Where To Start—with Symbaroum?
Approximate time to read: 7 minutes. Your quest has only just begun. Or so your map suggests. But, then again, a quest is such a commitment […]
Approximate time to read: 7 minutes. Your quest has only just begun. Or so your map suggests. But, then again, a quest is such a commitment […]
Approximate time to read: 3 minutes. You should remember one thing every time you read an adventure or pick up a campaign book—the writers did not […]
Approximate time to read: 3 minutes. It seems to be a clarion call for the existing Symbaroum players to call out this much-maligned Attribute. You have […]
Approximate time to read: 6 minutes. Introductory adventure The Promised Land, from the Core Book, offers an interesting opportunity to deal with the themes and environment […]
Approximate time to read: 5 minutes. The rules aren’t the same wherever you go; the world just doesn’t work that way and will throw you a […]
Approximate time to read: 2 minutes. The diehard English-speaking fans of Symbaroum have been translating the Spelarens Handbok since Day 1. Somehow, this volume of Swedish gaming goodness […]
Approximate time to read: 3 minutes. The Player’s Handbook offers the option to enhance your starting equipment with an Heirloom. Essentially, you can choose a weapon […]
Approximate time to read: 3 minutes. Grumpa, a lost and bewildered ogre, was adopted by a traveling theater company, which had her do the heavy work […]
Approximate time to read: 6 minutes. Death is not an option. Or, at least, sometimes you don’t want it to be something thrust upon a player […]
Approximate time to read: 4 minutes. The eight individual Attributes make up the core of Symbaroum’s mechanics. When you challenge yourself or face a challenge you complete a […]
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