BRW Games

Castle of the Archmage: Musicland Adventure Up On Kickstarter

Music is a pretty important part of my life. I've pretty much got it going all the time. I used to play trumpet. But even then, while music might be my life, it's not my entire world. Such is not the case in Musicland. There, instruments come alive and people speak in music notes. It's into this world that you find yourselves in the Castle of the Archmage: Musicland adventure that's up on Kickstarter now.

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BRW Games Midsummer Madness Sale

BRW Games is having themselves a sale over on RPGNow in honor of this wonderful season we're in.

Midsummer Sale Products


From the sales sheet:

It's here!

From June 20-22, BRW Games is having a sale, with 30% off all of our titles. That's pdf and hardcopy. Rulebooks and adventures. Supplements and novels. Everything.

If you've been holding off getting Castle of the Mad Archmage, now's your chance. You can get it for under $14 in pdf, and under $25 in hard copy. See the 13+ level megadungeon in all its glory!

If you've been curious about Adventures Dark and Deep, now's the time to strike. You can get it for under $25 in pdf, and under $50 in hard copy. The answer to "What might the game have looked like if Gary Gygax been allowed to keep developing it?" can be yours.

But the madness will end soon. Sunday evening. So get them while you can!

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Adventures Dark and Deep Bestiary Now Available from BRW Games

BRW Games has released the Bestiary book for Adventures Dark and Deep. What DM couldn't use some more monsters to throw at unsuspecting PCs?


From the release:

The Adventures Dark and Deep™ Bestiary contains Over 900 monsters in one book, including well over a hundred brand-new monsters, with tons of illustrations.

Need we say more?

The Adventures Dark and Deep™ Bestiary is the third core rulebook for the Adventures Dark and Deep™ game, an expansion and revision of the original 1st Edition rules that defined the role-playing hobby for a decade. Based on Gary Gygax's original plans for expanding the game, Adventures Dark and Deep™ gives you new character classes like the jester, savant, mystic, and mountebank; new spells; a new combat system; new monsters; rules for weather and natural hazards; new magic items, and tons more. And it's all compatible with most old-school games, so you can use it with all your old and new adventures, settings, and supplements.

If you liked 1st Edition, you'll love Adventures Dark and Deep™.

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Adventures Dark and Deep Game Master's Toolkit Now Available

BRW Games has posted their Game Master's Toolkit for Adventures Dark and Deep up online.

From the update:

The second of the core rulebooks for Adventures Dark and Deep™ is now available! The Game Masters Toolkit gives a ton of tools that the game master can use to help run his games, and almost everything is generic enough to be applicable to any sort of OSR-compatible rules. Here are just a few highlights:

Guidelines on what sort of races (sub-races, underground races, etc.) can be included in a campaign, and the potential impact of the choices you make
NPC generation (including two big tables of physical and personality traits to give NPCs a little color quickly)
Dungeons, wilderness, and underwater environments and hazards (including pits, weather, privation, swimming, etc.)
Non-melee combat-- tournaments, hunting, etc.
Rules for creating detailed treasure hoards that are more than just coins and gems
Ships and waterborne travel
Notes on creating a campaign setting; bottom-up vs. top-down philosophy; classical, underground, and Mythos-inspired campaigns; religions and deities (including a complete sample religion from history-- the Norse); the various other planes of existence (including variant systems and cosmologies)
Notes on creating adventures; storylines vs. sandboxes, wilderness adventures, and urban adventures; and tips on handling clues for players, meta-knowledge, and problem players
A comprehensive listing of magic items, including rules for intelligent items, selling magic items, etc.
An appendix with more than 80 random tables for the game master to use as inspiration, to fill in details, provide quick answers to common questions, etc. Everything from "What does that elf have?" to "What's on that evil altar?" to "What is that mountebank doing here?" to "Why are those humanoids raiding the village?" to "What happened to me in the tavern last night?" to "What is the city watch doing here?"
And of course tons more stuff

The rules are being released under the OGL, and as usual all hard copies of the book come with a complementary pdf copy. The whole is copiously illustrated, and features a cover by awesome gaming artist Christian N. St. Pierre.

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Adventures Dark and Deep Players Manual now Available from BRW Games

BRW Games has released their Adventures Dark and Deep players manual.

From the announcement:

The Adventures Dark and Deep™ Players Manual is now available for sale in both hard cover and soft cover versions through the BRW Games online store.

The soft cover costs $19.95 and the hard cover costs $29.95. Each comes with a complimentary pdf version.

Adventures Dark and Deep is a RPG that attempts to answer the question, "What would the world's most popular RPG have looked like if Gary Gygax had been allowed to keep developing it past 1985?" The game is based on extensive research into his publicly-stated plans and later projects.

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Adventures Dark and Deep Players Manual Kickstarter Looking for Final Push

BRW Games has their Adventures Dark and Deep RPG players guide up on Kickstarter and is just a little short of their funding, but with still plenty of time to go to make it.

From the campaign:

BRW Games' new Adventures Dark and Deep™ Players Manual Kickstarter campaign is more than 75% funded, and is looking to cross the finish line. The rules themselves are completely written and have undergone an extensive 18 month open playtest; the Kickstarter is aiming to pay for art and professional editing.

Adventures Dark and Deep is an attempt to explore what the world's most popular role-playing game might have looked like if its creator had been allowed to continue developing it, rather than leaving TSR in 1985.

This work is based on extensive research into Gary Gygax's public statements about his vision for the next edition of the game, using the game's 1st edition rules as a jumping off point. It's not a retro-clone, but an entirely new game with a very familiar feel.

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