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What Is This? 

Front Range FKR is a weird little tabletop roleplaying game. It assumes you already have a familiarity with the basics of tabletop roleplaying games and, so wastes no time on that. You should be able to create characters and get playing in less than ten minutes. You only need these rules, some six-sided dice, some pencils and papers, and a few friends to play with (one of whom will serve as the referee). 

What Makes This Different From Other Games? 

First off, there are no humans. Or any other common player character races (sorry, dwarf, elf, and halfling lovers). Secondly, casting magic is risky. Like really risky. Anytime that you cast a spell, you risk losing part of yourself. And, what's worse, you can lose yourself completely to the winds of entropy if you fail enough casting attempts. 

What Inspired This Game? 

PbtA games directly inspired the dice mechanic of Front Range FKR. Dave Arneson's First Fantasy Campaign and Dave Hargrave's Arduin fantasy material directly inspired the lineages and occupations herein. A close relative's struggles with early onset dementia directly inspired the magic system in Front Range FKR. How far will you go to achieve power? What will you risk? 

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Front Range FKR 2026 (alt).pdf 338 kB

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