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[Hippogryph] Types of Actions

hippogryph system

Types of Actions

The following is an abridged excerpt from the Hippogryph Codex on the types of actions that can be performed by characters. References to page ## will of course direct you to actual page numbers in the completed book. 

There are four type of actions you can take, each with a specific purpose and a unique effect on the story:

  • Attack actions carry the intent to do harm to an opponent, including melee combat, the use of ranged weapons, and unarmed fights.
  • Create an Advantage actions allow you to change a situation to your benefit, creating new elements or adding invokes to existing ones.
  • Defend actions oppose another character’s effort to perform an attack, create an advantage, or overcome action.
  • Overcome actions allow you to surmount obstacles with your skills by beating an assigned difficulty assigned by the guide.

Attack

Whether you’re looking to kill a monster, or knock out a guard, the attack action is how you try to take out an opponent. An attack can be a strike from a sword, firing a bow, throwing a solid punch, or casting a spell that deals damage to the target.

Determine whether the attack even has a chance of being successful before you start rolling the dice. A number of powerful creatures may have specific weaknesses that need to be exploited. Opponents may have some means of defense you must get through before you can begin to hurt them.

Outcomes when attacking are:

  • Fail: You roll lower than your opponent and the attack fails to connect. It may be parried, dodged, or absorbed by the target’s armor.
  • Tie: Your attack roll and you opponent’s defend roll are equal. You either fail, or choose to have a success at a minor cost (page ##).
  • Succeed: Your attack is greater than your opponent’s defend roll, inflicting stress or complications (page ##).
  • Critical Success: Your attack succeeds unless the opponent rolls a natural 20 to defend, in which case this is treated as a tie. You can immediately create an advantage connected to the attack, or receive a hero point that you can spend later in the adventure.

Examples of Attack Actions

  • Maja wants to shoot a giant with her crossbow. She rolls a d20 and adds her +1 Dexterity attribute and +1 Shoot (Crossbow) skill. The total is 17. The giant makes a defend check and scores less than 17, so Maja’s attack succeeds.
  • Hilarion is tired of the loudmouth in the tavern and wants to punch him. He rolls a natural 20, so he doesn’t even need to add in Strength or his Fight (Unarmed) skill. He gets a critical success, and decides to turn it into an advantage for the next punch he throws at the same opponent.
  • Epaphras has somehow gotten into a duel with a local Duke. They need to hit the opponent with a sword in order to end this. Rolling a d20, and adding +2 Strength and +1 Fight (Martial Weapons), they end up with a total of 6. The Duke rolls higher to defend, and the attack fails.

Create an Advantage

You have two options with this type of action.

First, you can create an advantage using an existing element. An existing element can be invoked or compelled by spending a hero point. This is different from a normal invoke, because you are using some ability to sway the situation to your advantage. Creating an advantage gives you one or more free invokes. A free invoke, as the name suggests, lets you invoke the created element without spending a hero point. You can even let your allies use the free invokes you have created.

Second, you can create a new element. You need to specify if you are attaching the element to an ally, opponent, or the environment If you’re attaching it to an opponent, they can take a defend action to oppose you. Otherwise you’ll face a difficulty.

Outcomes with an existing element:

  • Fail: You either do not create an advantage, or you succeed at a major cost (page ##). Depending on the advantage gained it might not be worth it, but it could create an interesting story point.
  • Tie: You either fail, or succeed at a minor cost (page ##) Again, depending on the circumstances it might not be worth the cost, or it could create an interesting story point.
  • Succeed: You create an advantage and gain a free invoke on the element. This can be used immediately by you or any of your allies. Apply the principles of fiction first when describing the advantage.
  • Critical Success: You create an advantage and gain two free invokes on the element. These can be used immediately by you or any of your allies. Take the fiction first approach when describing the advantage.

Outcomes when creating a new element:

  • Fail: You either don’t create the new element, or you succeed at a major cost (page ##). This may still be worth it because elements are always true and the new element may be beneficial in the long term.
  • Tie: You either don’t create the element, or you succeed at minor cost (page ##) and your opponent gets the free invoke. This may still be worth it because elements are true.
  • Succeed: You create a situation element. This comes with one free invoke on it that you can use immediately. Remember to apply the principles of fiction first when describing the new element.
  • Critical Success: You create a situation element, but with two free invokes on it. These can both be used by you (but not at the same time) or one or both can be used by your allies.

Examples of Creating an Advantage

  • After the group comes across a library filled with books (existing element), Chinwe decides to create an advantage to see if they hold a clue to the hidden treasure’s location. The guide decides the difficulty in 15 (Tough). Chinwe rolls a d20 and adds his +2 Intelligence and +2 Investigate skill, and gets a total of 15. A tie. He decided to succeed at a minor cost. The guide declares that the book containing the information was trapped, so Chinwe takes physical stress.
  • Rhonda decides to bar the door so that the monsters will have a harder time getting in. She creates a new element by pushing the furniture in front of the closed door. The guide decides that moving furniture has a difficulty of 0 (Very Easy) and just gives her the free invoke. Rhonda decides that she’ll use it for a bonus to smack anything that begins to force its way in. The guide agrees to this, so Rhonda will get a +2 to attack whatever attempts to get through the barricade.

Defend

Defend is the only reactive action in the Hippogryph System. You use it to stop something from happening outside your normal turn. Often you’re facing an opposing roll rather than a set difficulty. Your enemy rolls, and you immediately roll to defend, so long as you’re the target or can justify your opposition. Elements or features may provide the justification you need, but always think fiction first.

Outcomes when defending:

  • Fail: Against an attack, you take a hit and must absorb with stress or complications. Your opponent succeeds as described for other actions.
  • Tie: The results of a tie while defending depends upon the action that is being opposed. Proceed according to the tie result for that action.
  • Succeed: You deny the opposing action. The attack fails, the advantage is not created, and the difficulty was not overcome.
  • Critical Success: Your defense succeeds unless the opponent rolled a natural 20, in which case this is treated as a tie.

Examples of Defend Actions

  • Nando is on the receiving end of a swinging axe. His opponent has already rolled a 14 on the attack roll. Nando rolls a d20 and adds his +1 Dexterity and +1 Fight (Simple Weapon) in an attempt to parry. His total is 15, so he succeeds and takes no stress.
  • Lysander is trying to throw the bloodhound tracking them off the scent. The dog is attempting to create an advantage, and rolled a total of 12 to locate them. Lysander dumps hot pepper sauce on the ground, rolling a d20 and adding +1 Wisdom and +2 Animal Handling for a total of 12. As a tie, the hound’s player (in this case, the guide) can decide whether this fails or succeeds at a minor cost. The guide decides that in this instance, creating an advantage fails and the hound cannot pick up Lysander’s scent.
  • Jam sees that an enemy mage is trying to cast a spell in the middle of combat. Knowing that an overcome action is required to maintain the proper concentration, Jam wants to defend to keep that from happening. She begins banging pots and pans together to make more noise. The wizard’s concentration roll totaled 8. The guide decides that Constitution (for vigorously smacking cookware) and Rapport are appropriate for Jam’s roll. She gets a 14 total, and the mage is unable to focus enough to cast the spell.

Overcome

An overcome action is used any time you want to use an attribute or skill but some factor makes it challenging. If the character’s action faces a fixed obstacle rather than a clear opponent, they need to roll and overcome a static difficulty rating.

The guide may or may not reveal what the difficulty rating is. That’s their prerogative. You could be told to roll better than a 10, or simply be asked to roll and told the outcome of your attempt.

Difficulty Rating

0 Very Easy: You don’t even have to roll.
5 Easy: The odds of failing are slim.
10 Average: Better than 50/50 odds of success with modifiers.
15 Tough: Looking like less than 50/50 but still doable.
20 Challenging: Attainable, with a good roll and the right abilities.
25 Formidable: It might be possible if you roll really well.
30 Improbable: This is an extreme long shot.

Your outcomes when overcoming are:

  • Fail: You do not succeed. Common sense and the guide will determine whether or not you can elect to succeed at a major cost (page ##) instead. Do what fits best with the ability and what you seek to accomplish.
  • Tie: A roll equal to the difficulty rating is a tie. You can choose to succeed at a minor cost (page ##), if you feel what you’re trying to accomplish is worth it.
  • Succeed: You achieve whatever it is you were trying to do, and the story moves on without any hiccups. This is pretty straightforward, but you can still put fiction first and describe it as more impressive than it is.
  • Critical Success: The action succeeds regardless of what the difficulty rating was. It rarely hurts to try. You can choose between creating an advantage that can be used immediately, or gaining a hero point.

Examples of Overcome Actions

  • Modred wants to search the room for clues. The guide does not disclose the difficulty rating, but asks Modred to roll a d20 and add Wisdom and Investigate. The total is 13. The guide states that this is a success, and begins to narrate what has been found.
  • Blaguna would like to cook a meal for her friend. She doesn’t have all of the right ingredients, but thinks she can improvise with what she has. The guide decides that with the correct materials this would be average (difficulty 10), but without them it moves up to 15 (Tough). Blaguna rolls a d20 and adds Wisdom and Craft (Cooking) for a total of 15, It’s a tie. She decides to take success at a minor cost. The guide declares that the meal is perfectly prepared, but Blaguna takes some mental stress for the effort.
  • Arevig wants to shoot an arrow into a stationary target. The guide states that this is a difficulty 10 (Average). Arevig rolls a d20 and adds Dexterity and Shoot (Bow) but only gets a total of 9. It’s not worth success at a major cost, so the action fails and the arrow misses its intended target.

About the Hippogryph System

Hippogryph is a d20-based, story-driven tabletop fantasy roleplaying system. It is the collision of the D20 System and Fate RPG, but like the legendary creature it is more than the sum of its parts. This isn’t off-brand D&D with Fate aspects stapled on, nor is it a collection of feats, spells, and class abilities translated into Fate terms. Hippogryph is a unique system that blends established legacy fundamentals with flexible, DIY story game ideals. Info Page ¦ DriveThruRPG ¦ Our Shop


About Dancing Lights Press

Dancing Lights Press is a lo-fi publisher of tabletop roleplaying systems and system-agnostic creative aids, including the best selling Building series, the DoubleZero action thriller system, and Hippogryph, a fantasy story game system with traditional  roots. Our products embrace a minimalist aesthetic in design and presentation because roleplaying is an activity, not a collection of expensive rulebooks.

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[Hippogryph] Using Elements in Play

hippogryph system

Using Elements in Play

The following is an abridged excerpt from the Hippogryph Codex on how to use elements in play. References to page ## will of course direct you to actual page numbers in the completed book. 

There are two major things that you can do with an element. Invoke allows you to leverage an element that you control or are free to use. Compel lets you take advantage of another character’s element, or one that’s not already open for your use.

Invoke

To invoke an element, spend a hero point before making a die roll. You can also invoke elements for free, if you have a free invoke from you or an ally creating an advantage you can use (see Advantages on page ##). In short, an advantage allows you to either take a +2 bonus to your roll, or to re-roll a failed result.

With an invoke you may also add an important or unlikely detail to the story based on an element in play. Don’t spend a hero point when the element has already been established as true. Pay when it’s a stretch or when there’s no relevant element already in play.

Most of the time an element is invoked, it’s a character element or a situation element. Sometimes you’ll invoke an opposing character’s elements against them. This is called a hostile invocation, and it works just like invoking any other element. There’s one small difference—when you make a hostile invocation, you give the hero point to the enemy. They don’t get to use the hero point until after the scene is over. This only applies when a hero point is actually spent on a hostile invocation. Free invokes do not require the exchange of hero point.

Examples of Invoking: Using Elements in Play

  • Manuel’s background is that he grew up in this city. He wants to invoke that to establish that he knows a merchant who sells the thing the group needs. He spends a hero point and it becomes true.
  • Havel knows that his opponent has children. He wants to invoke that to gain an advantage as he tries to persuade the opponent to surrender peacefully. He give the opponent a hero point and gains a bonus to his Charisma roll.
  • Kira wants to use their low-light vision to read the runes painted on the cave wall. Since their ability to see well in dim torchlight is an established fact, no invoke is necessary.

Compel

Elements can be compelled to complicate the situation and earn hero points. To compel an element, the guide or a player offers a hero point to the player whose character is being compelled. You must tell them why an element is making things more difficult or complicated. To refuse a compel, you must spend a hero point and describe how your character avoids the complication. If you don’t have any hero points, you can’t refuse a compel.

When offering a compel, make sure that the complication is a course of action or major change in circumstance, not a denial of options.

Examples of Compelling: Using Elements in Play

  • Antonella knows that Mathu’s problem element is stuttering. During a difficult social interaction, they decide that Mathu would be nervous and this problem would manifest itself. They offer a hero point to Mathu, who accepts the compel. The interaction is more difficult because Mathu has to try to deal with their stutter.
  • Peyton knows that there is a thunderstorm raging outside. They offer a hero point to the guide, wishing to compel the villain to be distracted by the flashes of lightning. The guide accepts and the villain is distracted, making it harder for them to notice Peyton sneaking past.
  • Devorah is being chased by their opponent, and has a choice of two paths. The opponent is far enough behind that they can’t see which path Devorah takes. Using a compel, Devorah spends a hero point and asks the guide to make the opponent choose the wrong path. The guide accepts the compel, and Devorah gets away.

Events and Decisions

There are two general kinds of compels: events and decisions. An event compel is something that happens to a character because of an external force. That external force connects with the element in some way, resulting in an unfortunate complication. A decision compel is internal, where the character’s flaws or competing values get in the way of better judgment. The element guides the character to make a particular choice, and the fallout of that choice creates a complication for them. In either case, a resulting complication is key. Without the creation of a complication, there is no compel.

Guidelines for Compelling

There are a few additional guidelines for using compel:

  •  Any element can be compelled. It doesn’t matter if it’s a character element, situation element, or complication but it must be something that affects the character being compelled.
  • Anyone can offer a compel. The player proposing the compel must spend a hero point, but their character does not have to be involved in the scene. The guide then runs the compel.
  • A compel can be retroactive. If a player finds they have roleplayed themself into a complication, they can ask the guide if that counts as a self-compel.
  • A compel can be withdrawn. If the group agrees that a proposed compel wasn’t appropriate, it should be withdrawn at no hero point cost to the compelled character.

Hostile Invocation versus Compel

Don’t confuse hostile invocations and compels. Though they are similar in that they give a character an immediate problem in exchange for a hero point, they work differently.

A compel creates a narrative change. The decision to compel is the guide or player proposing a change to the story. The effect can be broad, but the target gets the hero point immediately if they accept the compel, and can choose to refuse the compel.

A hostile invocation is a mechanical effect. The target doesn’t get a chance to refuse the invocation. While they do get a hero point, they don’t get to use it in the current scene. As with any invocation, you will need to explain how that element makes sense to invoke.

Earning Hero Points

If it’s not already clear, you can earn hero points by allowing your character’s elements be compelled. This serves to complicate the situation or make your life harder, but you gain points that can be used later at crucial moments in the adventure. You may also get a hero point if someone uses your element against you in a hostile invoke or when you concede (page ##).

Remember, each session you start with a minimum of 3 Hero Points, or the amount left over at the end of the last session. If you were compelled more than you invoked in the prior session, you’ll show up at the next session with more hero points banked.

Using Elements in Play

Watch for more excerpts from the Hippogryph Codex later this week.


About the Hippogryph System

Hippogryph is a d20-based, story-driven tabletop fantasy roleplaying system. It is the collision of the D20 System and Fate RPG, but like the legendary creature it is more than the sum of its parts. This isn’t off-brand D&D with Fate aspects stapled on, nor is it a collection of feats, spells, and class abilities translated into Fate terms. Hippogryph is a unique system that blends established legacy fundamentals with flexible, DIY story game ideals. Info Page ¦ DriveThruRPG ¦ Our Shop


About Dancing Lights Press

Dancing Lights Press is a lo-fi publisher of tabletop roleplaying systems and system-agnostic creative aids, including the best selling Building series, the DoubleZero action thriller system, and Hippogryph, a fantasy story game system with traditional  roots. Our products embrace a minimalist aesthetic in design and presentation because roleplaying is an activity, not a collection of expensive rulebooks.

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[Hippogryph] How to Create Characters

hippogryph system

How to Create Characters

The following is an abridged excerpt from the Hippogryph Codex on how to create characters.

There are multiple steps to creating a Hippogryph System character. The process is the same for player characters and supporting characters. It’s suggested that you read this whole chapter first, then refer back to individual sections as needed.

Character Creation Summary

  • Pick Elements (choose 5)
  • Assign Ratings to Attributes (9 points)
  • Select Skills and Assign Ratings (20 points)
  • Pick Features
  • Calculate Hero Points
  • Calculate Stress and Complications
  • Add Finishing Touches

Elements

Elements are word or phrases that describe something special about your character. You begin with 5: a background element, a concept element, a problem element, a connection to another player character, and a rounding element.

Attributes

Each character has six abilities that represent their raw talent and prowess: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These are individually rated from 0 to +3. You have 9 points to assign at a cost of 1:1 (i.e, a +2 rating costs 2 points).

Skills

Skills are trained abilities and things learned through experience. Your concept element will offer suggested skills, but you’re free to choose any. They are individually rated from 0 to +3. You have 20 points to assign at a cost of 1:1 (i.e a rating +3 costs 3 points). All other skills default to a rating of 0.

Features

Features are maneuvers, tricks, or even pieces of equipment that make your character unique and interesting. They’re individually rated at a cost of 1, 2, or 4 points. You have a total of 10 points to spend on Features.

Hero Points

Hero Points allow you more control over the destiny of your characters. Rather than being entirely at the mercy of die rolls, turn can turn success into failure, and even alter the degree of success, but spending Hero Points.
You begin each session with at least 3 Hero Points. If you had more than 3 at the end of the last adventure, they carry forward and you have that amount. For example, if at the close of the last session you had 5 Hero Point, you start the next adventure with 5. If you ended the last session with less than 3, you always begin the next session with 3.

Stress and Complications

Stress is how your character withstands the mental and physical toll of their adventures. You have three points for physical stress, plus additional points equal to your Constitution rating. You have at least three boxes for mental stress, plus additional points equal to your Wisdom rating.

Complications are temporary elements that your character gains when they are injured or harmed. A character can have up to 3 complications, one mild, one moderate, and one severe.

Finishing Touches

Give your character a name and physical description, if you haven’t already. Make some notes about their personality, their likes and dislikes, and things about their back story. These are details that don’t affect the mechanics, but make playing the character interesting.

Character Record Sheets

There is no character record sheet for the Hippogryph System. The do-it-yourself, toolkit vibe of the system means you can take as much or as little space writing out your elements as you choose. There’s no way one standardized form can accommodate that. We recommend using paper or a notebook. This allows you to write out your character’s abilities and document their adventures and changes to their elements, modifiers, and equipment over time.

How to Create Characters

Watch for more excerpts from the Hippogryph Codex later this week.


About the Hippogryph System

Hippogryph is a d20-based, story-driven tabletop fantasy roleplaying system. It is the collision of the D20 System and Fate RPG, but like the legendary creature it is more than the sum of its parts. This isn’t off-brand D&D with Fate aspects stapled on, nor is it a collection of feats, spells, and class abilities translated into Fate terms. Hippogryph is a unique system that blends established legacy fundamentals with flexible, DIY story game ideals. Info Page ¦ DriveThruRPG ¦ Our Shop


About Dancing Lights Press

Dancing Lights Press is a lo-fi publisher of tabletop roleplaying systems and system-agnostic creative aids, including the best selling Building series, the DoubleZero action thriller system, and Hippogryph, a fantasy story game system with traditional  roots. Our products embrace a minimalist aesthetic in design and presentation because roleplaying is an activity, not a collection of expensive rulebooks.

 

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The Eagle and The Horse

hippogryph system

The Eagle and The Horse

Let’s get this out of the way up front: this system is highly derivative and breaks little new ground in tabletop roleplaying design. That’s intentional. It’s not a bug, it’s a feature. The Hippogryph System had to feel familiar and comfortable. The way it operates had to be simple and intuitive. There had to be a solid foundation that gave us common ground for discussion, yet still leave room for you to tinker, create, and modify it.

To me, all arguments about tabletop roleplaying systems come down to what the proper balance between wargaming versus storytelling should be. Some people firmly fixed rules with only a hint of character development and plot. Others want a story-first approach, with a few mechanics to reinforce the needs of the unfolding tale. I want to explore the middle ground. The focus here isn’t on the eagle, which in this metaphor is the storytelling, with its artistic hopes and lofty ideals. Nor is it on the horse, the rules set with its wargaming pedigree and the steadfastness and dependability that come with it. I want to look at the whole creature, the hippogryph. I want to explore what this amalgamation of a beast can be.

The Hippogryph System began as a hybrid of the D20 SRD and Fate Accelerated. Wargaming and storytelling. Locked-down and free-form. The horse and the eagle. Not a conversion of one to the other, but a whole, new thing incorporating the strengths of both. I like how it turned out. Hopefully you’ll enjoy it for what it is.

Middle Ground Between The Eagle and The Horse

I want to explore the oft-overlooked middle ground. The focus here isn’t on the eagle, which in this metaphor is the storytelling, with its artistic hopes and lofty ideals. Nor is it on the horse, the wargaming-pedigreed rules set with its steadfastness and dependability. I want to look at the whole creature. The Hippogryph. Rather than get caught up with distinct and separable parts, I want to look at what this allegorical amalgamation of a beast can be.

The system you’re about to read began as a hybrid of the D20 SRD and Fate Accelerated, another contrasting pair. Wargaming and storytelling. Locked-down and free-form. The horse and the eagle. What I’ve tinkered with was never a conversion of one to the other, but incorporating the strengths of both. Over time it evolved into its own thing, albeit with the marks made by the original influences still clear. It eventually became the thing that I needed it to be, and now I share with you.


About the Hippogryph System

Hippogryph is a d20-based, story-driven tabletop fantasy roleplaying system. It is the collision of the D20 System and Fate RPG, but like the legendary creature it is more than the sum of its parts. This isn’t off-brand D&D with Fate aspects stapled on, nor is it a collection of feats, spells, and class abilities translated into Fate terms. Hippogryph is a unique system that blends established legacy fundamentals with flexible, DIY story game ideals. Info Page ¦ DriveThruRPG ¦ Our Shop


About Dancing Lights Press

Dancing Lights Press is a lo-fi publisher of tabletop roleplaying systems and system-agnostic creative aids, including the best selling Building series, the DoubleZero action thriller system, and Hippogryph, a fantasy story game system with traditional  roots. Our products embrace a minimalist aesthetic in design and presentation because roleplaying is an activity, not a collection of expensive rulebooks.

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Tabletop Roleplaying as Creative Outlet

hippogryph system

Tabletop Roleplaying as Creative Outlet

Most dedicated roleplayers create characters and build worlds. Even when we know, with near-absolute certainty, that we’re never going to use them. We do this because it’s fun. It is an act of creative expression on par with constructing Lego sets. Building model kits. Taking crayons to coloring books. It isn’t too far removed from keeping a bullet journal not just to organize information, but for the satisfaction derived from writing things down, crossing things off of lists, and doodling. These activities are relaxing, therapeutic, and the serve no greater purpose than generating the enjoyment derived from doing them.

Dungeons & Dragons

My frustration with Dungeons & Dragons has always been that, aside from characters, the rules for creating many elements are missing, scattered across many books, or difficult to work with. I understand the business model of selling books full of pregenerated monsters, spells, or magic items. Yes, there’s a need for a common baseline because of tournament play. Let’s be serious, though. What percentage of roleplayers do much gaming beyond the home game and maybe an occasional convention? To some degree “making stuff” has gotten a bit easier over the years, but it still feels like they want to obfuscate the process in order to sell me more manuals, guides, and handbooks.

Fate

If you think I’m going to transition immediately into praising Fate, well, you’re only partially right. I love the concept of aspects, and the ability to make up whatever you want from whole cloth. What I don’t like is the near-complete lack of rigor around it. You can pick through various books to find examples. There’s a bottomless supply of advice available on creating good aspects. However, I’ve yet to run any iteration of Fate with a group of casual or new players where someone didn’t ask me for list of abilities they could choose from.

There’s a middle ground in there, between strict pick-lists and wide-open toolkits. Thus, the dichotomy of the Hippogryph, part grounded horse and part soaring eagle, makes itself known once again. The balance between providing ready-made solutions and leaving things open to player creativity was one of the first design goals of the Hippogryph System.

 


About the Hippogryph System

Hippogryph is a d20-based, story-driven tabletop fantasy roleplaying system. It is the collision of the D20 System and Fate RPG, but like the legendary creature it is more than the sum of its parts. This isn’t off-brand D&D with Fate aspects stapled on, nor is it a collection of feats, spells, and class abilities translated into Fate terms. Hippogryph is a unique system that blends established legacy fundamentals with flexible, DIY story game ideals. Info Page ¦ DriveThruRPG ¦ Our Shop


About Dancing Lights Press

Dancing Lights Press is a lo-fi publisher of tabletop roleplaying systems and system-agnostic creative aids, including the best selling Building series, the DoubleZero action thriller system, and Hippogryph, a fantasy story game system with traditional  roots. Our products embrace a minimalist aesthetic in design and presentation because roleplaying is an activity, not a collection of expensive rulebooks.