their backgrounds and The Flow of Play inflicts, or they may have the player roll
another with Advanced Archetypes experiences prior to play. for the harm amount instead; either way
The GM frames a scene – they say (or
• Three Adventure Starters to try out is fine.) Instead, the GM describes how
ask) where the PCs are and what that
The GM is responsible for everything else : the world and its denizens act upon the
You don’t have to use anything after the place is like. They say (or ask) who else PCs and then gives the PCs a chance to
GM materials (they’re examples), but the world, the non - player characters is there, what time it is, and so forth.
(NPCs), the monsters, etc. They describe react . If they ignore the threat , act
they help get things going quickly and foolhardy, or roll poorly, then the NPC may
how the world responds to the PCs’ The GM establishes the situation,
smoothly. Skip the archetypes if you’re get what they want , the enemy’s attack
only playing once, or for the first time. actions, and they curate what’s true saying (or asking ) what’s going on and
providing more details to the players. may hit , or some other consequence may
You’ll want some pencils and erasers, about the world. The GM can and should befall the PC, depending on the GM Move
some extra scrap paper, and at least ask the players for input and ideas, but The GM says something to provoke the game master decides to make.
3 standard, six - sided dice (🎲🎲🎲). the world beyond the PCs is ultimately the action and /or increase tension. Then
Ideally, you want 3 dice per person. GM’s domain (an idea known as The Line). they ask “What do you do?”
Thanks to…
Marcus, Inmatarian, and especially Jeremy Strandberg
Fast Fantasy RPG (v 1.1) by David Bass, 2023. Text / layout by Jeremy Strandberg and David Bass, 2023. CC-BY-SA 4.0. spoutinglore.blogspot.com. on the Dungeon World Discord for kicking this idea off!
A guide to
Playing a Character
Your Agenda Creating Your Character Taking the Risk
• Be a fan of the other players, the GM, and the world First off, your character needs to be conducive to both Take the Risk is the most common move your character
• Portray a compelling character the group you’re playing with and the established will make. Discuss with the GM what you’re trying to
• Engage actively with the fictional world fictional world. The GM should give you some kind of accomplish and what things might go awry, even if you
• Play to have fun together, not to win prompt to go off of before everyone makes their succeed. These could be a complication, a downside,
Principles characters, so make sure to create a character that is an additional cost , or maybe you aren’t able to get quite
actually going to go along with everyone on your shared all of what you want , at least in one attempt . If you aren’t
• Share the spotlight with other players
adventure. The players will probably have more fun if happy with the stakes that you and the GM set (before
• Be bold, take risks, and embrace what comes after
they diversify their character types, but don’t worry too you roll the dice), you can always decide to have your
• Pay attention, ask questions, and offer suggestions
much if you and another player choose the same type. character take a different action instead.
• Help build the world, but defer to the GM if needed
• Embrace difficulty, setbacks, and failure 1. Pick a character type, choosing from Mettle, Cunning, Power, and Wisdom
• Show us what’s important to your character Warrior, Scoundrel, Mystic, or Wildsoul. Though these points have different names for each
• Describe things through your character’s eyes 2. Pick a name and look ( you can reference the People, character type, they all function the same. When you
• Make connections with other characters Places, and Possibilities page for inspiration on names) spend a point , you just do the thing , so long as it is
• Build off of what the GM and other players say reasonable . If it’s asking a question, the GM will answer
3. Decide for your character what’s important to them
• Think in - character, but be considerate of others honestly. The exception is for magic, which requires a roll.
• Begin and end with the fiction and their personal goals . Choose things that you can
demonstrate while roleplaying during the adventure. Getting Hurt and Recovering
When In Doubt 4. Each player asks Which one of you… to at least one When your character would take harm, you decide
• Visualize the scene, consider the situation other player. These help establish past connections how to deal with it . Reduce it by your armor, maybe
• Ask the GM for clarification between characters and reasons you’re in the group. spend a point , or even trigger consequences in the
• Think about what you want & your character’s goals fiction. Mark harm boxes top to bottom, but sometimes
• Consider your character’s strengths and flaws 5. Each player picks options for Take the Risk . These the GM may have you mark a specific harm box instead.
• Ask around for ideas, but you choose what to do are areas of expertise that your character excels at .
You can ask the GM and other players for input if Supplies and Having What You Need
• Don’t shy away from the obvious choice, the brash
you want . Then everyone reveals what they picked. Supplies are some of the most important equipment an
choice, the interesting choice, or the meaningful
choice. Remember, you get XP if you roll a 6 - ! adventurer can carry. You can just so happen to have
6. Each player picks options for Mettle / Cunning /
almost any reasonably - sized, mundane item in your pack
Make Your Move Power / Wisdom. These are things your character by using Supplies. Supplies are most often used for :
• When you want to do something , don’t jump straight can do with certainty, or supernatural abilities that
• Having what you need by expending 1 Supplies if the
to rolling the dice. Converse with the GM about they can perform. Ask for input if you want , and reveal. item can be comfortably held in 1 hand, or 2 Supplies
which move you’re making , and for Take the Risk , 7. Each player picks Inventory and Little Things. You if the item would need 2 hands to hold or use properly.
work with them to establish the gains and costs. can check the Adventuring kit boxes and decide what • Regaining 1 Mettle/Cunning /Power/ Wisdom when
• If what your character does in the fiction seems to you need later. Make sure you have Supplies to share! you stop to catch your breath and use 1 Supplies, or
trigger a move, then it does. If you want to make a regaining all your points when you get a few hours
Maybe you want to play a character a bit more unusual,
move, you’ve got to actually do the thing in the of rest and use Supplies equal to the number of people
like a half - dragon or a psychic hive - mind of spiders. As
fiction. Work it out with the GM, but remember you long as the GM is okay with it , go for it ! Keep in mind resting plus 1 . This allows each resting PC to recover.
can always change your mind and back out of it • Clearing the Injured harm box when you take the
though that you’re playing in a group, so you’re not the
(before you roll, that is). time to treat the injury and expend 1 Supplies, or
main character, you’re one of the main characters. If
• Describe the how of the actions your character takes, you want to be able to do something an ordinary person clearing the Debilitated harm box when you get a
not just the what . You don’t need to go into great wouldn’t be able to do, that’s a perfect opportunity to few hours of rest and expend 1 Supplies .
detail, just enough that everyone can picture it in their use the write - in options for your Take the Risk skills Don’t bother marking off a use of Supplies if the item
minds. Tie things back into the established fiction. or things you can spend Mettle, Cunning , Power, or is fairly small or inexpensive. Refer to the sidebar on
• Don’t worry too much about trying to make things fit Wisdom to do. Work with the GM to figure out the the page of Artifacts : Trinkets, Talismans, and Treasures
your chosen specialties when you Take the Risk . specifics, and remember that limitations can be fun! for more examples of things you can have as Supplies.
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Agenda, Principles, and When In Doubt adapted from Homebrew World by Jeremy Strandberg CC BY-SA 4.0. and Unlimited Dungeons by Keith Tompos and Timekeeper CC BY-SA 4.0.
You are a Tell us, what great battle were you involved in?
Warrior ________________________________________________________________________________________________
XP When you mark the last XP circle, clear all XP and pick 1 : another Take the Risk option, another Mettle option, or +1 max Mettle. You may change what’s important to you, or your goal.
Scoundrel ___________________________________________________________________________________________
XP When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Cunning option, or +1 max Cunning . You may change what’s important to you, or your goal.
Mystic __________________________________________________________________________________________________
XP When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Power option, or +1 max Power. You may change what’s important to you, or your goal.
Wildsoul _____________________________________________________________________________________________
XP When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Wisdom option, or +1 max Wisdom . You may change what’s important to you, or your goal.
Your name is … 🎲 Lead Onward Wisdom Your Companion … pick 4 features
_________________________________ When you take the lead to journey Your max Wisdom is 4 to start … is huge but slow, or alternatively,
through a dangerous place, roll Spend Wisdom 1-for-1 to … pick 3 more to start … is nimble and stealthy
Your look character inspiration suggestions … reduce harm taken by 1 ( how?) … can carry a few riders, or alternatively,
pick one or more for each row, or fill in the blanks 3 dice and add up the 2 highest dice.
feminine masculine ambiguous On a 10+, pick 2 from below. On a 7- 9, pick 1 . … add +1 , once per roll ( how?) … can fly
On a 6 - , mark XP, and danger finds you first . … ask : “ What’s the best way forward?” … has vicious ________ and ________
youthful mature elder ancient
… ask : “ What’s their weakness?” … has an amazing sense of ________
human elf dwarf ___________ • You get a clue as to what lies ahead
feral serene scarred vibrant … ask : “ What should I watch out for?” … is nearly as clever as you are
• You track a chosen quarry unerringly … calm and clear your companion’s harm … can grab and entangle
________________________________ • You find a shortcut , some shelter, or
… pick 1 more on a Lead Onward … is great at climbing and swimming
What is important to you? pick 1 a tactical advantage (what?)
… move as swiftly as the wind … can hurl /spray _________________
The Hunt take down mighty or cunning prey • You scavenge 1 use of Supplies … speak with beasts, plants, or stones … has thick , armored _____________
The Pack put the needs of your allies first • You discover something (ask the GM)
… entreat the fae or spirits of the wild … has a body made of _____________
Preservation respect or protect nature • You and your allies leave no trace
… provide a natural remedy
Heritage offend / intrigue people by your ways … ____________________________ Inventory
Wonder discover a thing of natural beauty 🎲 Take the Risk … ____________________________ Mark up to 5 x to start . Maximum load is 7 .
_______________________________ When you or your companion acts despite … ____________________________ Adventuring kit ( items )
Your personal goal is to … pick 1 danger or does something risky, establish Regain 1 Wisdom when you catch your breath During play, move from here to specific items
… restore nature by _______________ what you stand to gain and what it might and use 1 Supplies. Regain all your Wisdom Supplies (uses )
… end my exile by ________________ cost . You and the Game Master decide together! when you get a few hours of rest and use 1 Supplies (uses )
… prevent calamity by ____________ Roll 2 dice and add them up, or roll 3 dice Supplies + 1 use for each character resting. Use to recover or for expendables (torches, etc.)
… reclaim fae - stolen _______________ and add up the 2 highest dice if the risk Axe (rending )
… return home to ________________ 🎲 Inflict Harm Spear (reach)
you’re taking is … pick 3 more to start
… ______________________________ Roll 3 dice. If you inflict harm … Staff (forceful, innocuous)
… by acting in tandem with • … against your quarry, use the highest die Bow or crossbow (long ranged)
Once during each scene, if you clearly
demonstrate or struggle with what’s your companion ( how?) • … alongside a partner, use the median die Quiver (shots )
important to you, mark XP and regain … by utilizing your surroundings • … all alone in the fray, use the lowest die Lasso, net , or whip (reach, grasping )
1 Wisdom. When everyone agrees you’ve … by setting a clever trap (what?) Leathers or hide (+1 armor )
reached a milestone towards some goal, Suffer Harm Lantern (oil ) Armor
… to uncover what’s been hidden
mark 5 XP and regain all of your Wisdom. Ask the GM how much. Reduce it by… Trap - setting kit (uses )
… to avoid ambush or being cornered
Which one of you … … to traverse perilous terrain or obstacles • … your total Armor (see Inventory) Map, compass, and spyglass ____
Ask your fellow PC s one or more of these
… like your spirit animal, _____________ • … spending Wisdom (1 for -1 harm) _______________________________
… does my companion really like? … versus that which slows or ensnares • … losing your footing or grip (-1 harm) _______________________________
__________________________ • … getting stunned (-1 harm) _____________________________
… versus the denizens of nature
… thinks my lifestyle is strange? • … something breaking (-1 harm)
… with the perfect shot ( how?)
__________________________ • … your companion becoming : Little things
… with wild abandon ( how?)
… also hears nature’s whispers? angry or fearful (-1 harm each) Fits in pockets, purses, boots ; pick 1 more to start
__________________________ … ____________________________
… ____________________________ Whatever’s left , mark that many boxes : Wealth () ( valuable)
… has no respect for nature? Found during play ; start with no wealth
__________________________ … ____________________________ Ouch (clears with a few minutes of rest)
Large knife ( harvest Supplies from beasts)
… needs my guidance the most? Injured (takes time and 1 Supplies to treat) Fire - starting tools (slow)
On a 10 +, you get both. On a 7- 9, pick 1 :
__________________________ • You get what you wanted. Debilitated (can’t roll 3 dice and add 2 highest ) Antidote or antivenom (uses )
… did I find lost in the wilderness? • You either avoid the cost or you accept Maimed (must roll 3 dice and add 2 lowest) Animal treats, bait , or scents
__________________________ the cost and mark XP. At Death's Door (any more and you’re dead) Whistle or noisemaker (sounds like what?)
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. On a 6 - , mark XP, and prepare for the worst . Your Companion’s Harm : Ouch Injured _______________________________
Paw Print Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
You are Can Their Character Do That ? Facilitating the Spotlight
People, Places, and Possibilities of your adventure prep. Other times, you’ll need to
whip up an NPC on the fly as the fiction calls for it .
Either way, you can use the following questions to
To use or ignore, as you see fit quickly flesh out an NPC :
🎲 1 . What does this NPC want most ,
Krajina, Northlander, or NPC Traits pick as many as you like Settlements or what might they want from the PCs?
___________________ Names athletic reckless/fearless Lowgate Fort Smoke
This is the NPC’s overarching goal. For ideas, you
might roll 2 dice (one for the 10s digit and one
Daryn Vizojin Grazdyn Jirorem sharp wit /eyes political leverage Blackstone Village Oakridge for the 1s digit) and /or consult this table :
Vinzlaw Tololsk Bohdiin Kelimir silver- tongued criminal ties Circle Bay White Falls The NPC wants to …
Druzen Benarsk Konimir Lomira excellent cook wildly inventive Stalwart Peregrine City 11. avenge (what?) 41. find belonging (why ?)
Besyov Zladny Jominda Duurva arcane prowess fae - cursed Highpass Ashcourt 12. reunite with (who?) 42. move to (where?)
Lyika Miiliska Yeffen Kybiin compulsive liar strong as an ox Seawall Wyrmhome 13. make money (by ?) 43. safeguard kids (from?)
skilled craftsman stunning beauty Nook’s Crossing Fivehills 14. find their lost (what?) 44. get their next fix (of ?)
15. slay (what or who?) 45. find true love (type?)
Jabali, Southlander, or kleptomaniac self- aggrandizing Barrowbridge Pitdown 16. cure illness (whose?) 46. learn how to (what?)
overly cautious highly educated Settledown Snowcalm
___________________ Names comedic buffoon steel nerves /glare Leppo Neneveh
21. hide their shame (for?)
22. rise in rank (in what?)
51. serve a master (who?)
52. raise exotic (what?)
Kufail Waafir Raffan Taaji lovestruck tattoo of a map Lagoz Cortia 23. find the truth (about?) 53. indulge in … (what?)
Amim Raamir Faaed Moolak noble/royal blood great wanderlust Trosia Dyrrium 24. steal valuable (what?) 54. find a job (like what?)
25. be renown for (what?) 55. destroy things (what?)
Qamani Vahid Obaud Dabr name to live up to evangelist of … Nicaeum Senejecke 26. teach others (what?) 56. entertain (by doing ?)
Ghejal Harfat Safaai Jaamida slick and speedy suffers old wound Dunazov Mallanta 31. uphold laws (whose?) 61. die valiantly (for what?)
Raalima Ghaafia Lutaiha Faswa quest for revenge drunk /high on… Kitasa Dobeta 32. restore honor (why ?) 62. transform into (what?)
Qaheeda Risma Nataka Munirii annoyingly chipper impossibly old Timise Belito 33. atone for … (what?) 63. discover ancient (what?)
always eating disarmingly honest Hirdesa Pumyi 34. escape society (why ?) 64. flaunt superiority (how?)
35. celebrate ! (what?) 65. live forever ( how?)
Vitruvian, Midlander, or priceless smile awful jokes /puns Shambles Stonetop 36. return home (to?) 66. rule over everything !
___________________ Names easily startled strange language
2. What unique trait (s) does this NPC
Places/Regions/Features have to help them get what they want ?
Javies Arren Brakley Thovas Found in the Wild
Eshan Voung Larsh Nabe Tanner’s Ford Rum River Flesh out what the NPC wants, then consult the
stone circle crumbling tower Crystal Falls Battlemoore NPC traits list (upper middle of this page) or invent
Juhn Dacom Warvy Aram some traits of your own.
Ebias Goseth Asalia Rowa abandoned keep old mine/quarry The Gray Fast Andwynne River
haunted library secluded abbey Wyvern’s Rock The Fallness 3. Why is this NPC here?
Ila Ceara Aminah Varcie What are they doing in the scene where they meet
Deppie Miviam Rathel Alese forgotten manor ancient tree Witch’s Vale White Sands
the PCs during the game? How does that help with
Rexi Vee Shael Divae crumbling statues giant nest Wicked Fells Crag Harbor the NPC’s goals, or what got them into this mess?
idyllic gorge barrow mounds Witch’s Citadel Ogre Mounds
natural caverns hill figure Aewj River Altar Ridge 🎲 4. What is this NPC’s attitude towards
Saeland, Old Empire, or the PCs? Have they met any PC before?
foggy valley rock outcropping Forlorn Wood Elderslope
___________________ Names waterfall natural spring The Cryptwood The Ghurab Way
If you’re uncertain, you might roll 2 dice and add
them up, then consult this table :
Narum Talbor Nebat Ubissa grove of aspen overgrown shrine Troll Pass Elven Dunes On a 2, attacks immediately
Anake Aliku Iskander Afe giant’s grave bandit camp Darken Wood Hushed Crags On a 3 - 4, hostile, possible attack
Fengarro Brevan Mekura Amar stone fences lost dwarven hold The Right Sea The River Vast On a 5 - 6, suspicious of the PCs
Agna Kahim Enki Fraazer river delta wishing tree Howling Obelisk Robber’s Vale On a 7- 9, curious about the PCs
Mekamu Kasha Elaki Naryo misty pond hilltop clearing The Red Descent Jivir Caves On a 10 -11 , aligned with the PCs’ goals
Emissie Destu Eyol Fassil old battlefield sinkhole Vulture Plains The Blue Hills On a 12 , enthusiastic friendship
Bidaba Tibu Tufeeq Bayuh river ferry ancient road Rust Mountains Mount Ballaaran 5. What special information, item, or
Lia Noed Zamera Romigna stream /creek swamp/mire Khiyaan Coast Nezivo Vale service does this NPC have to offer ?
Dawid Segan Ednu Ghidewon tar pits bridge Lake Pestry Inang River 6. And finally, what is this NPC’s name?
Fast Fantasy RPG (v 1.1) by David Bass, 2023. Text / layout by Jeremy Strandberg and David Bass, 2023. CC-BY-SA 4.0. spoutinglore.blogspot.com.
A codex of
Alchemist human, goblin, dwarf Devil fiend, genie, cambion Healer human, elf, halfling , orc Ooze slime, mistake, cosmic horror 🎲 To pick common vs. uncommon, roll
Scientifically improbable to explode Making deals paid not in gold Now, this may hurt a bit … Icky, goopy, sticky, melty the harm the (previous) owner could dish
4 HP, reckless or cautious 7 HP, 3 Armor (0 vs. sacred) 4 HP, 1 Armor, pacifistic 6 HP, 1 Armor, amorphous, mindless out . Then roll another die to decide the
Will keep their distance and assist Would prefer bargaining to fighting Unwilling to fight (low, if forced)
Sloshes towards food & away from light type of loot . Try to make sense of it , or
• Glorp (low, grasping , reach) reroll if you can’t . If the result is marked
• Explosives (med, area, fiery) • Hellfire (med, area, piercing , fiery) • Patch you up (clear trivial harm)
• Sizzle (med, rending ) with (*), roll a die for its Size / Nature.
• Venefice (Debilitated, curable) • Wicked barbs (med, reach, grasping) • Lifesaver (slow, clear major harm)
• Split and duplicate if hit with blades
Wants the next ingredient for their elixir Corrupt innocents, manipulate, damn Heal the sick and injured (and get paid) Devour and dissolve anything organic
Might mislabel bottles or bombs Must honor the contract to the letter Poor bedside manners, non-combatant Amoebic intellect , weak vs. salt /alkaline 1 - 4 Common Stuff
1. A curiosity, trophy, or bauble *
Assassin human, halfling , elf, shade Dragon aerial, aquatic, hypogeal Merchant dwarf, human, elf, goblin Spirit malevolent , tragic, helpful 2. Supplies, gear, provisions
Every man has a price … for his life Greed and ruin, wings and scales Everything you want , and more! You don’t stand a GHOST of a chance … 3. Supplies, gear, provisions
8 HP, 2 Armor, sneaky, disguised 16 HP, 2 Armor, large/huge, cunning 4 HP, 1 Armor, will call the guards Incorporeal, must banish or appease 4. A small sack of coins ( 1 Wealth )
Swoops in, attacks, then retreats Haunts the living , plays pranks 5. Specialized, uncommon gear or
Waits for the right moment to strike Will catch thieves, but won’t fight
• Breathe magic ( high, ranged, area) • Ghostly chill (med, piercing ) supplies (poison, reagents, etc.)
• Sniping ( high, long ranged, piercing ) • Grab by collar (low, grasping )
• Crush ( high, forceful, piercing ) • Poltergeist (low, area, forceful) 6. A clue, hint , or useful information
• Poisoned blade (med, concealed) • Try to upcharge you
• Chomp ( high, grasping , rending ) • JOIN US ( high, grasping , piercing )
Eliminate the target and flee the scene Protect the lair, grow the hoard Buy low, sell high, keep profits Torment the living , or pass on
Obvious scar, only in it for the money Arrogant , distracted by wealth Slow, greedy Weak vs. magic, destroy earthly ties? 5 - 6 Uncommon Stuff
1. Info that could make someone rich
Beast dire wolf, owlbear, kraken Elemental fire, water, earth, wind Mimic container, furniture, weapon Thug human, goblin, orc, halfling with effort /resources (valuable)
A vicious ball of claws, teeth, or beak The powers of nature given life & form Did that treasure chest just lick its lips? Your money or your life! 2. Exceptional item (valuable) *
9 HP, 1 Armor, large/huge, keen senses 8 HP, 2 Armor, various sizes 6 HP, 1 Armor, disguised, various sizes 5 HP, 1 Armor, usually in gangs 3. A hefty sack of coins ( 2 Wealth )
Bullies the weak , shouts for backup 4. A minor magical artifact or bauble *
Loud roars, carries off wounded to feed Reshapes its body, attacks relentlessly Imitates inanimate objects, then strikes
• Shank (low, piercing ) 5. Magic aura /effect (immobile)
• Tear apart ( high, rending ) • Crash (med, forceful) • Ambush! ( high, grasping )
• Pummel (med, forceful or grasping )
• Bite down (med, grasping , piercing ) • Blast (med, ranged, area) • Chomp (med, piercing , grasping )
• Take an NPC hostage
6. Roll 1 die on Rare Stuff table.
Defend its territory and feed its young Protect nature, cause accidents Devour the greedy and unsuspecting Mug someone and flee the scene
Single-minded, easily trapped Dumb as rocks, weak vs. magic control Subtle hints it’s actually alive Cowardly when alone, not too bright Rare Stuff
1. Riches, finery, treasure (precious) *
Construct golem, robot , franken Giant troll, ogre, cyclops, titan, storm Necromancer cultist , vampire, lich Undead zombie, skeleton, ghoul 2. Riches, finery, treasure (precious) *
DIRECTIVE: REMOVE INTRUDERS Enormous stature, enormous appetite Death is only the beginning … Not exactly the life of the party 3. Riches, finery, treasure (precious) *
10 HP, 3 Armor, large, mindless 12 HP, 1 Armor, huge 7 HP, 2 Armor, ×2 HP & undying if lich 6 HP, 2 Armor, often in hordes 4. A potent magical artifact *
Guards its home, attacks nearest target Conjures and controls undead
Takes what it wants, indelicately • Summon undead to fight
Shambling advance, act as controlled 5. Lore folks would kill for — map to a
• Smash (med, forceful) • Decayed weaponry (med)
• Integrated weapon (med, ranged)
• Crush ( high, forceful, rending ) • Drain life (med, piercing , life - steal) hoard, royal blackmail, info needed
• Hurl (med, ranged, forceful) • Bite at limbs (low, grasping ) for a new spell, etc. (precious) *
• Block an attack at its master • Magic ( high, ranged, piercing )
SERVE MASTER. REPAIR SELF. Sate appetites, be left alone, befriend? Sow undeath, preserve their own life Consume the living , or be properly buried 6. Something priceless *
Slow, limited programming Slow, not too bright Weak vs. holy, (lich’s phylactery) Weak vs. bladed (zomb) or blunt (skele)
* Size / Nature
Dandy human, elf, halfling , goblin, orc Guard human, dwarf, elf, orc, goblin Nobility human, elf, dwarf, orc Wizard human, elf, dwarf, orc, goblin 1. Little
All style, no substance Who goes there?! Filthy rich, filthy attitude The power of the cosmos at my whims! 2. Portable ( Weighs 1 )
4 HP, 1 Armor, deceptive, slippery 6 HP, 3 Armor, formation tactics 5 HP, has bodyguards 5 HP, has minions, ×2 HP if archmage 3. Portable, but hefty ( Weighs 2 )
Flees when the chips are down Casts magic from a safe distance
Does their duty and defends their ward Refuses to stoop to brutish violence
• Magic ( high, ranged, area, piercing )
4. Immobile
• Lunge (med, piercing after feint) • Calls for more guards
• Feint (low, see above)
• Brutality (med, forceful) • Summon creatures to do their bidding 5. Hard to extract or transport
• Detain (low, grasping , piercing ) • Offers a bribe (uncommon loot) (and roll again)
• Snatch (low, grasping ) • Various powers (spells or rituals)
Gossip, flirt , scam someone, get drunk Not let anyone pass, get paid Show superiority, live in luxury Acquire arcane knowledge and power 6. Hard to sell or make use of
Blabbermouth, coward Not very observant Insufferable, sheltered, cowardly Possible magical misfires, frail of body (and roll again)
Character Archetypes
Note that if the group is playing for the first time or is limited to a single session, it’s best to not bother with these. You can set your character’s goal as “To become a(n) _______”. When
you mark the last circle for XP, clear all your XP, change your character’s goal, and gain the Archetype and the first Archetype move. Add “an extra Archetype option” to your list of choices
for when you clear XP, picking from options in the second Archetype move. When an Archetype says your “Source”, it refers to your PC’s Mettle, Cunning, Power, or Wisdom, as appropriate.
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Scroll Icon by Delapouite CC BY 3.0. delapouite.com; Lyre Icon, Werewolf Icon, and Flask Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
A few more
Advanced Archetypes
All the same rules and advice for the standard character archetypes also apply to the advanced archetypes. However, a few things set these apart . These archetypes are not necessarily
more powerful, but they are more involved. A character might suddenly find one of these archetypes thrust upon them ( with the player and GM’s consent , of course) : a curse or prophecy,
a vampiric affliction, a near - death experience, or discovering a magical artifact. Overall, these are more suitable to some games than others, and require buy - in from the group prior to their use.
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Cursed Icon, Imp Icon, Heart Icon, and Pendant Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
A Dungeon Adventure Starter, Use this map as inspiration or ignore it as you see fit .
Remember, the map is not the territory !
🎲 When the players all come up with a solution to the mystery that the GM F. Locations make these easy to find – trails lead to them, NPCs talk about them, culprit flees to them
thinks is plausible based on the clues they’ve found, roll two dice, subtract 6, Labyrinthine sewers Hinterland cabin Fancy party
Slippery, humid, and rancid Signs of recent activity here A classy masquerade, invite - only
and add the number of clues the players incorporated into their solution ...
Paint the Scene : Paint the Scene : Paint the Scene :
Clues Incorporated • What rumors abound of monsters • Nobody goes near this cabin, • What complication did you all
in the sewers beneath town? saying it’s haunted. By what? face getting in to this party?
On a 10 +, their solution is correct after all ! • Who in town went missing down here • The faint smell of smoke taints • What vibe are you getting , hidden
Give them an opportunity to nab the culprit . years ago and was never found? the air, plus what other smell? just beneath the merry revelry?
On a 7- 9, their solution is correct , but there's a major Potential Clues : Potential Clues : Potential Clues :
challenge, disaster, or cost between them and the culprit . • Hidden pile of desiccated bodies • Scroll of ancient blood rites • Mayor & Gossips drink red wine
On a 6 - , their solution is incorrect ; give them a clue that shows they were wrong , • Goes under town hall & apothecary • Tome on the four humors • Complaints of worsening odors
• Signet ring of a noble family • Vampire bat roost in attic from apothecary
but pick a GM move (especially one from towards the bottom) and do it . • Random clue from Suspects lists
Trail of dried blood leads down side Footprints lead from cabin, but
B. Premise do this before making characters, ask players for input on the names tunnel to the Hinterland Cabin the trail abruptly vanishes blabbed by loudmouth partygoer
“Townsfolk of (town name) have been turning up dead for weeks now, with their Dangers & Discoveries that might be found in locations or around the town
bodies drained of all blood, down to the last drop. People are beginning to panic, Vampire bats in and around the Hinterland Cabin
Squad of town (Guards) if you’re out after curfew
and although Mayor (name) has ordered the town guard to patrol the streets day They vant to suck your blud
Nonlethal tactics ; will report you to the mayor,
and night , no one is any closer to finding out the cause. One of you, devastated by 6 HP, small, colony hunts together
collect fines, etc. ( but don’t send PCs to jail ! ) • Barrage of wings (med, forceful)
the loss of someone close to you to this crisis, discovered a clue as to what might
be happening and banded together a crew to get to the bottom of all this.” Living blood stain (Ooze) nearby desiccated body • Vampiric bite (low, piercing , life - steal)
• Blood siphon (low, grasping , piercing , life - steal)
Secret library behind a suspect’s bookcase
C. Make Characters do each step together, taking turns Trapdoor in the floor On the desk is a tome of genealogies going
1. Each player picks a character type: Warrior, Scoundrel, Mystic, or Wildsoul • Nasty fall (median die)
back centuries, but only those of “pure blood”
2. Each player picks a name and look (see People, Places, and Possibilities for inspiration) Blood-red elixir left somewhere the culprit has been always seems to show
3. Each player decides and reveals what’s important to them and their goals 1 use, heals all harm … if you can stomach it Charmsmith (Merchant) up near victims’ homes
Choose one of them and ask : “ Who was the victim to you, and what item was Sells charms of evil eye, garlic, holy symbol, etc.
Bloodgorged (Beast) where you least expect it
left behind by the perpetrator when you discovered the victim’s dry corpse?” Willing to barter for goods, favors, or magic
Red herring ; crisis continues after it is slain
4. Each player asks Which one of you… at least once • Bleeding strike (Debilitated, clears when staunched)
(ask follow - ups ; figure out why they’re working together to solve a mystery) Altar to the god of blood in a suspect’s basement
5. Each player picks and reveals options for Take the Risk “Honest” Obaud (Dandy) in pillory at town square Once per PC, mark harm ’s : gain that many XP
6. Each player picks and reveals options for Mettle / Cunning / Power / Wisdom Town drunk , will exchange info for drinks
Bloodrisen horde (Undead) minions to the culprit
7. Each player picks and reveals Inventory (or marks the Adventuring kit) and Little Things Disquieted funeral procession (Merchants) • Bleeding strike (Debilitated, clears when staunched)
8. Each player starts with 1 bonus Wealth and has someplace to stay in (town name) Abuzz with rumors about the crisis • Blood feast (med, rending , life - steal)
Text / layout by David Bass, 2023. CC-BY-SA 4.0. Mystery framework is Carved from Brindlewood.
A Journey Adventure Starter,
Expedition Anywhere
A. Framework for Running This Journey and others you might create You also have to take precautions because your path is beset by roving 🎲 ___________________________.
A popular philosophy for worldbuilding , particularly for adventures involving travel through 1. gangs of violent Thugs and murderers, looking for victims
Perilous Wilds, is that of “Ask , Say, or Roll.” The GM could ask the players for input on the 2. hordes of Undead that hunger for the flesh of the living
world. The GM could say what the world is like, going off of what’s already been established. 3. vicious Beasts that are at the top of the food chain
The GM could instead roll on a table of prompts to get an initial idea to build off of, fleshing 4. enraged Elementals that lash out at civilization
things out or tweaking things as they see fit . These approaches can be combined, with the 5. ancient Constructs of the long - dead precursors, their original programming now corrupted
GM asking or saying the way the world is, using the table only as suggestions. Decide as a 6. clever Mimics, masquerading as almost anything, seeking to devour
group how you want to approach the adventure. You don’t have to use the same approach
for everything , and don’t feel confined to just these prewritten blanks ! C. Make Characters do each step together, taking turns
1. Each player picks a character type: Warrior, Scoundrel, Mystic, or Wildsoul
B. Premise do this before making characters 2. Each player picks a name and look (see People, Places, and Possibilities for inspiration)
You all will be escorting an NPC to somewhere important , and it’s vital that you deliver them 3. Each player decides and reveals what’s important to them and their goals (ask questions!)
as quickly as possible! First , what terrible thing will happen if the NPC doesn’t make it there Choose one of them and ask : “ Who is this NPC to you, and why are you willing to
in time? 🎲 __________________________________________________________________ . risk life and limb to aid them on their dangerous journey?”
1. The NPC will miss their wedding , which is to forge an alliance between two nations 4. Each player asks Which one of you… at least once
2. The NPC is a key witness in a trial that could sentence an innocent person to death (ask follow - ups ; figure out why they’re willing to go on this quest together)
3. The NPC is a kidnapped prince/ss, who must be returned lest a war break out over them 5. Each player picks and reveals options for Take the Risk
4. The NPC is the only one who can perform the ritual at the solstice, or the land is doomed 6. Each player picks and reveals options for Mettle / Cunning / Power / Wisdom
5. The NPC has been cursed and transformed into a _________________________________ , 7. Each player picks and reveals Inventory (or marks the Adventuring kit for later) and Little Things
and it'll become permanent if the curse not lifted soon D. Begin Your Journey
6. The NPC is the only one who could possibly convince their relative, who is near death,
not to take a powerful secret with them to their grave Our story begins in media res, as you all do battle with (the first danger) ___________________________ .
Where are you all escorting the NPC to? ___________________________________________ Having vanquished them, you continue until you come across (the second NPC) _____________________ .
The NPC is very likeable because they are _________________________________________ , Further along your path, you discover a (the first discovery) _______________________________________ .
but they have the significant drawback in that they are incredibly 🎲 ___________________ . During your travels, you happen upon a kindly 🎲 ___________ , who aids you by giving you ___________ .
1. cowardly, running away screaming at the slightest scare 1. old witch/wizard; a helpful magical artifact
2. foolhardy, thinking themselves far more capable than they actually are 2. explorer; information about the path ahead of us
3. inquisitive, wanting to stop and analyze things despite obvious danger 3. merchant; highest die worth of Supplies
4. bad at directions, wandering off and getting lost all the time 4. dragon in disguise; median die worth of Wealth
5. clumsy, touching things they shouldn’t , bumping into people, and being accident - prone 5. alchemist; an elixir that heals all harm
6. scatter - brained, often losing things, getting distracted, and forgetting things and people 6. fae courtier ; a bag of anything (treat as 2 Adventuring kit items)
The NPC’s name is ____________________________________________________________ . Along the way, your progress is impeded by a 🎲 ___________________________________________________.
You’ll all need to adequately prepare, because the climate is 🎲 _______________________ , 1. towering cliff face
2. huge wall, and the gatekeepers won't let you through unless ___________________________________
1. frigid 3. rainy/damp 5. forest /jungle 3. large river or body of water
2. tundra /alpine 4. temperate 6. swamp/marshland 4. gigantic chasm, with a flimsy - looking bridge across it
and the terrain will be 🎲 ____________________________________ . 5. labyrinthine tunnel that ventures deep beneath the earth
1. mountainous 3. underground 5. arid 6. horrific storm, the likes of which none have ever seen before
2. canyon /ravine 4. coastal 6. tropical Further on, the climate and terrain change to 🎲 ____________________ 🎲 ________________________ .
You prepare for the journey ahead by bringing along 🎲 _______________________________.
Weathering those, you meet (the third NPC, as part of a small settlement) __________________________ ,
1. a handful of followers, capable and loyal
2. a faithful driver, mule, and wagon, carrying enough to Resupply once but after departing , you are accosted by (the second danger, a bit tougher) __________________________ .
3. six extra Adventuring kit items, to be as prepared as possible After overcoming these challenges, you’ve all reached a milestone on your journey, and gain 5 XP each !
4. four extra Wealth, just in case
5. another NPC, who could substitute for the first NPC if worst comes to worst Continuing on your quest , you discover a hidden (the second discovery) _____________________________ .
6. a minor magical artifact With the end to your journey drawing near, you are suddenly beset by a 🎲 (third danger, quite challenging )
The journey will be especially perilous because you are 🎲 _____________________________. __________________________ , who is /are _____________________________ , so they won't let you pass!
1. being pursued by ______________________ who want to take your ward back with them 1. Noble and their squad of Guards ; insistent that the Noble and the NPC be wed (against the NPC's wishes)
2. deep within enemy territory ; everyone you meet will be suspicious or hostile 2. Dragon wyrmling ; (small, lacks Crush attack) seeking vengeance because the NPC stole from its hoard
3. spies impersonating important diplomats ; if your identities are revealed, you're in trouble 3. Giant ; demanding the NPC as tribute
4. in the midst of a terrible plague, and must take care that your ward is not afflicted by it 4. Necromancer and their undead minions; convinced that the NPC 's heart is the secret to immortality
5. prophesied to fail in your quest , and supernatural forces meddle with your fates 5. group of Assassins ; hired to kill the NPC
6. well - aware that your ward does NOT want this, and will be trying to escape from you 6. Devil ; coming to claim the NPC's soul as per their contract
Text / layout by David Bass, 2023. CC-BY-SA 4.0. The Perilous Wilds is by Jason Lutes and Jeremy Strandberg .