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<blockquote data-quote="SamChuppMedia" data-source="post: 9813379" data-attributes="member: 7028604"><p>Hi all, just wanted to poke in here and let y'all know I'm selling my systemless sourcebooks for fantasy RPG at 50% off over on DriveThruRPG.com</p><p></p><p><a href="http://Hi all, just wanted to poke in here and let y%27all know I%27m selling my systemless sourcebooks for fantasy RPG over on DriveThruRPG.com https://www.drivethrurpg.com/en/publisher/7842/sam-chupp-media" target="_blank">Sam Chupp Media page</a></p><p></p><p>Real quick here is a summary of each one:</p><p></p><p><strong>Foreword: Mercenaries </strong>is a sourcebook for creating and running a Mercenary Guild in your fantasy world, complete with ideas for history, organization, benefits, and backstory. It's meant to springboard campaigns and provide a reason for diverse character types to work together. Not to mention there's the ever-present role of cash, advancement in organizations, loot, and camaraderie.</p><p></p><p><strong>The Book of the Kiss </strong>is a fantasy romance sourcebook seeking to assist those who wish to add a touch of romance to their tabletop game, while keeping in mind that it's not everyone's cup of tea. Roleplay a "romantic alignment" you choose yourself, and can change over the course of your character making their milestones. Recognize in-character relationships starting, growing, maturing, and ending - and their in-game mystic / characteristic attributes changes. Consider a lot of examples in a fantasy world milieu of how romance can be added without necessarily adding naughtiness. Also includes some magical and divine notes on love.</p><p></p><p><strong>Encryptopedia </strong>is a sourcebook for fantasy espionage. The initial book provides a good grounding that is useful for both GM and players. Here, you will find fantasy words that you can use instead of the technobabble espionage stories tend to drop into. GMs can push the "espionage slider" from minimal interest (perhaps between trade guilds only?) to a full-blown spy campaign (a literal war of shadows!). There are cool gadgets too and suggestions for how to take into account magic-sensitive signature detections much like submarines have to watch their acoustic signatures.</p><p></p><p><strong>Live & Let Dye </strong>(not on sale but it's very inexpensive) is an adventure supplement set in and around a parisian-style city in your fantasy world, and coincides with the annual Dyer's Guild Ball, where all the new fancy colors are demonstrated. This luxurious gala is a backdrop to a possibly anthology of overlapping espionage stories, including extraction of defecting assets, discovery of stolen formulae, and dead-dropping valuable items for no-fault transfers of ownership.</p><p></p><p><strong>The Forever Diamonds </strong>is a campaign supplement which takes the premise of three epsionage factions of different kinds (one governmental, one criminal, and one mystic) and pits them against each other, giving a GM a chance to craft many situations where they clash, ally with each other, and of course switch sides in a self-serving fashion. A campaign outline and notes help you utiize the material, but even if you aren't going to run the story in the supplement you will find some decent ideas for crafting backstories and faction wars.</p><p></p><p><em>These were all produced without the aid of AI, all art was crafted by humans and paid for.</em></p></blockquote><p></p>
[QUOTE="SamChuppMedia, post: 9813379, member: 7028604"] Hi all, just wanted to poke in here and let y'all know I'm selling my systemless sourcebooks for fantasy RPG at 50% off over on DriveThruRPG.com [URL='http://Hi all, just wanted to poke in here and let y%27all know I%27m selling my systemless sourcebooks for fantasy RPG over on DriveThruRPG.com https://www.drivethrurpg.com/en/publisher/7842/sam-chupp-media']Sam Chupp Media page[/URL] Real quick here is a summary of each one: [B]Foreword: Mercenaries [/B]is a sourcebook for creating and running a Mercenary Guild in your fantasy world, complete with ideas for history, organization, benefits, and backstory. It's meant to springboard campaigns and provide a reason for diverse character types to work together. Not to mention there's the ever-present role of cash, advancement in organizations, loot, and camaraderie. [B]The Book of the Kiss [/B]is a fantasy romance sourcebook seeking to assist those who wish to add a touch of romance to their tabletop game, while keeping in mind that it's not everyone's cup of tea. Roleplay a "romantic alignment" you choose yourself, and can change over the course of your character making their milestones. Recognize in-character relationships starting, growing, maturing, and ending - and their in-game mystic / characteristic attributes changes. Consider a lot of examples in a fantasy world milieu of how romance can be added without necessarily adding naughtiness. Also includes some magical and divine notes on love. [B]Encryptopedia [/B]is a sourcebook for fantasy espionage. The initial book provides a good grounding that is useful for both GM and players. Here, you will find fantasy words that you can use instead of the technobabble espionage stories tend to drop into. GMs can push the "espionage slider" from minimal interest (perhaps between trade guilds only?) to a full-blown spy campaign (a literal war of shadows!). There are cool gadgets too and suggestions for how to take into account magic-sensitive signature detections much like submarines have to watch their acoustic signatures. [B]Live & Let Dye [/B](not on sale but it's very inexpensive)[B] [/B]is an adventure supplement set in and around a parisian-style city in your fantasy world, and coincides with the annual Dyer's Guild Ball, where all the new fancy colors are demonstrated. This luxurious gala is a backdrop to a possibly anthology of overlapping espionage stories, including extraction of defecting assets, discovery of stolen formulae, and dead-dropping valuable items for no-fault transfers of ownership. [B]The Forever Diamonds [/B]is a campaign supplement which takes the premise of three epsionage factions of different kinds (one governmental, one criminal, and one mystic) and pits them against each other, giving a GM a chance to craft many situations where they clash, ally with each other, and of course switch sides in a self-serving fashion. A campaign outline and notes help you utiize the material, but even if you aren't going to run the story in the supplement you will find some decent ideas for crafting backstories and faction wars. [I]These were all produced without the aid of AI, all art was crafted by humans and paid for.[/I] [/QUOTE]
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