Glory Road Roleplay

Welcome to Glory Road Roleplay, a multiple-player, tabletop game that's been around since the early 1980s. 


This website supports the game's Core Rules, a three-part book that features Combat Equipment and Spells & Powers, the Encounters book, the Game Manager's Guide, and the "twin" introductory adventures "At the High Point Inn" and "In the Pass" and the adventures "Into the Westwood" and "Under the Abandoned Monastery" (each of which has a D20/OSR version).On 3/12/2020, I uploaded "Shapeshifting and Warging," a rules supplement.
I just (3/17/2020) uploaded "20 Pre-generated Characters." 

New covers on the three core books on 1/23/2020 and I think they are much-improved. All three have been edited in celebration of the new covers, with some new explanations added to the Core Rules. I reduced the price on the GM Guide drastically because it is so brief. I uploaded a suggested character sheet. 

"Into the Westwood" and "OSR Into the Westwood" were uploaded 2/23/2020 and "Under the Abandoned Monastery" and the OSR version were just (2/27/2020) added, to completes what I call the preposition adventures. 




The main titles now available are Glory Road Roleplay, the Core Rules; Glory Road Roleplay, Encounters; Glory Road Roleplay; Game Manager's Guide
The adventures now available are At the High Point Inn; In the Pass; Into the Westwood; OSR At the High Point in; OSR In the Pass and OSR Into the Westwood.; Under the Abandoned Monastery, and, of course,  OSR Under the Abandoned Monastery. 
The gaming utilities available are a suggested character sheet and a PDF of 20 Pre-generated characters.
Just Out: Shapeshifting and Warging, Rules Supplements 
Coming out soon: Krunch Muskrat, the Journal of a goblin player-character.
  
What Others Have to Say 

From the Forward to the Core Rules
Arm yourself with dice of many values, paper and pencil and the power of your imagination, and embark on a heroic quest. You will enjoy the trip.         
                                                                                           - C.J. Carella 

C.J. is a very successful novelist whose Warp Marine series and other works can be found at Amazon and other places the sells e-books . 
He also developed a arge amount of gaming materials, including several important GURPS sourcebooks, All Flesh Must be Eaten, the Buffy game and the Unisystem.

He still plays with us.

Other Comments
One of the most eminently playable RPG systems I have encountered. While it naturally incorporates some of the best of the past, it's above anything else enriched by the years of game mastering experience of Bill Reich. Highly recommended.
- Simon Reich


The rules always made sense to me.

- Ed Rauh

I love that the game is so descriptive, and there is so much world-building that really contributes to the enjoyment of the gameplay.
- Alicia Young


I found suspension of disbelief and immersion easy.
- Rick Corey

Yes. I really love the magic in the game going with the different book school is a unique ‘n fun way.
- Jeff Sargent

I’ve played Glory Road since 1982 and have enjoyed it immensely. I met the author of the game when he worked in an all-night bookstore and overheard him talking about gaming to another customer. 
    I asked him a few general questions about gaming and since the store was empty he invited me to try it right there. He rolled up a character for me on the counter (dice always at the ready) and I have been a near addict ever since. 
- Bruce Fowler (CT Yankee)


Fast-paced, lethal melee-based combat system. Spells that work together to create unique results. Fun fantasy role play system.
- Andy Gister

Features 

This is a system that has been played since 1982. It differs from the most popular system of the time in many ways. Some of the more obvious ones.

1: The concrete nature of some of the elements of the system seem to make visualization, narration and t
hus immersion easier for many players. For example, if you take damage, you know that you are injured. HP, the concept is retained, do not represent an amorphous combination of luck, skill and physical damage. Your character will take damage, probably less often, but it will be damage that is easy to visualize and easy for a GM to narrate if desired: "The Hobgoblin's shete strikes Adork on the upper arm (hit location is optional but this was a one versus one fight) and does nine HP of damage." You, the player, know that your character is hurt. Nine points won't stop Adork but the situation has become more dangerous.

2: Becoming more difficult to hit gives a greater sense of accomplishment than getting another glob of HP (HP are static) Of course, this isn't "realism," there is a factor of diminishing returns that prevents anyone from becoming an unhittable combat god. Target Number (T#) should be impossible to improve after awhile. However, this system feels more real than the abstraction of HP and a GM who wants to make improving T# more difficult or impossible after a certain level is free to do so. At least twelve people have run this game over the years since its inception and none of them have done that.

3: The magic system is somewhat "academic" in structure, with prerequisites and specializations.

4: Initiates and Hedge-Priests get their power from their deities. Powers list differ between the various cults and religions and the GM can pick and choose and make their own.

5: Four attributes, Size, Constitution, Intelligence and Dexterity impact the other six, Strength (impacted by Sz and Cn) Agility (impacted by Dx, by St (positively) and Sz(negatively)) Awareness, Stability, Charisma and (magical) Talent (all impacted by IN)

F: There are two action resolution systems. One is based on a D20 and basically handles situations where players and the GM are resolving actions by PCs and NPCs during an action scene. The other involves D% and is used for crucial situations and for spell-casting.

Core  Rules Cover: Fantasy Path Composite
From Pixabay;
Base Scene by annerivendell
Archer by ArtsyBee
Drake, Warrior and Cleric by OpenClipart-Vectors
Pixabay License
Free for commercial use No attribution required







willinnewhaven969@gmail.com   |  1- 954-592-5880
© 2019 by Bill Reich. All rights reserved.