Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
A short is a single adventure played over the course of three to five sessions. Shorts can be designed as one or more linear or nonlinear adventures, each comprising a handful of scenes, and may necessitate kicking everything off with a formal session zero (or running it as an abridged downtime during play). The difference between a short and a campaign is that the GM puts strict boundaries on the scope of the adventure—things may take place in a particular timeframe or physical space, or the GM may establish a clear goal at the outset that completes the adventure (free the slaves, escape the tower, resolve the mystery, recover the artifact, etc).
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