Running a one-shot or fantasy campaign, and need a system that doesn’t require a lot of prep? Wondering how to introduce roleplaying concepts to new people intimidated by big rulebooks? Be ready to play within minutes using Domnio! It’s your basic elves and dwarves and fighters and wizards kind of game. There are 5 Attributes: Race, Class, Fighting, Spellcasting, and Other Stuff. Each of these both a die pool and something akin to an aspect in Fate, allowing you to interpret things on the fly. Roll dice, total them, and overcome a difficult target. Make up spells as you go along! Fight monsters! Get treasure! All of that stuff, but with a lot of flexibility and space to be creative.
Domnio is a 4-page PDF packed with all of the information you need to create characters and run the game. The minimalist presentation uses every bit of space on useful content.
Download Your Copy of Domnio Now!
Domnio is available from DriveThruRPG and the Dancing Lights Press Shop.
New in the shop: Domnio, a quick-and-dirty 4-page fantasy roleplaying game. It’s your basic elves and dwarves and fighters and wizards kind of game. There are 5 Attributes: Race, Class, Fighting, Spellcasting, and Other Stuff. Each of these both a die pool and something akin to an aspect in Fate, allowing you to interpret things on the fly. Roll dice, total them, and overcome a difficult target. Make up spells as you go along! Fight monsters! Get treasure! All of that stuff, but with a lot of flexibility and space to be creative.
I originally wrote Domnio several years ago, as part of a project that never came to fruition. It’s been updated to be its own thing, a happy little stand-alone game that’s perfect for a one-shot or short campaign. Some of the concepts eventually evolved into what became the Hippogryph Codex, a fully-featured system that’s openly a collision between D20 and Fate.
Bullet journaling has become something of a phenomena over the past few years. The ability to combine the calendar functions of a day planner, the utility of to-do lists, and the personal documentation of a diary into a single, easy-to-use notebook is appealing and practical. It’s a simple, efficient, and flexible means of organizing a lot of information. I’ve used one for a few years now both personally and professionally. I have created special bullet journals specifically from managing major projects, planning a novel, and yes, running a tabletop roleplaying campaign.
Gamemasters have a lot to keep track of. On one hand there’s the logistics of the game group, which all things considered is probably the easiest part. On the other there’s everything within your campaign. You need to track rulings and house rules, player and non-player characters, and individual storylines, campaign arcs, and metaplots. Whether using a published setting or creating your own, there’s an abundance of worldbuilding information to keep straight. Then there are maps, ideas that strike you out of the blue, and events like new product releases and upcoming conventions.
Bullet Journaling for Gamemasters
The problems I’ve encountered with “campaign log”-type products are the same I’ve had with most personal organization systems: one size does not fit all. Sometimes I need more room to track one specific category of thing. The prepackaged pages include heading that I don’t need, and lack topics and categories that I do. To fix this I modify what they’ve provided to the point that it’s an unholy mess. It becomes next to impossible to find anything. Ultimately it’s easier to just make up my own system as I go along.
When you come down to it, that’s what a bullet journal is. You make up what you need as you need it. The creator, Ryder Carroll, describes it as a method rather than a format, because that’s exactly what it is. Bullet journaling is a way of doing things, which means you can customize it to do precisely what you want. This makes it a perfect tool for gamemasters, no matter what system, setting, or genre you’re running.
The intention of this book is to provide you with tips and suggestions for using a bullet journal in conjunction with organizing and running a tabletop roleplaying campaign. Like roleplaying itself, you get out of what you put into it. Make it your own. Take what works and ignore the rest. Use the basic principles to create whatever you need to make your game great.