Dragonbane

Overview

Dragonbane is a classic fantasy tabletop roleplaying game published by Free League Publishing in 2023. It is a modern English translation and reimagining of Drakar och Demoner, Scandinavia's first and longest-running TTRPG, originally released in 1982. The game carries over four decades of Swedish gaming heritage into a sleek, accessible package designed around the philosophy of "mirth and mayhem": fast-paced adventures with minimal prep, where danger is real, luck matters, and even a humble merchant can become a legend. Unlike many modern fantasy RPGs, Dragonbane deliberately avoids the power-escalation treadmill of level-based systems. Characters are capable but mortal from session one, and the game works equally well for a single one-shot evening or a sprawling long-term campaign. It was a strong contender for TTRPG of the year on release, praised widely as one of the most accessible entry points into tabletop fantasy roleplaying.

Description

In Dragonbane, players take on the role of adventurers in the Misty Vale, a hidden mountain valley, ancient and full of ruins from fallen kingdoms, only recently cleared of orc and goblin occupation. The world is shaped by the eternal cosmic struggle between two great powers: the Dragons and the Demons, rival godlike forces whose conflict bleeds into mortal life. Players choose from six playable Kins: Humans, Dwarves, Elves, Halflings, the duck-like Mallards, and the feral Wolfkin and one of ten Professions (Fighter, Mage, Hunter, Thief, Artisan, Merchant, Mariner, Scholar, and others), each providing a distinct set of skills and heroic abilities. One player takes the role of the Game Master (GM), who builds the world, voices NPCs, and runs the dangers the adventurers face. The tone balances genuine peril and dark fantasy with moments of levity and absurdity.

System Overview & Key Features

Roll-Under D20 Skill System Dragonbane uses a clean roll-under mechanic. Every skill has a rating from 1 to 18, and to succeed, the player must roll equal to or below that number on a D20. There is no adding up bonuses or consulting modifiers, a skill of 14 means you need a 14 or lower. This keeps the math fast and intuitive while still creating meaningful differences between a trained and an untrained character.
Rolling a Dragon & Rolling a Demon Natural 1s and 20s are not just successes and failures, they're narrative events. Rolling a 1 is "Rolling a Dragon": a critical success that triggers powerful, flavourful special effects. Rolling a 20 is "Rolling a Demon": a critical failure with immediate consequences. This naming convention ties the dice directly into the world's mythology and gives every roll dramatic weight.
Push Your Luck If a skill roll fails, the player can choose to Push it, picking up the dice and rolling again. But every die that fails a second time inflicts a Condition. Characters can become Exhausted, Sickly, Dazed, Angry, Scared, or Disheartened, each imposing a specific mechanical penalty. Pushing is rarely free, and the decision of whether to push adds meaningful tension to every uncertain roll..
Willpower Points & Heroic Abilities Each character has a pool of Willpower Points (WP), a resource spent to activate their Profession's Heroic Abilities. A Fighter might spend WP to make a devastating counterattack; a Mage burns it to cast spells. Willpower represents the spark of exceptionalism that separates adventurers from ordinary folk, and managing it carefully is central to play.
Card-Based Initiative Combat initiative is determined by drawing from a shuffled deck of initiative tokens. One per character and one per monster group. This creates a genuinely unpredictable turn order every round, keeping both players and GM on their toes and preventing the predictability of fixed initiative lists.
Kin & Profession, Not Class & Level Character creation is fast: pick a Kin, pick a Profession, assign starting skills. After play begins, advancement is open: characters grow by spending experience on skills of their choice, unconstrained by class restrictions. This avoids the feeling of "wrong builds" and keeps development tied to what the characters actually do in play.

Links

freeleaguepublishing.com https://freeleaguepublishing.com/games/dragonbane - Official website freeleaguepublishing.com https://freeleaguepublishing.com/games/dragonbane/?downloads - Free character sheets and campaign materials forum.frialigan.se https://forum.frialigan.se/ - Free League forum

Active games and players

DB
Dragonbane
Alpharetta
Campaign
One more needed for Dragonbane Campaign
Players
3/4
GM
1/1
Dragonbane
en English

One more needed for Dragonbane Campaign

Hey there I'm a long time gm looking to branch out into new systems and dragonbane has been one I've been interested in for a while. We've almost got a full group just need one more .  When : Tuesday 7:30 -10 pm

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DB
Dragonbane
Online
Campaign
Dragonbane - The Shadow Over Gloomshire
Players
2/4
GM
1/1
Dragonbane
en English

Dragonbane - The Shadow Over Gloomshire

Dragonbane: Module : Shadow Over Gloomshire (probably max 5 sessions) Beginner Friendly | Online | Every Other Wednesday Please read the full description to make sure the game is a good fit for you.  The Adventure We’ll be starting with Gloomshire, a popular third-party adventure for Dragonbane. It’s a shorter campaign, likely around 5 sessions, focused on a strange isolated town wrapped in dread and mystery. If the group clicks and everyone has a great time, I’d love to continue into longer-term Dragonbane campaigns afterward, especially Misty Vale and eventually the upcoming TRUDVANG setting when it releases.  When we play -8 PM EST 5/27/26 every other week on Wednesdays, 3 hour sessions We’ll begin with a short Session 0 for character creation, expectations, and getting everyone comfortable with the system before jumping into the adventure.  What You Need -Discord for voice chat -Owlbear Rodeo (free browser-based VTT) -No webcam required I’ll provide all links and setup info.  Tone & Playstyle I run pretty relaxed games. I enjoy tables where people can joke around, hang out, and have fun while the characters themselves take the world seriously. The game leans heavily into atmosphere, exploration, and adventure. Expect spooky forests, strange encounters, dangerous combat, and moments where the dice completely change the story. Theater of the Mind & Maps This game uses a mix of both. Exploration is mostly theater of the mind I use music, art, wallpapers, and atmosphere heavily Combat sometimes uses maps when needed Dungeons usually have maps if positioning matters I’ve found that too many battlemaps can sometimes hurt immersion and imagination, so I prefer using them when they truly add value instead of for every single scene. What Is Dragonbane? Dragonbane is a fantasy RPG with: -Roll-under mechanics -Skill-based characters -No classes -Fast combat -Deadly encounters -Lighter rules than D&D 5e The game sits somewhere between heroic fantasy and old-school danger. Characters absolutely can die, and the randomness of the dice is a major part of the experience. Things commonly determined randomly include: -Ability scores -Encounters -Loot -Travel events -Mishaps and complications Part of the fun is embracing the uncertainty and seeing where the adventure goes. Sometimes the character who looks weakest on paper ends up becoming unforgettable. Dragonbane: Module : Shadow Over Gloomshire (probably max 5 sessions)

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en English
PATH2E
Pathfinder 2E
PATH1E
Pathfinder 1
...
Online
John
Experienced online VTT gamer (Foundry) based in Northumberland that already GM's a group (Sunday evenings every two weeks) but looking to either play or GM new group through the week. Currently playing / prefer Pathfinder 2e but would consider other systems (D&D 3.5e / 5e / 5.5e, DCC, Shadowdark, Dragonbane, Pathfinder 1e etc.)
en English
DH
Daggerheart
Shadowdark
Shadowdark
...
Huntsville
Deven
Long-time player and game master, I also design material and my own games while writing about the tabletop hobby and fiction.
en English da Danish German
DND5E
Dungeons & Dragons 5E
Kolding
Online
Lars Christian Jensen
Hi there! I'm a 43-year-old male based in Kolding, Denmark, and I've been playing TTRPGs and D&D on and off since the late '90s. I'm a big fantasy enthusiast and I'm looking to join a group that values both tactical combat and character-driven storytelling. What I'm Looking For: Fantasy settings (D&D 5e preferred, but open to other systems) Groups that balance tactical encounters with meaningful narrative Character development and collaborative storytelling Regular sessions with committed players My Availability: Weekdays: After 18:30 CET Occasional weekends (flexible) About Me: 25+ years of playing experience (on and off since late '90s) 4 years of DM experience (in-person games) Systems I've played: D&D 5e, Pathfinder 1e, Shadowrun, Vampire the Masquerade, Star Trek Adventures, Mörk Borg Comfortable with most roles (player or DM) Values good communication and a respectful table Looking for a long-term campaign If you're running a game or looking for players, I'd love to hear from you! Feel free to reach out and let's discuss what you're looking for.

Other entries

VVD (Vivid)
Tools & Platforms

VVD (Vivid)

English
Worldbuilding
Free
VVD is a visually driven world-building and campaign management platform launched in 2024. Created by an independent developer, it positions itself as a streamlined, "distraction-free" alternative to complex wikis like World Anvil. In 2025, the platform gained massive popularity on social media for its "clean UI" and its strict No-AI pledge, promising that all art and assets on the platform are created by human artists.  Description VVD is built for the "sparks of inspiration." It uses a card-based system to organize NPCs, locations, and magic items, allowing users to connect them visually through an interactive graph. Unlike traditional folder-heavy organizers, VVD feels like a digital corkboard or a personalized Wikipedia that prioritizes aesthetics and ease of use. It is a web-based tool, meaning it requires an internet connection, but it is highly optimized for mobile devices, making it a favorite for GMs who need to jot down world-building notes on the go. System Overview & Key Features The Infinite Canvas VVD features a spatial "Canvas" mode where users can drag and drop their lore cards to create mind maps. This allows you to visually plot out character relationships, political factions, or historical timelines, with lines and labels connecting each element in a fluid, non-linear way. Interactive Map Pins Users can upload high-resolution maps and place interactive pins that link directly to lore cards. If a player visits a new town, the GM can click the pin to instantly pull up the town’s description, NPCs, and local rumors without searching through a menu. Auto-Linking Wiki System The platform automatically recognizes the names of your lore cards within your writing. If you mention a specific character in a location description, VVD will create a hyperlink to that character's card automatically, ensuring your world remains interconnected and easy to navigate. Human-Artist Focus In a direct response to industry trends, VVD has built its brand on supporting human creativity. They pledge 10% of their revenue to supporting real artists and feature a marketplace of hand-drawn assets, ensuring the platform remains a haven for traditional and digital illustrators. Quill (Story Writing Tool) New for 2026, "Quill" is an integrated manuscript editor. It allows authors to write their novels or campaign guides side-by-side with their lore cards, enabling them to reference character stats or world history in a split-screen view while they draft. Publishable World Wikis Paid users can turn their private world-building into a "public wiki" with a single click. This generates a sleek, readable website that GMs can share with their players or authors can share with their readers to show off their setting's depth and art. Additional links vvd.world - Official website and application portal

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Covering the basics: How to start as a Dungeon Master
Guides & How-to

Covering the basics: How to start as a Dungeon Master

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Do you have what it takes to be a DM (Dungeon Master)? Short answer: yes Long answer: You might’ve spent most of your games on the other side of the DM screen or watching people masterfully direct their games on Youtube. All this might seem like a daunting and difficult role to fill - all the rules, ruling, voices, worldbuilding and keeping track of everything that is going on. Feels a lot for one person to manage. But here is the honest truth - most DMs are mostly just “winging it” as they go. They might not know every rule in the book or have every alleyway and farmhouse carefully plotted with intricate details for the world their players roam around. You don’t have to be a master of the game to be a dungeon master. It’s just a title, it doesn’t mean they know what they are doing. The context effect You may have watched various expert Dungeon Masters on different streams or Youtube actual plays. And thought that this is the minimum skillset you should have to even dare to take up the role of a DM. But keep in mind, context matters. These shows do not represent your average players or DMs. These are professional productions featuring professional actors. Your players are not expecting a cinematic masterpiece with custom miniatures, terrain or orchestral soundtrack. They are your friends, either new or old. And they just want to hang out, eat snacks, tell stupid jokes and see what happens when they push too many buttons. Don’t compare yourself to others, whether they are your last DM, or someone on Youtube. Your style will be your own. And your mistakes will be part of your journey. You are there to react to their actions and tell them what happens next. That’s it. If your players end the game session feeling happy with how they spent their time, you’ve won as a DM. /images/general-media/1777376584_RRnkxK9n.gifIt is your game, as long as your players are enjoying it, you are winning Start small It is easy to fall into the pit trap of building your own epic world for the players to discover and enjoy. And while there is nothing inherently wrong with it, it would be better to start off small. You will reduce the amount of stress and headache you will endure by not preparing a 50-page lore document beforehand. Instead, consider running a oneshot. A self-contained short adventure, that starts and ends within one session. You will gather your bearings during the game, realize what parts of DMing you enjoy and what you would rather not focus too much on. Use a pre-written adventure. For D&D, you could look towards The Delian Tomb or A Most Potent Brew. These include maps, monsters and all the relevant knowledge you need to run your players a game. Or grab one of the starter sets (ex. Heroes of the Borderlands) and run that. Make sure that you understand the whole story beforehand, so you know where the story is supposed to go. If, however, you feel like creating something of your own, you can simply build a oneshot that follows some specific rules. Entrance: A puzzle or a simple monster fight to get the players involved. Cause: A situation to tie the players’ characters to the story. A clear call to action to guide the characters towards the end-goal of the adventure. Problem: With the goal set, present your adventurers with a situation that requires them to overcome it. Whether by brute force, thinking outside the box, or something completely different. Here’s a DMing secret: You can have your players face a situation that needs solving but as a DM, you do not have to know what the right solution to that needs to be. Let your players attempt different approaches and if they come up with something that seems reasonable, take that as the solution. Final encounter: Your oneshot should be leading towards a finale. Whether it is a boss fight, or a grand puzzle or situation that requires effort and teamwork - anything goes. It should be connected to the previous blocks to establish a cohesive narrative story. The ending (optional): Once the final encounter has been resolved, you can offer your adventurers a conclusion, perhaps it is a treasure hoard, public praise or something different. Since it is a oneshot, you don’t really have to worry about consequences, as the story ends there. Keep in mind, that oneshots should be reactive. Players should be forced to react to situations and not given too much time to wander around, chat with Boblin the Goblin at the tavern, or get bogged down with planning.   A good idea would be to have some pre-made NPCs in the background, so you can pull those up at moments notice. These characters should not have intricate backstories that aren’t vital to the story itself. They may have a simple motive or goal, that can support the story at hand, but isn’t a vital piece of information, should your players completely ignore or miss encountering them. You can use a name generator (like Fantasy Name Generators) to prepare a list of various names to make it seem, like you had those characters prepared and planned ahead of time. Pace over rules Nothing kills the vibe of the game than having to spend ten minutes looking for the correct ruling for a situation. As a rule of thumb, it is recommended to spend up to a minute looking up the rules - and if by then you don’t have the correct answer, make a ruling on the spot. Just be transparent about it and let them know that this ruling might be wrong and is temporary, in the future this might get ruled differently. But for now, to keep the story going, you should decide on the spot. If you have a more experienced player at the table, consult them. As a DM you are already managing way more than one single player should be (you are still a player, even though you are a DM). And offloading some of those responsibilities to someone else is the right thing to do. The DM does not have to be the most knowledgeable player at the table - they are the narrative engine, not the wikipedia. /images/general-media/1777376267_EGzmZM7I.webpDon't spend too much time pondering the orb finding the correct ruling, keep the game going A session zero It is highly recommended to have a quick session zero before starting your first game. Whether it is a brief oneshot or the start of a longer campaign - leveling with your group will help you avoid misunderstandings in the future. Recommended reading: Library: Session 0 checklist: How to build a DnD group that lasts Gather your tools Now prepare your adventure. You will most likely spend a lot more time than you should preparing for the first session. But being somewhat overprepared will help you in the long run. Once you start understanding how DMing works, you will get better at preparing for each session, eventually cutting down on the time spent on prep.   A DM trick worth remembering and learning, is called “moving castles”. You may have prepared a location or an encounter for your players to discover or run into. But through the magic of player agency they head in the complete opposite direction to your prepared piece of content (it happens). Instead of scrapping the work you have prepared, you can simply move it, so that the adventurers still run into it. A worn-down castle filled with a tribe of goblins, waiting to ambush anyone entering the front gate? Simply move it, perhaps adjust some elements to fit the new location. Instead of goblins, they are now human mercenaries or bandits. Instead of a castle, it is a small village. This isn’t to say, that you should focus on railroading the players (although for a oneshot it would be highly recommended, that you keep your players on the track you have prepared). But re-using prepared content in a new and appropriate way is the smart play. Other than that, all you need to get started, are your dice (or digital dice, if that is more convenient for you), and some paper, to write down notes, events and questions for you to look up between sessions. Remember, you are a player too. You should be having fun, although it will feel intimidating and stressful at first, it will get better. /images/general-media/1777376172_KgL1adMK.webp Take the leap You are stepping into a very rewarding experience of the game. Even if you are not planning on becoming a recurring DM, you will gain a better understanding of the game and the system. This will, in turn, make you a better player. Guaranteed. If you are ready to give DMing a shot, you can start off by creating a group on Groupfinder and find your players. Be sure to use the “Newbie friendly” tag to indicate the tone of the game. If you have a player in your group who has been interested in DMing, but has not had the courage to get started - “gently” send them this article, to nudge them to get started.

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SAKE (Sorcerers, Adventurers, Kings, and Economics)
Tabletop Roleplaying Games

SAKE (Sorcerers, Adventurers, Kings, and Economics)

TTRPG
High-Fantasy
English
SAKE is a traditional tabletop roleplaying game with a touch of strategy game. It is a crunchy, modular, d20 point-buy game set in an early-modern fantasy world, with detailed systems for domain-building and overseas trading. Description In SAKE, you play the ruler of a domain, a merchant prince, a pirate lord or start as an adventurer with the goal of rising to power. You delve into dungeons, explore pockets of the Otherworld to find treasures, make pacts with fickle gods, study dangerous magic, scheme to assassinate rivals, trade to gather resources and raise an army to fight wars. SAKE is a full point buy system, which means all character development happens by buying skills and abilities using EXP gained from your character's personality traits and events during gameplay. SAKE is designed to take place in an early modern (fantasy) world, with muskets and plate armour, cannons and galleys, rising capitalism and waning feudalism. With magic and gods mixed in. The game's rules support more serious types of campaigns, like balancing between different political interest groups when playing domain ruler, or deciding how far one is ready to go when meddling with gods or magic for power that could save their party and/or domain. SAKE comes with its own world – the Asteanic World – but it is by no means exclusive to it. It can be used to play in other early modern fantasy worlds, or even in Earth's similar historical period. Additional links sake.ee - Official website drivethrurpg.com - Full book

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