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WHAT IS the GAME ABOUT?

Land of Eem is fantasy table top role playing game about telling stories. It’s about having the freedom to play creatively to better build a shared narrative with your fellow players. It’s more about roleplaying, exploring, finding lost treasure and lore, than it is about fighting monsters--though that’s still a part of the game.

HOW DOES the GAME DO THIS MECHANICALLY?

The core dice mechanic allows for partial successes and failures that push the narrative forward no matter the result. And the onus is on the GM and players to decide how that happens. 

Class abilities are centered more around ways to help you be creative and bend the normal rules with your imagination, rather than only stats and combat. Procedural rules and random tables for traveling the wilderness and exploring dungeons also help make that the focus. Magical loot is primarily designed to give you new powers to help you creatively problem solve instead of better stats to kill monsters. Also most monsters can be socially engaged, and conflict rules prioritize talking and doing before fighting.

HOW DOES the GAME ENCOURAGE AND REWARD THIS FOR THE PLAYERS?

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Players gain XP, not from killing stuff, but from completing quests, exploring locations, finding loot and lore, getting heroic titles, and from showing up and playing.

THE CORE DICE MECHANIC

We’ve always felt the d12 was criminally underused in TTRPG’s. So just on that deeply held conviction alone, we wanted to make a d12 system. 

Inspired by Star Wars Edge of the Empire and PbtA (Apocalypse World) games, the idea of partial successes and failures is incredibly compelling and fun. You’re less likely to get stuck if you just fail, and adding complications to the story is always more fun. But a whole slew of dice with unique symbols is fiddly, and the bell curve of rolling 2d6s just didn’t feel right. So the d12 allows for more randomness than 2d6, and gives a smaller variance than, say, a d20. 

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So here’s what you do for just about any roll, in one form or another.

 

ROLL A D12 + SKILL:

1-3: Complete Failure
4-6: Partial Failure
7-9: Partial Success
10-12: Success
13+: Complete Success

COMPLETE FAILURE: 

Failure with a hitch. A negative consequence or mechanical penalty on top of a failed action.

PARTIAL FAILURE: 

Failure with an edge. A positive consequence or mechanical bonus that aids the PC even when the action taken has failed.

PARTIAL SUCCESS: 

Success with a hitch. A negative consequence or mechanical penalty that hinders the PC even when the action taken has succeeded.

SUCCESS: 

The action taken by the PC succeeds.

COMPLETE SUCCESS: 

Success with an edge. A positive consequence or mechanical bonus on top of a successful action.

 

WHAT IS the GAME Setting?

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Eem is a colorful land of wonder. A world with many storied realms and territories, bustling with fantastical cultures, and teeming with a prismatic menagerie of creatures and characters. 

But Eem is a land that is now in decay, for the great civilizations of the past crumbled long ago. In their centuries-long absence, the Land of Eem became untamed, as all manner of monsters, warlords and fiends roamed freely and unchecked. But most unchecked of all were the goblin industrialists who rose into prominence in the last decades, ushering in a new Dungeon Era. Today, Eem is ruled by the bad guys…

The southern realm known as the Mucklands is the seat of goblin power, chaotically run by rival corporations in a never-ending quest to outdo one another in business and expansion. All the while, average folk toil away in mines, factories, and dungeons, eeking out a meager existence.

Will there be Stand alone Adventures?

Yes! One of Land of Eem’s special features is that there will be lots of one-page and multi-chapter adventures that will be easy to pick up and play for GMs using any RPG system.

 

One-Page Adventures:

Easy-to-play, one-page RPG adventures with a map, encounters, hooks, and characters. 

Multi-Chapter Adventure MOdules:

Adventure modules with a story arc, in-depth characters, encounters, items, and maps. 

Land of Eem Sandbox Realms:

Full-fledged Sandboxes with a robust hex map (perfect for campaigns), hundreds of locations, encounters, rumors, quests, characters, hooks, items, monsters, and stories.

 

Can i play the beta?

Yes! And there are a couple of ways to do it. You can grab your copy on the Rickety Stitch Store, but if you want access to all of the RPG content we’ve made so far, you can become a patron on Patreon. You’ll also get extra goodies and a ton of behind the scenes action related to all things Rickety Stitch.