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Have Axe, Will Travel was born out of extensive research into the roots of roleplaying and the history of the Twin City Gamers, how it evolved from wargaming, and that style of play developed in Braunstein and popularized by Dave Arneson.
Have Axe, Will Travel was born out of extensive research into the roots of roleplaying and the history of the Twin City Gamers, how it evolved from wargaming, and that style of play developed in Braunstein and popularized by Dave Arneson.
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. This rules, reflective of the Free Kriegspiel Revolution (FKR) focuses on Open Ended Character Creation, a creative magic system focused on Elemental Magic and a novel Inventory System.
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