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GM Grizzly Products

In addition to the blog, I also create various independent, third-party supplements for Index Card RPG (ICRPG) by RUNEHAMMER GAMES, LLC. You can find them on DriveThruRPG under the GM Grizzly Publisher Homepage. Almost everything there is available as Pay-What-You-Want, but every little ducat thrown my way helps their production.

CURRENTLY AVAILABLE:

Grizzly Encounter JOURNEYS

This is a full travel-system for ICRPG. It contains travel mechanics, random events, encounters, and some extra play mechanics.

Grizzly Encounter CIVILIZATIONS

The GM Grizzly City-Simulator. It has everything you need to get a fully functional, vibrant town set up and running in minutes, short of NPCS. Those come later.

Grizzly Encounter ADVENTURES

There are currently two ADVENTURES available, both slightly older and system agnostic. But they are 6-9 encounters, and contain maps, minis and assets.

IN PRODUCTION:

There are always a million projects on my table at one given time, but these are the ones most likely to come next.

Grizzly Encounter MONSTERS, VOL 1

A monster addition to ICRPG. This first volume contains around 15 new monsters from Minion to Final Boss, along with minis, tokens, index, stat, and Monster Mind cards. Coming soon.

Grizzly Encounter FORCES

All things character creation, NPC, party Companions, and more in GM Grizzly style!


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Things to Check Out:

Balancing in ICRPG: or How I Learned to Stop Worrying and Love the Spellburn

I have a mage at my table. Her name is Sabina, the Pyromage. She has a spell that can either: Clear a Room of up to three, small (2 Heart) Enemies in one hit, or; One-shot a non-fire-resistant boss monster.  Sabina is awesome. Provided the spell doesn't explode in her face, miss... or accidentally hit her sister. Because there is another adventurer in the party. Her name is Agnes, the Twin Blade. She's pretty cool too, and her regular attack can one-shot 1-2 Heart creatures. Add the Kettish Chains' ability to re-roll on high Attempts and she easily does similar damage at close range. I love both these characters. But sometimes Agnes feels like Sabina takes the spotlight a little too much. That's on me as the GM, because Sabina has almost zero ability in STR or DEX tasks, things Agnes excels in. I need to design more STR and DEX based Effort challenges to give Agnes more screentime. Sabina can lay down some heavy covering fire. On the subject of "

FORCES: NPCs as LOOT in ICRPG

NPCs. Companions. The dreaded "GM-PC." We've all seen them. Most of us have been them. But no more! Rid thyself, O Game Master, of the shackles binding thee to eternal NPC bookkeeping! Fret not, O Player, of a new burden of which thou wilt never remember to do nor use! BEHOLD! Grizzly Encounter FORCES!  An ICRPG Supplement on Character Creation, NPCs, Companions, Villains, Kingly LOOT, and more! Estimated 2019. NOTE: TL;DR in CONCLUSION FORCES: Companions as LOOT "Companions" here mean NPCs (Non-Player Characters) that specifically follow the party for some reason. A Companion LOOT "Item" is more a conceptual thing than anything, for truly it stands for the NPC's Friendship. And Friendship is Earned, through hard work, Attempts at communication and interaction, and Effort.  In short, Companions are LOOT Chests, opened with CHA (or other STATs, depending on how they Attempt to win over the NPC). Once a PC has opened the proverbial

CHUNKS as Story: Roleplay and Mystery in ICRPG

I was drafting the "starter session" for a city quest the other day I call "The Whispers of Madness." It's a mystery adventure. ICRPG is an inherently fast-paced game, and mystery-type adventures are notorious for grinding parties to a halt for HOURS as they attempt to solve what the Game Master thought a relatively simple mystery, what is wrong  with you idiots, make a damn Perception check already! This is mostly because mysteries tend to rely on the wits of the players, and not the player characters. And GM's are not always flawless story or mystery writers. This was something I sought to remedy. BEHOLD: GM Grizzly's Story CHUNKS I love CHUNKS . They are so versatile, and I wonder just how much so Runehammer thought they might be when he first devised them. Initially, I applied a modified version to travel , then applied the concept to buildings and towns . Through the course of developing this adventure and its story , however, I realized s

Grizzly Rant: The Hillman WIldling Dilema (ICRPG)

There are many things separating ICRPG from other tabletop RPGs.  Right now, I'd like to write briefly about 2 of them: Effort and Loot-based classes.  This is important background information for what I really  want to get off my chest, which is an argument for running a class/race combination a certain way at your table. Effort and Loot: Effort is a system which attributes health and combat-like mechanics to non-combat tasks.  In short, it's a method of time control for the GM to employ at his or her table, effectively forcing tasks to require multiple turns and/or group "effort."   Players have four different dice they may roll to complete Effort, depending on the situation.  For more information, see ICRPG Core 1.3.3, pg 24.  For our purposes, we just need to know about two: Basic Work and Ultimate effort. Basic Effort is rolled on a d4 for any task done with bare hands.  Ultimate Effort is rolled in special occasions on a d12.  The most common spec