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Welcome to Ivanhoe Unbound, my little RPG imprint. I'm the sole owner (if you can call it that) and author. My name is Kirt Dankmyer, but my friends call me Loki. Sometimes I am called Xiombarg.

Oh, and to give credit where credit is due, I'd like to thank Ivanhoe Productions (a LARP company I'm associated with) and Jim Olsen for a name and a logo, tho I modified both to suit my tastes.

If you don't know what a role-playing game (RPG) is, go here (or, if that link doesn't work, try another). If you don't know what I mean by Gamist, Narrativist, and/or Simulationist, you should read this.

By the way, I agree with Ron Edwards that system does matter, which is why I create my own systems. If you want to discuss theory or anything else relating to my games, including potential new releases, join the mailing list...

Original RPGs

Morality Under Fire

This is an intensely narrative game about making tough moral and ethical choices under pressure. Unsung works just as well for a game where the protagonists are inner city cops, as for a game set during the Vietnam "police action" or the American Civil War. In fact, the game was playtested with rookie cops as the protaganists, and then later using a SWAT team as protagonists.

The game uses a simple one-die mechanic, and plays around a lot with player control -- if your character loses it during a stressful situation, the other players decide what happens to him. In fact, in many ways the character effectiveness is affected by the moral choices the character makes -- and by morally challenging other characters. The idea is to take an interest in everyone's character, as well as your own.

This game is about the emotions invoked in intensely dangerous situations, about personal stories often lost in the statistical listing of crime and casualties, about what unravels during stress.

Regrets spoken upon one's dying bed will not return unnumbered victims dead.



As a break from Unsung, I started work on totally different game. With Pretender, I was aiming at some familiar ground for RPGs: mythic creatures in the modern day. I wanted to hew closer to the Sonja Blue series, to add something back to the "personal horror" genre of RPGs: a sense of wonder and exploration.

In essence, I wanted a game where it was easy to play vampires in the modern day, but also were-gators, mannequins that come to life during the night, races of immortals that look (and act) like psychopathic children, and sentient colonies of roaches. And more. It's all about flexibility, and lack of pigeonholing.

The focus is on extreme personalities, grittiness, and creating the world as you go. I wanted, however, there to be a framework for people to hang stuff onto. I also wanted to have shifting narration, and, as I said, a very "develop in play" style -- the GM and the players would really "create a story together".

I tried to think what system would suit what I wanted best, and settled on a heavily-modified version of OtherKind.

Playtesting has been, in short, a blast, and I'm looking forward to playing some more.


This was my first "modern" RPG, as informed by the discussions at the Forge. It's numberless, diceless, and description-based. I had three goals in mind with this one:

  • Introduce Narrativist gaming to my Gamist/Simulationist-oriented gaming group. This is the reason I maintained strong GM control, despite the large amount of player freedom: I wanted one element "traditional" roleplayers were used to.
  • Eliminate the worry of failure/success in favor of a different question: Given that you're not going to fail at any given task, what do you do? What is the correct action to take?
  • Make a game that would be easy and fun for a starting roleplayer, even a very young one, while still having the possibility of being interesting to more "jaded" roleplayers.

    I'm still rather fond of it, and I think it succeeds at most of its goals. (With regard to the first goal, in retrospect, I feel the design is more "low-contact Simulationist" with some Narrativist leanings, but it certainly eliminates Gamism.) You can find out more about the design decisions that went into it here.

    If you want something a little more than freeform, check it out. After all, it's free, and will remain so.

  • Faster, Better, Cheaper
    V1.0 | V2.0

    This was my second description-based game, based on The Pool and a lot of time spent at NASA. Either you're faster, better, or cheaper than the other guy in the traits you're specialized in.

    First Edition in HTML or text | Second Edition

    The Simple, One-Page Live-Action Role-Play system. Written back in '96 or so as your basic rules-light LARP system. Perhaps at some point I will release a third edition a little more in line with my current preferences. I still kinda like it, tho -- I like to think it was an interesting accomplishment for the time.

    Stuff For Other RPGs

    Spiritual Attributes for Storyteller. This is an alternate XP system for White Wolf's Storyteller system (in its various incarnations). Based on The Riddle of Steel.

    A Repertoire Composed of the Corpus of Cacophony. This is an... extension... of the In Nomine setting, concerning an Archangel and a Demon Prince... and a secret.

    Fixed Logrus. A power for the Amber Diceless RPG, sort of the opposite number to the Broken Pattern.

    Harmony. A Great Power realm I wrote for the Equinox PBEM. With adaptation, it could be useful in any Amber Diceless game.

    Lie. A short short story set in the In Nomine universe.

    Mandala. The power (an equivalent to the Logrus or the Pattern) associated with Harmony. With adaptation, it could of use in any Amber Diceless game.

    Saints. A set of Templar Saints for Hell on Earth. I'm particularly proud of Saint Fort.

    Wild Card Mutation Table. An alternate mutation table for Hell on Earth.

    Coming Soon

    A kaiju fight game... Narrativist Diplomacy... and s'more old thingies, like my original version of the Grigori for In Nomine.