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." Today (5/2/2020) I am uploading "Mondragon Keep" and "OSR Mondragon Keep," mid-level adventures in which the characters leave the Black Mountain District. I also posted a short guide to running low-fantasy adventues using Glory Road rules. 8/10/2020, I uploaded Blue  Pool on the Silk Road, a description of a new setting and the first adventure in that setting. 8/12/2020 Uploaded the OSR/D20 version of Blue Pool on the Silk Road. 8/26/2020 Uploaded The Spire in the Hills, a higher-level Silk Road Glory Road Roleplay adventure. 9/4 The OSR/D20 version is being uploaded now. 
9/8/2020: I just uploaded a free one-page supplement about Brigandine, the most popular armor of the late medieval period, which I had neglected in the Core Rules. It was too important to wait until I revise the Core Rules. 
More adventures in and around The Black Mountain District and more adventures in the new Silk Road setting are forthcoming.
9/11/2020: I uploaded Suggestions & Shortcuts, a utility to help GMs and players use an admittedly crunchy system. 
9/19/2020: I uploaded 20 Pregenerated  Characters for Glory Road Roleplay in the Silk Road Setting.
10/4/2020: I uploaded Overland Travel in the Silk Road Setting, random encounters for GMs running in that setting that can be used in similar settings that the GM designs or finds elsewhere.
10/27/2020: I uploaded a copy of "Suggestions & Shortcuts" with a typo corrected today. In the section on the Attribute Bonus, I corrected where it said that an attribute of 14 would have a bonus of 4. It should have been an attribute of 23.

11/10/2020: Just uploaded A Misplaced Prince, the first adventure designed to be used with Overland Travels on the Silk Road. 11/13/2020: OSR A Misplaced Prince is also uploaded.
11/22/2020: Just uploaded "Targeting & Armor Avoidance." an optional rules subset. 
12/9/2502: Uploaded "Overland Travel in the Westwood Setting" a series of random encounter tables for Glory Road Roleplay and OSR/D20 games.

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; Mondragon Keep and OSR Mondragon Keep. Blue Pool on the Silk Road, a new setting and the first adventure in the new setting. Also, the OSR/D20 version of Blue Pool on the Silk Road.
New: The Spire in the Hills, a somewhat higher-level adventure on the Silk Road. The OSR/D20 version has just been added. 
New: A Misplaced Prince, an adventure for characters that have finished the Blue Pool adventure. The OSR/D20 version is now uploaded.
The gaming utilities available are a suggested character sheet and a PDF of 20 Pre-generated characters and "Shapeshifting and Warging", a rules supplement. New: 20 Pregenerated Characters for the Silk Road Setting. There is also a guide to running low-fantasy adventures using modified Glory Road Roleplay rules. There is a one-page supplement about brigandine, the most popular armor of the late medieval period. To help GM's and players use an admittedly crunchy system, I created the free PDF called Suggestions and Shortcuts. Just added: Overland Travel in the Silk Road Setting, AKA The Hexcrawl. Random encounters for the setting. Added: Overland Travel in the Westwood, random encounters and events. 
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


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
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© 2019 by Bill Reich. All rights reserved.