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Frog God Games

The Necromancer's Game

The Necromancer's Game

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Regular price $119.99 USD
Regular price Sale price $119.99 USD
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RPG rules that drive fast-paced, classic fantasy adventures focused on player agency

The Necromancer’s Game isn’t just another fantasy roleplaying system, it’s a love letter to the origins of the hobby and a bold reimagining of how roleplaying should feel. Inspired by the legendary White Box/Brown Box rules of 1974 and refined through decades of play, this fast-playing, rules-light system puts the story first and the math a distant second.

Built for speed, creativity, and deep immersion, this boxed set is perfect for GMs and players who want meaningful decisions, clever solutions, and lightning-fast gameplay. Whether you're a veteran Game Master or just writing up your first character sheet, The Necromancer’s Game will have you telling stories, solving mysteries, and outwitting monsters in minutes.

What Makes It Different?

This is not a "murder hobo" game. Combat is deadly, advancement comes from clever play, exploration, and storytelling, and many encounters can be resolved with zero bloodshed. In fact, no experience points are awarded for combat — instead, players gain experience through story goals and discovering treasure. This approach emphasizes planning, diplomacy, and improvisation over brute force.

Eleven Iconic Classes, Fully Balanced and Refined

Choose from a classic lineup of Bards, Clerics, Druids, Dwarves, Elves, Fighters, Halflings, Magic-Users, Paladins, Rangers, and Thieves. Each class has its own unique role in a party and distinct strengths, and all classes have been carefully balanced to ensure fairness and usefulness at every level.

More Than Just Combat: Parley, Lore, and Exploration

The Necromancer’s Game includes all-new mechanics for parley and negotiating, lore checks, wilderness travel, and morale — with each offering roleplaying depth without ever slowing down the game. These systems are simple and easy to use and keep players in-character and immersed.

Lore checks use a quick d6 mechanic tied to class knowledge: Fighters might know tactics and siege-craft; Rangers know wilderness lore and beasts; Wizards understand magic and artifacts. Bards? Well, they drink, and they know things. It’s that simple.

Exploration is core to the game. Travel has purpose and tension. You won’t just roll on a table to "get there safely" — you’ll decide how to camp, what routes to take, and how to survive the wilderness. Using creative strategy to avoid combat, bypass traps, or parley with intelligent foes is possible and encouraged.

Rules Light, Campaign Ready

This isn’t a stripped-down quickstart — it’s a complete, fully realized game system packed with everything you need to run sessions for years. 

Every mechanic is streamlined for maximum playability, with standardized XP tables, saving throws, and attack rolls. GMs make rulings that make sense, rather than searching through endless rules. All actions are governed by player intent and GM judgment in a system that encourages on-the-fly creativity and fast, satisfying resolution.

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