Brotherhood of the Dice

Overview

Brotherhood of the Dice is a group of friends who get together to play tabletop RPGs, mostly leaning into horror with a sprinkling of fantasy and sci-fi. We run games like
Call of Cthulhu https://groupfinder.eu/library/call-of-cthulhu-2014
,
Mothership https://groupfinder.eu/library/mothership-2018
,
The Dee Sanction
,
Dead of Night
,
Electric State
,
Pirate Borg
,
Dragonbane
, and
Outgunned
, throwing in the occasional curveball with something more quirky like Land of Eem when we feel like changing things up. As most of our games lean heavily into horror, they tend to favour a serious tone, but when things go off the rails, chaos and hilarity are never far behind. Which is just part of the fun. Nothing is scripted, and we’re not performers, just regular people enjoying games together and letting the dice and the story take us where they will.
We stream live on Twitch three times a week and upload the sessions to YouTube afterwards. Real people playing games.

Links

twitch.tv https://www.twitch.tv/brotherhood_of_the_dice - Twitch channel youtube.com https://www.youtube.com/@brotherhoodofthedice - Youtube channel instagram.com https://www.instagram.com/brotherhood_of_the_dice/ - Instagram page

Videos

Reviews

Sorted by:
Dave's Gaming
Dave's Gaming
6 months ago

Great group with great people and a superb DM

RxOliver
RxOliver
6 months ago

Shaggers

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Other entries

Wanderhome
Tabletop Roleplaying Games

Wanderhome

High-Fantasy
English
Possum Creek Games
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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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Get in the Trunk
Actual Play & Podcasts

Get in the Trunk

English
Actual Play
Delta Green
Get in the Trunk is an anthology series playing through various Delta Green scenarios by Arc Dream Publishing, such as Last Things Last, The Last Equation, A Victim of the Art and Ex Oblivione. In 2022, Season 4 began the first long-form Delta Green campaign — Impossible Landscapes. Links youtube.com  - Youtube playlist spotify.com  - Spotify feed glasscannonnetwork.fandom.com  - Get in the Trunk wiki

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