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BIND is an open-source, grunge-fantasy, tabletop RPG, which:

  • optimizes the crap out of everything (in ways you probably won't notice),
  • is an 'adult game' (meaning we all have jobs, and need to set-up-and-go without homework or very much prep),
  • will never have any house rules (because anyone can change the source files and reprint the PDF).

Getting the Book

Download it from the [link][core download], then take it to your local, friendly, print-shop. Everything in the book has been optimized for reading on paper, and reading two-columns of blinding-white PDF on a monitor will only give you a headache.

Compiling the Book Yourself

  1. Clone this repo.
  2. Install the required packages:
    • For Debian/ Mint/ Ubuntu: apt install inkscape make texlive-full git-lfs latexmk.
    • For Arch Linux: pacman -S inkscape make git git-lfs texlive-binextra texlive-latexextra texlive-fontsrecommended texlive-fontsextra && git lfs install
    • For Void Linux: xbps-install inkscape make texlive-full git-lfs texlive-latexmk.
  3. Enter the repo, and do make all.

For full setup instructions, see the wiki.

Related Books

  • For a short introduction module, grab a copy of [Escape from the Horde][intro module]. It comes with a running commentary of the rules, and pre-made character sheets, ready to be torn from the back.
  • For character creation, print the players' guide.
  • To craft your own section of a monster-ridden world, open the Book of Judgement.

Rules

All rules are geared towards fast resolutions and player choices.

  • One roll resolves almost everything.
    • Roll 2D6 + Attribute + Skill + Bonus.
      • Bonuses come from weapons, items, or the situation.
    • Players try to roll above the TN ('Tie Number') to achieve something, while avoiding some danger.
      • If they roll above the TN, they succeed.
      • If you roll below the TN, the danger occurs.
      • If you roll equal to the TN, they succeed but the danger also occurs.
    • Dice are never re-rolled.
      • If a different character tries the action, they must use the same dice roll. So if the first character rolled a '5', the second will also have rolled a '5' (but a higher Bonus means they may still succeed).
  • Combat works similarly.
    • In combat, attack and defence are the same roll.
      • If you miss, the enemy damages you.
      • Players spend Action Points to determine who goes first, and decide where their character is focussed.
  • Spellcasters spend Mana Points.
  • GMs don't roll often, so they can focus on interpretation and reaction.

Get Involved

The book is under an open source licence, you have access to the same files which I do. Anyone who plays it can change the book with their own rules. If you want to get involved, there are a number of ways to contribute:

  • Emailing ideas here and they will appear on the issues board.
  • Posting ideas directly on the board.
  • Join the project, and start fixing issues.
  • Playtesting.
  • Contributing art.
  • Or if you don't like how I'm handling the book, fork it and make your own.