Quantum Ogre Cast

Overview

The topical TTRPG podcast you were destined to encounter no matter what choices you made. Join Jorbin of Elder Goblin Games https://groupfinder.eu/library/elder-goblin-games and his ever-changing round table of guests as they explore casual TTRPG topics and put the FUN back in FUNgeon! Get it...? Because Dungeons... and Quantum Ogres... idk just listen if you like roleplaying games...

Links

youtube.com https://www.youtube.com/playlist?list=PL30Wnig33y-Sw9AhmT7R7JuZxhyK1QvOC - Podcast playlist

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Dungeondraft
Tools & Platforms

Dungeondraft

English
Paid
Universal
Dungeondraft is a specialized, standalone map-making software designed specifically for creating high-quality TTRPG battlemaps. Developed by Megasploot (the creator of the world-building tool Wonderdraft), it was released in 2020 and has since become the industry favorite for GMs who want to build detailed, tactical maps without needing professional graphic design skills. It is famous for its "smart" tools that handle walls, lighting, and object scattering automatically, allowing a full encounter map to be completed in minutes. Description Dungeondraft bridges the gap between simple grid-sketching and complex image editors like Photoshop. It features a unique, hand-drawn aesthetic that fits perfectly with modern fantasy games. The software is built for efficiency; drawing a room automatically places floors and walls, and the integrated lighting engine allows you to place torches that cast realistic shadows in real-time. In 2026, it remains a "buy-once-own-forever" staple, free from the subscription models that have taken over much of the creative software market. System Overview & Key Features Smart Wall and Floor Tools Building a structure is as simple as clicking and dragging. The tool automatically handles corners, joins, and textures. If you move a wall, the floor expands with it, and placing a window or door automatically "cuts" the wall to fit the asset. Integrated Dynamic Lighting Dungeondraft allows you to place light sources with customizable colors, intensity, and flicker. These lights interact with the walls you've drawn, casting shadows that provide an instant sense of depth and atmosphere to any dungeon or tavern. Universal VTT Export One of its most powerful features is the ability to export maps directly into formats for Foundry VTT, Roll20, and Fantasy Grounds. These exports include the "wall data" and "light data," meaning you don't have to redraw your walls in your virtual tabletop software. Object Scattering and Paths The Scatter Tool allows you to "paint" clutter like rocks, grass, or debris with randomized rotation and scale, making environments feel organic. The Path Tool lets you draw roads, rivers, or fences that follow a smooth curve automatically. Massive Custom Asset Support While the base software comes with a complete art style, the community has created thousands of additional packs. You can easily import assets from famous artists like Forgotten Adventures or Crosshead, allowing you to completely change the look of your maps. Terrain and Water Painting The software includes a multi-layered terrain brush that lets you blend different textures like sand, dirt, and grass. The water tool allows you to create pools and rivers with adjustable transparency and "edge foam" for a professional finish. Additional links dungeondraft.net - Official Dungeondraft website and store cartographyassets.com - The primary hub for free and paid Dungeondraft asset packs reddit.com/r/dungeondraft - Active community for sharing maps and technical support

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Old-School Essentials
Tabletop Roleplaying Games

Old-School Essentials

TTRPG
Beginner-friendly
Rules-light
Old-School Essentials is a Dungeons & Dragons B/X retroclone designed by Gavin Norman and published by his own studio, Necrotic Gnome, first released in 2019. It doesn't reinvent the 1981 Basic/Expert D&D rules so much as reorganize them: rather than hunting across four different chapters just to build an elf character, every rule on a given topic now lives on a single two-page spread, with modern layout and clarity layered over mechanics that are otherwise untouched. Since launch it's become something close to the flagship rulebook of the Old School Renaissance - clean enough to hand a brand-new player, and 100% compatible with four decades of B/X-era modules and third-party adventures.

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Talislanta
Tabletop Roleplaying Games

Talislanta

High-Fantasy
Rules-medium
Heroic
Talislanta is a fantasy tabletop roleplaying game created by Stephan Michael Sechi, first published by Bard Games in 1987. It draws its inspiration from Jack Vance's Dying Earth novels and the travelogue spirit of the Arabian Nights rather than from Tolkien. It built its identity around a single blunt promise printed right on the box: "no elves". No dwarves, no halflings, no standard-issue fantasy races at all - just dozens of original cultures found nowhere else in the genre.  The game has passed through five editions and nearly as many publishers, including a stint at Wizards of the Coast in the early '90s, and creator Stephan Michael Sechi now makes the entire back catalogue - every edition, every supplement - available for free through the official Talislanta Library. Description Playing Talislanta starts with a choice. Instead of creating a character from separate race, class, and skill lists, players pick one of well over a hundred archetypes. Things like the Cymrilan Rogue Magician, the Jaka Beastmaster, or the Mandalan Mystic Warrior - each one a fully realised character tied to a specific culture. Complete with attributes, skills, gear, and a place in the world already worked out. A little light customisation (a point moved here, a skill added there) and the character is ready to play.  What makes the game distinct isn't its mechanics, which are deliberately light, but the scale of its setting: the continent of Talislanta is home to more than a hundred distinct peoples, and the rulebooks spend far more pages on culture, custom, and worldview than on combat math. It rewards players who want to explore a genuinely alien fantasy world over chasing mechanical optimisation. System Overview & Key Features Archetype-Based Character Creation Character creation isn't a build process, it's a selection process. Every archetype in the book arrives fully statted, dressed, and equipped, tied to a named culture and a defined role in Talislantan society. Archetypes are deliberately unbalanced against one another, since staying true to the setting mattered more to Sechi than parity between character options. The Unified Action Table Skill checks, combat rolls, and magic all resolve on a single d20 chart. Attacking works exactly like any other skill roll: add a skill rating, compare to a target number. There's no separate combat subsystem to memorise, which keeps the rules themselves down to a few dozen pages even in the densest editions. Modes and Orders Magic runs on two interlocking pieces: Modes (twelve broad effect categories like Attack, Heal, or Illusion) and Orders (culturally rooted schools of magic, from Cartomancy to Elemental Magic). A magician's Order shapes how a Mode behaves and looks when cast, so the same underlying effect plays out completely differently in different hands - which lets a short list of Modes support a near-endless variety of actual spells. A World Built Without Tolkien Every culture in Talislanta was designed to avoid genre default: no elves, no generic barbarians, no standard dragons. In their place are peoples like the Thralls (identical clone-warriors distinguishable only by tattoo), the sky-sailing Phantasians, and the shapeshifting Sindarans. The setting material - not the rules - is where most of the page count and most of the game's reputation live. Links talislanta.com - Official Talislanta website talislanta.com/talislanta-library - Free official PDFs of every edition and supplement ever published

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