About Bajankle Assets

Made for DMs who have a life outside the table.

I want the games I make to feel like something happened, without asking you to give up a whole weekend to get ready for them.

Why it exists

Less prep should not mean less personality.

This started because I kept running into the same wall a lot of DMs do. I still love running games. I just don't have the six free hours a week that real prep used to take.

So the adventures lean on a strong opening hook and encounter tools you can actually read mid-session, instead of a wall of flavor text you have to paraphrase on the fly. The maps and token packs hold up on their own too. Kingdom of Numeria takes the same approach and shrinks it down for kids, so the rules stay out of the way of the story.

Buying and delivery both happen through Etsy. Every link on this site goes there.

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Design priorities

What I'm actually trying to do with each release

  • Readable mid-session. If the players go off-script, and they always do, you shouldn't have to hunt for the one line that matters.
  • Rooms that do something. Give players a reason to touch, break, move, or bargain over what's in front of them.
  • Know what's optional. Every adventure should make it obvious what you can cut when the night's running long.
  • Leave people with a story. The kind somebody brings up two months later, unprompted.