Virtually Real Games Virtually Real VR

The Book Links to VR Chapters & Discussions

Guild Foyer

Virtually Real Guild Headquarters

Welcome to the Guild!

The Guild is the online supplement for the Virtually Real Role Playing Game. Here you can learn more about the game, find tools and resources for play, and engage with other players and game masters.

You may wish to read one of the following next, or choose a room from the 🧭:

Navigation

  • 🧭 The compass on the bottom left takes you to any room of the guild.
  • The left arrow slides your content left and takes you to the next page.
  • The right arrow slides your "parent thumbnail" into the main content.
  • 🍞 Tap the header bar at the top of the page for your breadcrumb trail!
  • 👆 Touchscreen users can swipe in the direction of the arrows.

VR Core Rules - Chapter Breakdown

Table Of Contents

What follows is a discussion of each chapter. Where a chapter is ready for the public, a PDF button will be given so you can read the actual text of the chapter. Discussion material is sort of a meta-discussion about why the mechanics do what they do and how they interact with other part of the system.

Chapter 11 is DMs only

  1. Chapter 1 - Introduction

    A whole new way to structure an RPG!
  2. Chapter 2 - Character Creation

    Two-dimensional attributes, Occupations, and Cultures
  3. Chapter 3 - Combat

    Two-dimensional initiative with second-by-second action.
  4. Chapter 4 - Passion & Style

    Add personal style to skills
  5. Chapter 5 - Master Skill List

    A wide array of skills which may change the related attribute as they increase in training. Skills determine how good you are with a weapon. Practicing skills will advance your attributes!
  6. Chapter 6 - After The Battle

    Rules for Healing and triage, long-term care, realistic drugs, emotional trauma, social mechanics, and various toxins (enjoy the benefits and try to avoid the side effects), etc.
  7. Chapter 7 - Mounted Combat

    Mounts and vehicles, including special moves, mounted combat, vehicle combat, air combat. Dog fight on dragons if you want!
  8. Chapter 8 - Into The Wild

    Environmental effects like weather, terrain, heat exhaustion, long-distance travel, fatigue, and exertion
  9. Chapter 9 - The Effects System

    Effects - Science, Music, technology, and magic. Players may build their own spells and rituals, harvest ley line energies, build wonderous items, or have a wizards duel.
  10. Chapter 10 - Other Worlds

    Other worlds, dimensional travel, astral travel, virtual reality (and how to map the computer to the virtual world), dream worlds & personal demons
  11. Chapter 11 - Creating Your Stories

    A complete guide to writing adventures, running NPCs, and social interactions
  12. Chapter 12 - Creating Campaign Worlds

    A complete guide to creating campaign worlds, from politics and economics, what makes a genre special, world themes, to building races and weapons.

More To See