Conspiracies and conspiracy theories are a weird beast. There have been enough true conspiracies out there that we should be inherently skeptical. And it comes from a natural place. Recent studies have suggested that the major reason human brains are so complex has been in order to outsmart other humans. It is in our nature to make sure others do not outsmart us, and we are perpetually locked in this struggle.

Conspiracies can be a powerful tool in role-playing games. They can be used as plot elements, background storylines, hidden puppet masters, side adventures, or the basis for an entire setting. Ultimate Settings Guide: Conspiracies takes a look at what makes a conspiracy and explores a number of conspiracies in detail. GMs can use this as a reference to create their own conspiracies or insert one of the included conspiracies into an adventure or campaign. Players can use this as a means of driving their character concepts and fleshing out a character's background and motivation.

Ultimate Settings Guide: Conspiracies includes:

  • An introduction to conspiracies.
  • Over a dozen detailed conspiracies.
  • Character options to fight or embrace conspiracies.
  • Conspiracy-like Arcane Backgrounds.
  • Alien tech gear.
  • Non-player characters.
  • A sample adventure.
  • A conspiracy building toolkit.
  • ... and more!

Whether part of the conspiracy or working against it, the right tools are needed!

Ultimate Settings Guide: Conspiracies is a guide for conspiracies primarily set in the Modern Age. Although it does discuss conspiracies dating back to the Middle Ages and how to use conspiracies in other genres, the player content and GM tools are designed for the late 1800s to the present.

Available right here!


Grinning Skull Design Studios presents:

100 Rumours for all Sci-fi and Near Future RPGs.

The latest in the "Grim's Amazing D100 Tables" range of publications, this product is designed to give out snippets of gossip, useful and non useful bits of random information, that may, or may not hold clues, adventure hooks, or simply use as red herrings in your Science Fiction and Near Future RPG campaigns and adventures. Intended for most Sci-fi RPGs.

 

Check it out right here.


The wind swept isles of Albion have long held the popular imagination, and legends are still being invented about the Celtic peoples. In modern times, the Cornish, Welsh, Scottish, Irish, and Manx are the heirs to the Celtic line. In ancient times, the Celts were spread across continental Europe and the Isles. They held great kingdoms and were skilled on horseback, at crossing the oceans, and at strength of arms.

Ultimate Celts Guide includes:

  • A brief history of the Celtic people.
  • Ranks within Celtic society.
  • A look at the Celtic lands.
  • An overview of Celtic mythology.
  • Options for creating Celtic characters.
  • Non-player Characters.
  • A Celtic adventure.
  • ... and more!

It can be bought here.


Part one of my Actual Play of Bad Trip, a 1970s crime drama scenario by Tyler Omichinski for the Call of Cthulhu tabletop RPG! Junkie drop-out John Coscarelli is sent down to Louisiana on an errand for an Arkham crime boss. He's not exactly a mob hitman, so why does the Mafia want him involved?

This scenario was recorded and edited by Uncaring Cosmos and was written and performed in 2015.


Part two of my Actual Play of Bad Trip, a 1970s crime drama scenario by Tyler Omichinski for the Call of Cthulhu tabletop RPG! Draft-dodging stoner John Coscarelli has been sent down to Louisiana by an Arkham crime boss.

This scenario was recorded and edited by Uncaring Cosmos and was written and performed in 2015.