Have Axe, Will Travel
- There is nothing between your future besides an axe, the fanged monstrosity that has just ruined a perfectly good night at the tavern, and the thrill of the adventure. Do you take up the axe and travel or survive meagerly living by mucking out stalls?
There is nothing between your future besides an axe, the fanged monstrosity that has just ruined a perfectly good night at the tavern, and the thrill of the adventure. Do you take up the axe and travel or survive meagerly living by mucking out stalls?
Have Axe, Will Travel was born out of twenty-six years of adventures, love of the game, and extensive research into the roots of roleplaying. This research led me into the history of the Twin City Gamers, how it evolved from wargaming, and the style of play. When I set out to write Have Axe, Will Travel I wanted to capture how the game was played before three-hundred-page rulebooks and boundless supplements existed.
This is in addition to building something that would focus on immersion, player agency, allow for adventures without the confines of strict rules, and bring resource management back into the light. I believe with Have Axe, Will Travel I have accomplished this.
Within these pages, you will find:
- Open Ended Character Creation
- Creative Magic System focused on Elemental Magic
- Inventory System
- Equipment Lists
- Bestiary
- Discourses on Gaming Theory
- Implied Setting
- 2d6 System that Incorporates Advantage/Disadvantage
- Lots of Art!