Arkadian Scribe

Overview

Arkadian Scribe is a web-based campaign manager and virtual tabletop for game masters, currently in open beta. It is built around
D&D 5e
Dungeons & Dragons 5e (2014)Dungeons & Dragons 5th Edition (D&D 5E) is a heroic fantasy tabletop roleplaying game published by W...Beginner-friendlyHigh-Fantasy
and replaces the usual pile of notebooks, tabs and spreadsheets with one connected tool that runs in the browser, with nothing to install.

For running the game

Interactive maps with fog of war, walls, doors and windows, and tokens, plus a separate table screen you can show to players in person or over a video call A bestiary, an encounter builder and initiative tracking, with loot that players can search on defeated enemies A token creator, and community page to share your homebrew on Player sheets with the SRD character options (2014 and 2024 rules), including spells, items and inventory

For running the world

Quests, notice boards, NPCs, factions, groups and deities, with control over what each player knows and when they learn it A journal and handouts for sharing information with players gradually Shops where players build a shopping list and haggle while the GM accepts, declines or counters, and where shopkeepers can also buy items from players at a rate the GM sets A custom calendar and a timeline that fills in on its own as the party meets people, takes quests and spends money A session recorder that tracks play time and logs encounters, loot, purchases and notes at the exact in-game moment

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Tabletop events

Glasgow Tales and Tabletop Gathering (18-19 July)

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Tools & Platforms

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English
Audio & Music
Paid
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Index Card RPG
Tabletop Roleplaying Games

Index Card RPG

English
Rules-light
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Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems. Description ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures. System Overview & Key Features The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard." Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items. Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown. Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers. Links runehammer.online - Official homepage for Runehammer Games

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