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Thrice-Forged RPG Player’s Guide

 Author: Scott A. Story  Category: Fantasy, Gaming Books  Publisher: Story Studios  Published: March 16, 2026 More Details  Download
 Description:

This Player’s Guide is your entry into the Thrice-Forged RPG, and it is designed for players to create and equip their own, fleshed-out heroes.

The Thrice-Forged RPG has a simple, underlying mechanic that makes it easy to play, but it is endlessly expandable by more experienced players. It’s about the play and having fun, not endless rules and subsystems.

What’s in this book

  • Create a complete, fleshed-out hero with speed and ease, and update existing heroes
  • Thirteen detailed social classes, including the heroes’ father’s profession, starting equipment and money, and their backgrounds and skills
  • Height, weight, and age rules
  • Twenty-two underlying motivations for adventuring
  • Sixty-six Talents
  • Fifty-seven Disadvantages
  • Twelve levels of advancement
  • Robust selection of equipment, goods, and services
  • Printable Character Sheet

Future core books will include combat, magic, and a bestiary.

The Game System

The Thrice-Forged RPG is no retro-clone, but an original build, a meat-and-potatoes tabletop roleplaying game, where spells are the real wealth and treasure.

What It Has

  • A single dice mechanic, using only six-sided dice for everything.
  • Hero creation is fast, using only dice and player choice, no cumbersome point systems.
  • The same rules apply across the board to heroes, foes, and support characters. They all have the same set of stats, levels, progression, talents and disabilities.
  • Hero advancement is based on roleplaying, problem solving and teamwork, not combat or wealth acquisition.
  • A robust combat system with a single roll for attacking and damage. Action moves quickly and dramatically, flowing as it would in a novel or movie, not some tedious mathematical exercise.

What It Doesn’t Have

  • Alignment—People are complex, good and evil are subjective, and the players may define characters by their intentions, aspirations, and what they do and say.
  • Challenge Rating—There is no artificial game balance. When is real life fair and balanced? Heroes must use cunning and common sense to succeed, not an artificially leveled playing field.
  • Character Classes—Without classes, all heroes have the seeds of sword-swinging, spell-casting rogues in them.
  • Combat Magic—Magic is not a bazooka. Magic is subtle, but that also makes it more profound. The magician is expected to be cunning and to employ their power in clever ways.
  • Damage Dice—Striking and damage are governed by the same roll.
  • Initiative Checks—Whoever starts the combat goes first, thereby establishing the order for the rest of the combat.
  • Skill List—The hero is not limited by specific skill lists. Instead, skills are generalized. If it makes sense for a hero to have skill, they do.
  • Spell Slots or Points—Magic has no arbitrary restrictions. Magic’s cost is measured in uninterpreted time and, for more powerful spells, the logistics of teamwork. How often and how many times may a hero attempt to cast spells they know? It’s unlimited.
  • Superheroes—These heroes are not overpowered superheroes masquerading as medieval characters. Instead, injury has consequences, and death is always possible.
Scott Story
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