Explore a gritty, lantern-lit city of secrets, danger, and adventure.

Recent Updates

Dev Blog 14 – Downtime 2

This is going to be a weird thing to say because it should seem obvious. I really like running the game I made.  The Streets of Avalon is a lot of fun and while it’s not perfect I’m starting to think one of the best features of the game is Downtime. I wrote about it...

Dev Blog 13 – Extra Attacks

So I had a pretty long and involved fight where I tried out some mob rules and pushed my level 5 party hard with a big old fight in the game. So in having this big old fight the group cast Haste on the fighter and supported the fighter to great effect. Bitsy is a...

The More You Know

I was recording an episode of Under the Lamplight with Brett the other day and we were talking about Monsters. In fact there’s three episodes in a row about monsters. One about three specific monsters, The Red Cap, the Goblin, and the Brain Gorger. One about monster...

The Streets of Avalon

Avalon is a sprawling urban fantasy setting for investigators, political intrigue, heists, and street-level horror. Whether you’re a player or a GM, this is a place where every choice matters and every shadow hides a story.

If you’re interested we’d love you to play the game. Click below to get the play with us or come over to the TwA Discord to chat about the game.

Under The Lamplight

Under the Lamplight explores the stories, design, and play of Streets of Avalon RPG. Catch episodes on lore, GM tips, and stories from the game being played.

Seasons are released in 10 episode batches with 4-6 week breaks between.

Art Gallery

Learning The Game

The mechanics for Streets of Avalon are simple and focused on narrative play and characterization. You can find the basic game mechanics and terms to the right or go more indepth with the playtest book. 

Player- Facing Rolls

Players take best 2d6 + Stat + Training to overcome danger. The GM sets the situation, stakes, and on a missed roll chooses the consequences.

Tags

Characters, NPCs, guilds, families, locations, and moments are defined by descriptive tags. Tags are the primary way to create flexibility with the games rules. They give GMs and players a way to create and understand what matters in play and what can be leveraged, exploited, or threatened in a scene.

Downtime

Time between scenarios matters. Recover, gather information, build relationships, make money, or build something important.

Downtime is where the players shape the story of Avalon, but they only have so much time to do so and they still have to pay the rent somehow.

Adversaries

Enemies are built to be run quickly. They have motivations tied to the city and their own lives. Most fights are messy, short, cinematic and brutal.