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Posted: Sun, 08 Feb 04:56:51 CST
The Complete Planet Gamemaster’s Toolkit
200 system-neutral d20 tables to build playable science-fiction planets in minutes.
A planet is not a map.
It is a pressure system.
The Complete Planet Gamemaster’s Toolkit is a dense, table-driven resource for science-fiction RPGs, designed to help GMs create coherent, dangerous, and memorable worlds fast—without lore bloat, setting assumptions, or prep paralysis.
This book follows the same philosophy as the Starship Toolkit and Space Station Toolkit:
one table per page, every table usable at the table, every result meant to drive play.
🔹 What This Toolkit Does
This is not a random planet generator that spits out adjectives.
This toolkit answers the questions that actually matter during play:
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Who controls this planet—and how?
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What is breaking right now?
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What happens if the PCs do nothing?
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Which systems are being exploited?
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What lies under the surface—politically, socially, environmentally?
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How does this planet change after the crisis?
🔹 What You Get
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200 d20 tables, system-neutral
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One table per page for fast reference
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Clickable table of contents
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Clean, professional layout
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Written for science-fiction RPGs (hard SF, space opera, cyberpunk, frontier sci-fi)
🔹 Table Categories Include
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Planet Core Identity – what this world really is, and why it matters
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Society & Power – factions, authority, corruption, and leverage
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Settlements & Infrastructure – services, housing, hidden systems, daily conflict
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Illegal Economy & Smuggling – shadow trade, consequences, moral pressure
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Travel, Routes & Borders – checkpoints, movement control, territorial danger
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Crisis Engines – escalation, tipping points, fallout
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Ruins & Lost Infrastructure – exploration with political consequences
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Wildlife & Environment – hostile ecosystems and engineered life
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AI & Automation – systemic control, failure states, algorithmic horror
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Culture & Social Pressure – beliefs, taboos, rituals, breaking points
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Endgame & Legacy – how the planet is changed forever
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Ultra-Fast GM Tables – when you need to start playing now
Posted: Sun, 08 Feb 04:49:07 CST
Introduction: Temple of the Frog God
Deep within the Fali Swamps lies the Temple of Gugigoth—an ancient ruin abandoned by history, but not by power. Something old still stirs within its moss-covered halls, listening… waiting.
Travelers vanish. Waters rise. Frogs gather in unnatural numbers. Whispers speak of a crown hidden deep within the temple—an artifact said to grant dominion over life, death, and the swamp itself.
The marshes are home to the Gugaggi, an amphibious folk bound to the land and to Gugigoth’s dark legacy. This module introduces the Gugaggi as a fully playable race, offering unique cultural insight into the temple, its rituals, and the terrible cost of its awakening.
Drawn by promise, desperation, or fate, the characters venture into the swamp. But the Temple of Gugigoth is no mere dungeon—it is a sanctuary, a prison, and a test. Those who enter will not leave unchanged.
Module Contents
This module also includes:
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Detailed maps of the Coastal District
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The city of Hom
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A Gugaggi village
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The Fali Swamps
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The Temple of Gugigoth
Written for Ildmarra (IDR) and fully compatible with Rolemaster.
Posted: Sun, 08 Feb 03:08:43 CST
Zufallevent Bündel Ideen (PDF)
(Anwendbar für jedes Pen and Paper, aber vorallem für DSA)
Bring die Geschichten in den Tavernen, in den Städten und auf der See zum leben!
Dieses Dokument bietet 60 Zufallsevents Ideen. Die Ideen passen nahtlos in jede Pen and Paper Runde. Ob als Verbündeter, Stolperstein oder Auftraggeber...
(Nur grobe Ideen, eine A4 Seite)
Posted: Sun, 08 Feb 02:42:47 CST
See (Meer) Zufallsevents Ideen (PDF)
(Anwendbar für jedes Pen and Paper, aber vorallem für DSA)
Bring die Geschichten in den Seen und Meeren zum leben!
Dieses Dokument bietet 20 Zufallevents Ideen. Die Ideen passen nahtlos in jede Pen and Paper Runde. Ob als Verbündeter, Stolperstein oder Auftraggeber...
(Nur grobe Ideen, eine A4 Seite)
Posted: Sun, 08 Feb 02:25:07 CST
Stadt Zufallsevents Ideen (PDF)
(Anwendbar für jedes Pen and Paper, aber vorallem für DSA)
Bring die Geschichten in den Städten zum leben!
Dieses Dokument bietet 20 Zufallevents Ideen. Die Ideen passen nahtlos in jede Pen and Paper Runde. Ob als Verbündeter, Stolperstein oder Auftraggeber...
(Nur grobe Ideen, eine A4 Seite)
Posted: Sun, 08 Feb 01:19:55 CST
Professions is an Arbiter-facing supplement that binds together work, economy, reputation, and consequence in Saloons & Outlaws™.
It does not add new combat options.
It does not optimize characters.
It explains what the world lets you do—and what it expects you to handle—once you are known for a kind of work.
Inside, you’ll find:
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A complete Profession framework unlocked at Level 10
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Profession Points as a measure of judgment, reliability, and endurance
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Clear rules for entering, leaving, or expanding a Profession without resets or refunds
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Tool tiers that turn preparation into consistency without removing risk
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Universal rules for professional work and quality-based outcomes
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Pay guidelines tied to responsibility, visibility, and consequence—not heroics
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Material, blueprint, and input cost guidance that adds pressure without spreadsheets
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Optional Profession Introduction Jobs that let the world test a new professional identity
This is not a catalog of abilities.
It is a book about work that carries consequence.
Professions does not make the frontier safe.
It makes it remember what you were trusted to handle.
REQUIRED TO USE
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Saloons & Outlaws™ Core Rule Book
INTENDED AUDIENCE
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Arbiters / Game Masters
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Groups moving beyond early survival play
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Tables that want reputation, labor, and consequence to matter
Players should not read this book unless directed by the Arbiter.
Posted: Sun, 08 Feb 00:03:25 CST
Unlock the Engines of Civilization—And Build Worlds That Feel Real
What makes a kingdom rise or fall? Why do empires hunger for tribute, and how do bustling markets, shadowy guilds, and the pulse of trade shape the destinies of nations and heroes alike? Whether you’re a historian seeking deeper context, a novelist crafting immersive worlds, or a game designer building believable economies, this book is your essential guide.
From the first barter to the digital dollar, from the power struggles of ancient tax collectors to the speculative futures of AI-driven economies, you’ll discover the hidden forces that drive wealth, conflict, and innovation. Each chapter is packed with vivid examples, practical frameworks, and worldbuilding prompts—giving you the tools to create societies that feel as rich and complex as our own.
Chapter 1: The Genesis of Wealth—From Barter to Coinage
- Explore the dawn of economic exchange: how scarcity, barter, and the “double coincidence of wants” led to the invention of money.
- Trace the evolution from commodity currencies (shells, salt, livestock) to the revolutionary leap of standardized coinage.
- Learn the core principles of a functioning currency—medium of exchange, store of value, unit of account—and how these shape both real and fictional societies.
Chapter 2: The Engine of Empire—Taxes, Tribute, and the Shadow Economy
- Uncover how early states and empires extracted wealth through taxation and tribute, funding armies, infrastructure, and royal courts.
- Examine the forms and fairness of taxation, from land and poll taxes to excises and corvée labor.
- Delve into the shadow economy: smuggling, bribery, and black markets that arise wherever taxes are levied.
Chapter 3: The Arteries of Commerce—Trade Routes, Hubs, and Merchant Life
- Journey along the Silk Road, across ancient seas, and through bustling market cities.
- See how trade routes, ports, and crossroads shaped the rise of civilizations and the spread of ideas, religions, and technologies.
- Meet the merchants, guilds, and financiers who risked everything for profit—and learn how to design believable trade networks for your own worlds.
Chapter 4: The Alchemy of Innovation—Technology, Resources, and Urban Power
- Discover how inventions like the plow, water wheel, metallurgy, and the printing press transformed economies and societies.
- Explore the extraction and control of resources—metals, stone, fuel—and the rise of cities as engines of wealth and innovation.
- Understand the economic logic behind infrastructure, naval power, and the financing of war.
Chapter 5: Worldbuilding Economics—Naming, Goods, Guilds, and Class
- Get hands-on with practical worldbuilding advice: how to name currencies, design unique trade goods, and structure believable taxation systems.
- Dive into the inner workings of merchant guilds, monopolies, and the social stratification that emerges from economic systems.
- Use detailed prompts and examples to create societies with depth, conflict, and narrative potential.
Chapter 6: Futures of Exchange—Speculative Economies and Ethical Frontiers
- Peer into the future: cryptocurrencies, virtual economies, post-apocalyptic barter, and galactic trade.
- Grapple with the impact of AI, automation, and universal basic income on labor and wealth.
- Confront the ethical challenges of sustainability, fairness, and the design of economies that serve both people and planet.
Whether you’re reconstructing the past or inventing new worlds, this book will help you master the economic engines that drive history—and stories.
Posted: Sat, 07 Feb 23:21:17 CST
A menacing gobble rings in your ears. Then you see it towering over the trees. The largest turkey you've ever witnessed. It roars and flames erupt! It's the dreaded Turkeytrice!
What is a Thanksgiving themed adventure without a giant turkey? Well this one includes a fire-breathing version. The turkeytrice is a variation of a cockatrice. Cockatrices are from English folklore. They are basically chicken dragons. Some have snakes for tails. I considered giving the Turkeytrice a dozen snake tails, but then it didn’t really register as a turkey. I mean, the most iconic thing on a turkey is its tail feathers right? Alas the turkeytrice doesn’t have any snakes on it... It can still breathe fire though.
This micro monthly includes:
- A short adventure in a town taken over by food!
- Two new monsters: turkeytrice and cornkin fighter
- Random encounter table
- Random loot table
Posted: Sat, 07 Feb 23:21:12 CST
This issue is a double feature! Two micro monthlies for the price of one! It's a Christmas miracle!
Holiday Elves is an adventure set in the Frozen Forest. Elves are chopping down all the trees to make toys for all the good little girls and all the good little boys. But that means all the reindeerfolk are losing their home! Will you side with the elves and bring joy to the world or join the reindeerfolk in a fight to save the forest?
This issue (Holiday Elves) includes:
- A short adventure
- A cottage with six keyed areas
- A frozen forest dwelling with five keyed areas
- 5 new magic items
- 3 new monsters
- A random encounter table
- A random loot table
The bonus issue (Winter Folk) includes:
- 4 new playable species
- 4 new apprenticeships
- 1 new class
Posted: Sat, 07 Feb 19:06:39 CST
Bears are found on almost every continent on Mhar and are a formidable encounter for most. This article covers general habits and game stats for most species of bears found on the world, from the common brown bear found in most of the continents to the more exotic Ice Bears of Voron, the desert Duba bear of Calendia and the Caliphate, the Sun and Moon Bears of Solumn, and the bamboo eating Cloud Bear of Shenglu. Also given in the article is the even more rare Pooka Bear: shape-shifting fey bears capable of taking on human form and their Unseelie counterpart known as a bugbear. It also gives a new PC merit allowing characters coming from a Bear Pooka bloodline.
Posted: Sat, 07 Feb 18:23:35 CST
Tavernen Zufallsevents Ideen (PDF)
(Anwendbar für jedes Pen and Paper, aber vorallem für DSA)
Bring die Geschichten in den Tavernen zum leben!
Dieses Dokument bietet 20 Zufallevents Ideen. Die Ideen passen nahtlos in jede Pen and Paper Runde. Ob als Verbündeter, Stolperstein oder Auftraggeber...
(Nur grobe Ideen, eine A4 Seite)
Posted: Sat, 07 Feb 16:57:37 CST
The old faiths told of a time when the stars themselves were young—when light was not merely energy, but covenant. That age ended in betrayal, in fire, in the shattering of certainty. What remains is the Haven Fallen: a galaxy bruised by ambition, haunted by relics that should never have survived extinction. Whispers have begun again. Fragments of forbidden knowledge circulate through black channels and sacred vaults alike—records of new Haven Crystals, untouched by the wars that bled the old empires dry. Not echoes. Not shards. Pristine sources of impossible power, capable of reshaping fleets, worlds, even belief itself. Their existence alone threatens the balance that has endured only because all sides are exhausted, afraid, and watching one another bleed slowly. From this tension emerges a new order—not born of tradition, but necessity. They are not unified by creed or blood, but by hunger. Some claim they seek salvation, others control, others the right to decide who may inherit the future. They do not announce themselves with banners. They move through proxies, assassins, scholars, mercenaries, and false prophets. Wherever they pass, old alliances fracture. The race has already begun. Ancient star-charts are decoded by dying archivists. Forbidden rituals are reattempted in sealed chambers. Fleets divert course without explanation. Entire populations vanish, erased by surgical strikes or silent compliance. Those who know the truth understand this is not merely a hunt—it is a reckoning. Whoever claims the next Haven Crystals will not just wield power; they will define what order means in the age to come. You stand at the edge of this unfolding calamity. Whether as hunter, guardian, traitor, or unwilling witness, you are drawn into the convergence—where faith and science blur, where prophecy is manufactured, and where the future will not be decided by morality, but by who arrives first, and who survives the cost of claiming the light.
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In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:



