About this project
At last! An RPG game that Kids can Play!
Experience the Golden Age of Fantasy Role Playing - nearly a million years ago on Earth back when Dragons, Trolls & Fayvin ruled!
Playing for Rill
With 'Rill RPG' the sky's the limit! Our game is quick to get started - your character will be on his or her way to High Fantasy Adventure in less than an hour. Our Rules make Role Playing easy, giving the Dice Master and the Players the room and randomness they need, focusing on the story instead of the 'game mechanics'.
'Rill RPG' has no game boards, miniatures or Dice Master setup time, or at least that is optional with the DM. This is a 'book & paper' game where imagination and dice rules!
Our goal is to produce a limited First Print run of 1000, 8"X11", textbook quality hardback books of the 'Rill RPG' rules with over a hundred color illustrations and color Spell Icon Stickers that will help the players keep track of their Spells on their Character Sheet. This game is very much for Beginner RPG Players with no prior experience, but the experience of playing 'Rill RPG' is what makes it so great for even the advanced player. RPG has never been this fun before!
The 'Rill RPG' project is no easy task. We've been simplifying our RPG rules since 1999, and developing a single Mythos that merges all of Earth's Mythologies. Based on the biology of Earth a million years ago, your Characters will encounter saber-tooth tigers, mammoths, long-neck bears, early humans we call Ogs and much, much more. The beast below is a mythological creature we call a 'Dursh':
There are 6 ancient races from other planets around our Solar System that later merged to become only 3 races: Norkians, Korens & Fargins. Norkians would resemble large humans anywhere from five and half to seven foot tall with a complexion ranging from dark skinned to light skinned with a slight bluish tint. Korens would represent our modern notion of Elves - from four and half to six feet tall. You can tell them by their pointy ears and lack of facial hair. Fargins are lower to the ground - from three foot to nearly five foot tall. They come in all different shapes and sizes usually with plenty of fat around their little, round bellies.
Your character is a Fayvin (chosen by the Fairy World also called the Fayvin) who is not limited by Race to pursue any Class that you want nor limited by Class to pursue any Skills that you are willing to pursue, such as sly hands (stealing & cheating), pick locks, sneaking, searching, awareness or lore. These skills we've found cover all points of Roll Playing Games. There's no honor among thieves, so no class is going to claim to be a thief or assassin except for commoners, and commoners only receive skills - no Fayvin Feats or Spells. Being a trained Fayvin means whole towns can be destroyed with a wave of your hand. But you're not the only Fayvin out there, and cities & towns are protected by entities as powerful and more powerful than you, but it's always up to your character to decide how to behave, as this games has no alignment. Alignments are wishy-washy, and your Character could be happy today but wake up in a bad mood tomorrow. Focusing on Alignment makes for lengthy and irritating games - we want natural game play. The main thing we emphasize is that there are consequences to Your Character's Actions!
Rill is a secret city that was built on the back of a giant Erwupard (a Turtle) that was used for training elite Fayvin. Its location moves from time to time and in and out of the Fayvin (or Fairyland).
By our Rules all Classes have Spells. We've found that having hundreds of spells is a burden to the Dice Master, and it gives the players too much room to cheat on the spells & their true descriptions. Descriptions of other RPG spells are a burden to remember. Our spells are few by comparison but are powerful enough to take over the World if a given character is left unchecked. A Mage who has only been trained once with a high intelligence could transform his wand into a magical, glowing chain that is six foot long and does extensive damage and could cast all of his or her spells up to five times a day. Fayvin spells are powerful and have the effect of two or three other RPG game's spells combined. Being a Fayvin you're stronger, and your Class makes you stronger yet.
The City of Rill manufactures and exports many extraordinary items, such as: portholes (magical doors with time-displaced rooms and storage area that can be used as an add-on room for a house or on-board a ship), magical quivers (endless ammo) magical hats(some are containers), magical boots, belts, gauntlets & more. We give up fantastic items more easily than other RPG games, but it never seemed fair to us for all the 'good stuff' to be one-of-a-kind items that your players end up fighting over. That can lead to (real) hurt feelings and a negative gaming attitude. If the players want to be mad at someone it is best for them to be mad at the dice and not each other. It is better to have and lost than to never have at all.
A Final Note
What's great about 'Rill RPG' is how the Items, Creatures and various Charts can be so easily integrated into any RPG game. We've taught many young adults our system, and it has given them an enthusiasm for RPG that they never had before.
The Rill Team:
Written by: Joseph C. Allgood
Illustrations & Other Media by: David M. Allgood
And a Special Thank You to our Video Narrator, Sarah M. Stacy!
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