Get Ready to LOOT

You got looter shooter in my fantasy TTRPG

Get Ready to LOOT
LOOT, coming soon

Quest. Loot. Repeat.

Why do we adventure? Why do we put our lives on the line? Glory? To have songs sung of us?

Nah, we do it for the shiny loot.


What is LOOT?

LOOT is an upcoming fantasy TTRPG designed by Spencer Campbell of Gila RPGs, with writing contributions from over a dozen designers from the indie RPG scene. In it, you take on the role of adventurers helping rebuild a city after the recent collapse of an undead tyrant. They can’t pay much in coin, but they can shower you in loot.

LOOT is built using the LUMEN 2.0 system, which means it is a diceless game. Focusing more on resource management, collaborative storytelling, and punchy tactical combat when the fighting breaks out.

Characters are paper dolls. There are no classes, but instead your adventurer is made up of whatever combination of loot you are wearing at the time. Over 100 pieces of loot have been created for this game, meaning no two characters will ever be the same.

LOOT’s namesake comes from the main engine of progress in the game: getting new loot. Tables will create a Loot Pool, a deck of items that they have access to as rewards at the end of every quest. Depending on which factions the party helped out, certain loot cards will be added to that pool. Shuffle up the deck, deal out some loot, and see rewards await you after a hard day of adventuring. LOOT borrows from that drive for finding the perfect item that I love about looter shooters.

The core rulebook for LOOT will be published as both a PDF and printed book. In addition, the loot card collection will be provided as a print-and-play document for tables to assemble the loot of their city depending on the decisions made by their players!

LOOT Features:

  • Complete rules for playing LOOT
  • Over 100 unique pieces of loot to collect across your many adventures
  • Factions, enemies, and quests written by amazing guest designers
  • West marches, drop in and out campaign support

The printed book version will be about 100 pages long, half-letter size format, perfect bound. The loot card collection will be a print-and-play PDF file provided to all backers.

LOOT Quick Start by Gila RPGs
Quest. Loot. Repeat.

3 Minute Overview of LOOT:

Social Media Links

You can find me @GilaRPGs on Twitter

You can find my content at Twitch.TV or YouTube. Or you can find my website at GilaRPGs.com.

Design Team

LOOT was written, designed, and laid out by Spencer Campbell of Gila RPGs.

Cover art by Mike Rieman.

Internal art by Charlie Ferguson-Avery.

Guest writers include: Binary Star Games, Ethan Yen, Matteo Sciutteri, Sebastian Yue, Aaron Voigt, Josh Hittie, Mannie Z, Matara D, Sin Posadas, Colt Hack, Dylan Grinder, Shu Qing Tan, Jon Boyle.

From Spencer:

There is no better feeling than when you finally get that piece of loot you’ve been chasing.

That’s what I’m trying to capture with LOOT. It’s no secret that I love looter shooters. Some of my earliest work was inspired by them, and my system, LUMEN, is my best attempt at simulating those action packed games. But across all those games, I never did quite scratch that loot chase itch. That feeling of getting the perfect item, that just completes your build or sends you into a whole new way of playing the game.

I think magic items are the best part of fantasy TTRPGs. Don’t tell me what an elf or a fighter is in your game, tell me about that weird crystal skull I can pick up, or that haunted tome just begging to be claimed. LOOT lets the items be front and center, as your characters are paper dolls entirely defined by the items they carry. Like dolls, you’ll be playing dress up, swapping out loot after each quest as you get new goodies to try out, and new strategies to try.

LOOT is another work in my line of diceless games driven by the updated LUMEN 2.0 system. It emphasizes creativity and roleplaying over randomness and chance. The combat is punchy and fun. Grab a grid, throw down some tokens, and figure out the best way to use your loot against hordes of enemies. It’s all about managing resources and finding the right timing of when to use that powerful magic item burning a hole in your pocket.

I can’t wait to get LOOT out there and watch people build their loot pools and chase that high I’ve been chasing for too many years of my life.