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What is Marshals & Myrmidons

Features

what makes the Adventure Wheel Framework special


  • The map system allows for near unlimited user-created map sizes by breaking down large maps into tiles and zoom levels.
  • Easily allow for a planet-wide map that can be zoomed all the way down to a city level.
  • The city level zoom can also be done as a linked map that has it’s own zoom levels.
  • The built-in markers allow the GM and players to keep track of where everyone is and any significant details on the map.
  • Markers can be assigned custom names that make keeping track of everything easy.
  • Each map has a built in scale and measuring tool to easily determine distances.


  • The built-in solar system tool allows for easy dynamic creation of an inner solar system.
  • The planets orbit their sun or suns and can have moons as well.
  • Each planet and sun can be assigned data points that describe the planet’s class, size, gravity, technology level and population.
  • The day and year length are calculated based on parameters set in the editor.
  • The suns can be assigned a type and luminosity / size class as well, as diameter, temperature, and gravity.
  • All parameters are optional, and are there to enhance game play.
  • The planets and suns can be linked directly to their manual entry and a map of the surface.
  • The editor can quickly generate a new system that is fully populated as a starting point for adding your own content.


  • The HTML manual is simply HTML pages that are named for each topic in the game.
  • It can be displayed at any time to share information with players or for the game master to look up details.
  • When designing your own game in the framework instead of using local HTML files, the framework can be redirect to a website of your choosing, like a wiki.


  • Lookup tables can be replaced by the Adventure Wheel system.
  • Each wheel has 36 entries separated into 3 rings that will spin a randomized pairing.
  • The wheels can be fully customized to include anything.
  • Each entry in the wheel can be linked to a page of the manual
  • Inventory items can be assocated with each entry to allow sending to players quickly.


  • Each time the wheels are spun a record of it is made by the game.
  • This can make it easy to go back and review the results and end arguments about what was spun earlier.
  • This history can also be saved out to a file. It is also sent to the connected clients as the wheels are spun.
  • The history can also be used to open the associated manual entries from the wheel entry.


  • A subset of the Adventure Wheel system is the character generation wheels specific to Marshals and Myrmidons.
  • A new character can be spun in less that 15 seconds, and with multiple options to generate the player’s character sheet.
    • The game can send the character to our on-line tool that will generate a printable PDF file for the character with everything pre-filled in.
    • Or, if using the Character Exposition app, a quick code can be entered or sent by the game to pre-load the character into the app.
    • Or the details can be copied by hand onto a printed Character Exposition sheet.




  • From time to time, non-player characters need to be created by the game master. While some might find this an easy task, it isn’t for everyone.
  • This tool quickly generates a unique NPC with parameters to control where the NPC is from, what gender, race, and profession classes the NPC comes from.
  • There is also control over their spouse’s gender and name.
  • Nearly every aspect of the generator can be customized, including the 7 generated stat names and ranges.
  • Finally the generated NPC can be exported to an HTML file for later reference or to be printed.


  • The group building tool is used to create a realistic group of NPC or animals.
  • The framework includes a system that utilizes multiple parameters to generate a seemingly realistic groups.
  • Each type of entry has factors that affect it’s rarity and the size of a typical group, so that for instance a group of NPC might only have 1 king or maybe 1 spy but a bunch of soldiers or peasants.
    • The same holds true for the animals.
  • Each NPC can be filtered by technology levels or different classifications like royalty.
    • Animals can be filtered by the environments and climates.


  • The group building tool can also be used to create a realistic group of modes of transportation.
  • The framework includes a system that utilizes multiple parameters to generate a seemingly realistic group.
  • Each type of entry has factors that affect it’s rarity and the size of a typical group.
  • The modes of transportation can be filtered by their uses and technology levels.


  • The system can create a game room that others running the Character Exposition app can join.
  • When they join the room they can send text messages to the game or to other players.
  • Any wheel spins are automatically sent to the clients.
  • When a new character is spun, the code to automatically add it to the client is sent to be used at any time.
  • Inventory items can be sent back and forth to any client, and if a wheel has items that might go into the inventory, they will be automatically added to the interface so they can be sent by the GM.


  • Can be played with any computer, laptop, or tablet
  • The app is designed to speed game play and not get in the way.
  • Allows up to 10 characters to explore a procedurally generated map.
  • Includes a limited view radius so players can’t see the whole map.
    • Can also fill in the fog as they move only allowing the immediate area to be visible.
    • Removes player knowlege of the whole map so they are forced to discover it with their character.
  • Button puzzles can be included to set traps or control doors, or anything else.
  • Included are tools to generate dungeons quickly and populate them with anything.


  • The free form button puzzles that can be used to simulate traps, or consoles/panels, or any other type of interaction of that nature.
  • Objects can be placed anywhere and connected together to perform actions
  • Types of actions include
    • movement
    • rotation
    • scaling
    • starting count downs
    • touching other objects
    • link to a map, wheel, or another mini-game
    • play sounds
    • move along a path


  • The “pipe” style games similar to Pipe Dream where a series of tiles have to be aligned without leaks to connect points on the map.
  • They are not limited to just that, the tools from the button puzzles can be included to increase the interactions.
  • They come in four varieties to meet most needs:
    • Random queue mode where a never ending queue of randomly generated pieces are given to solve the puzzle.
    • Rotation mode where all the pieces are placed and must be correctly rotated.
    • Swap mode where each tile clicked with swap with the tile in the queue.
    • Inventory puzzle where a predetermined inventory of pieces are given to solve the puzzle.


  • All the mini-games can be extended with custom graphics and sounds to accommodate any look and feel required by the situation.
  • They can also be linked to other mini-games, maps, or wheels to increase the immersion.
  • The results of one mini-game can be passed to affect another mini-game, like solve a puzzle will open a door in the dungeon.
  • On screen display of current objective, visible at all times
  • Map items related to the current objective show an icon indicating it is an objective.
  • Mission objectives can be linked to wheels, map locations, mini-games.
  • Linked map items can open directly to the map and highlight the specific point of interest.
  • Objectives can be linked in complex arragements
  • Simple scripts can be added to track events to make sure the mission progresses correctly
  • Missions can be built with Articy:Draft 3

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