2017 PDF - 200 Word RPG Challenge
200 word RPG
All Entries.
Ben Moyer
Keith A. Garrett
Marshall Bradshaw
[a collaborative system of
M Chilton
Thomas Deeny
[TECH]: Boldly Go (a Starship
DC Bradshaw
0. Get a tarot deck
Ole Peder G.
1, 2, Zombie
Jacob Shadwick
200 Character RPG
200 Words of Real RPG
Jesse W Cox
29 Days to Spring
Da Loki
3d13 via cards & introducing
roll choice
David Brown
5 ways to win without fighting
(a supplement)
Epistolary Richard
Fred Bednarski
A 5-day walkathon
Zed & Ms Ann
A Day in the Life of a Mole
Matt Warren
A Fistful of Dust
A Game To Play When You Feel
Sam Wrong
A House Is Not a Home
Joe Beason
A last drink
Chris Kinniburgh
A Matter of Time
A Nice Meal (For Once)
Ben Walker
A Single Point Of Reference
Alexander Swords
A Small World
Cecilia Kjellman
A tale untold
A walk down Memory Lane
Ivan Lanìa
A walk in the park
Robin Langridge
A.C.E: A Deadly Game of Espionage
Dan Enders
Ablative Soldiers
Drake Williams
Ace of Spades
Matt Thrower
Across the Table (2-Player)
Alex L
Emilio Bucci
Dominik Marchand
Adventure Story
Mark L. Chance
After the Rain
Hyacinth Nil
Alien Zookeepers Go!
Jonathan Cook
All For One, the flipped RPG
Ben Rolfe
All it takes….
All Things Grow
Vee Hendro
Andrew Haywood
Amnesia Llamas
Crystal Pisano
Among powerful wizards and
An American Workplace
Mabel Harper
An uncertain trial
And then there were none
And We Are All Together
James Wallis
Angry Goblin Widows
Jeff Aldrich
Anonymous Correspondence
Another multiverse story
Petr Šarkovský
Anti Heroes
Thyl de Mackisuuell
Chris Martens
Arena of Popularity but no
Death nor Magic
Prophecy Breaker
ARG(h) an Augmented Reality
Game (human)
Ben Walker
As the Crow Flies
M. Quintanilla
Ashes of the Sun
Jason Pitre
Astrum Arcanis
Z.W. Garth
Lucas Hald
At the End of the World
Laura Wood
Stephen Danic
Luca Bonisoli
Asaf Kazachinsky
Be Like Water
Michael Dunn-O'Connor
Bearing Witness
David Deschamps
Before Bedtime
Mixu Lauronen
Birthday equilibrium
Black Mass
michael murray
Blank state
Guillaume Clerc
Blaze of Glory
Jake Simon
Bloodfeud – Diplomacy with
Ben H
Bloody Hair: A Tale of Barbaric
Konstantinos Dimopoulos
Boasters round the table
Andrew Harrison
Boom Boom Car Bots
Marina Rose
Border Crossing
Frankie Garza
Botany Bay
March Games
Briefly speaking
Albert 'NoCultist'
Bring Forth the Hippocrene
S. Tan
Build Your Own RPG
Andrew J. Young
Brian Poe
Bunk Beds
adam mcconnaughey
By the Book
Isle In The Heavens
Eli Kurtz
Dale Elvy
Captain's Table
Gem Newman
Card Sharks
Dylan Shields
Cards of Magi
Asix Jin
Carfax Abbey
Keith A. Garrett
Carry On
Daniel Fowler
Cat Wrangling
Larry Hamilton
Catalyst of Annihilation
Rach Shelkey
Catch the Thief
Charles Ward
Cats Herding Humans
Keith J. Schnelle
Caution: Hot!
Solomon Key
Celestial Bureaucrats
Karl Larsson
Brie Sheldon
Chris Kinniburgh
Children of the Con
Neal Moogk-Soulis
Sean Smith
Chromed poets
Jacopo Colò
Close Encounters
Karolina Soltys
Ben Pelcyger
Coloring Outside the Lines of
Emlyn Freeman
Come up with a catchy title
after playtesting
Dalen W Brauner
Coming Close To Home - A Workshop
Jonathan Jung Johansen
Competitive Reality Television
Ross Rockafellow
Lauren Amber
Tim Zubizarreta
Jonny Garcia
Cosmic Trickster
Jacob Soderlund
Cedric Plante
Crafty Monsters: An RPG of
battling monsters
Nicholas Fletcher
Crazy Conversation
Robert Stohler
Crazy Greedy Hitler Puppet
Dan Maruschak
Luke Nickerson
Crisis Ascending
N. D. Christie
Cross the Floor
J Li
Cross The Kitchen
Ethan Myerson
Will Gibson
Jesse Coombs
Cyber Beetles
Hannah Dwan
Daffodils for William
Eva Schiffer
Daily Heroes
Paul J Hodgeson
Maciej Zefir Starzycki
Dark and Cold
Kacper Woźniak
Das Magikapital
Greg Barnsdale
Date Mates
Taylor LaBresh
Death by Chocolate
Greg Sweeney
Death Metal
Deathmatch Maze
Defy. Subvert. Outwit.
Lucas Wilga
Demon Dare
Daniele Di Rubbo
Rudy Johnson
Descending from the Shoulders
of Giants
Ivan Xuereb
Detachment 626
Chuck Dee
Dice Mafia
Diceless Deeds
Michael Faulk
Divine Circles: Kingdom in
Michael Parker
Divine Disease
Drake Williams
Divine intervention
Do You Drink the Kool-Aid
Amber Jannusch
Dodgy Gods: A Game of Tricksters and Trouble
Alberto Muti
Ben Scerri
Casey Johnson
Don’t lose your marbles
João Felipe Santos
Doomsday Cult
Richard Woolcock
Ryan Abrams
Yehuda Shapira
Double-O-Eleven: Casino Vocale
Kevin Damen
Doused Flames of Magic; Matchsticks of Power
Piotr Królik Król
Down the rabbit hole
Elizabeth Lovegrove
Dragon Draughts & the Mug of
David Brown
Dragon Soul
Rui Anselmo
Dragon Tag
Ty Oden
Dragons and Dragons
Ben Kelly
Drama Crash!
Bryan Lee Davidson-Tirca
Dream Eaters
Richard Jansen-Parkes
Dualistic Voices
Luciano Gil
Duel of Change
Stuart Hodge
DUELLO - A Game of Magic and
Allan Bagg
Paki Spivey
Dumb Brutes
Jeff Dieterle
Dungeon Black
Eugene Fasano
Matt Stuart
Dust Trails
Anastasia Faraci
Eight Facets of the City
Mendel Schmiedekamp
Drew Besse
End of Days // Hidden Terrors
Lee Simmonds - Zero Hour
Endless Descent: a game of
Secrets and Hope
Kevin Kulp
Enna's friend or foe?
Tara Zuber
Larry Szmulowicz
Escape from the Drowning Tower
Azrael Arocha
David Fono
Eternal Rivals
Michele Corona
Tucker Sherry
Everyone's The Good Guy (Of
Their Own Story)
Natalie Ash
Evil Goatees
Paul Griffin
Ex Libro
Justin Colussy-Estes
Exceptional Bodies for Exceptional Hosts
Alex Fricke
Exodus - A game of discovery
for 2-6 players
Jenn Martin
Expedition 13
J S R Varma
a story rpg system"
Cuchulain Coker
Jonathan Lavallee
Fair Verona Burns: A Tragedy in
Three Acts
Adam T. Minnie
Toby Sennett
Familiars RPG
Dominik Marchand
Farewell, My Love
L & M Saltonstall
Fated Feud
E.M. Gregory
Fated to Meet – The Journey
of Two
Guilherme DR
Fatimah's Busy Day
Fear the Conspiracy
Inanimate/Trevor Cashmore
Sharang Biswas
Fidget Madness
Stanley Roth
Fill in the Blank RPG
Ryan Khan
Final Enemy/A Poetry of Revenge/Samurai Haiku
Chris O'Neill
Final Testament
Josh Fox (Rabalias)
Fire of the Gods
Chuck Dee
First Datepocalypse
Five Cards
Simon Burley
Flesh of the Gods
Dan Connolly
Flesh, and Other Inconvenient
Nolan Lindberg
Flirt Party
Johannes Oppermann
Flirt Party Aftermath
Johannes Oppermann
Ashton McAllan
For The Birds
Dave Lapru
Tanner McEveety
Four Cups of Tea
Matt Hayles
Friction Engine - A Pocket-Sized RPG System
David Melhart
Fusion Dance
Dylan Shields
Saul Alexander
Mikhail Bonch-Osmolovskiy
Gambling on the River Styx
Nick Wedig
Game Cartridge Monsters
Ghost Estate
Coman Fullard
GHOST//BODY: Road Warrior
Alex Fricke
Ghosts & Flowers
Giant Monster Mayhem
Moe Tousignant
Girls from Gilmore, Boys from
the Dwarf
Epistolary Richard
Alex Constantin
Glass Half Full
Sarah Le-Fevre
Go Home, Young Superhero
J.A. Dettman
Go North
Nathan West
Go On Without Me
Goblal Wars: No Dwarves Allowed!
Enrique & Rafaela
Goblins in a Trenchcoat
Ashton McAllan
Gods among mortals
Cecilia Kjellman
Godzilla Is Attacking The City
Good Morning Magicland
Randy Lubin
Stuart Burns
Great Wallopers
Greedy Devils
Chris Gathercole
Groove Crusaders
Jason Todd Foley
Group Troop
Nanna E
Group troop
Nanna E
Guilty Souls
Ken Gorman
Hacksaw: The Phone Call of
John Kipling Lewis
Happily Ever Maybe
Drew Mierzejewski
Hard Facts and Strong Possibilities (Summary)
Cuchulain Coker
Harder, Better, Faster
Guilherme DR
Hasar Kahn - Tiger King
Joe Jeskiewicz
Haunted House
He say you Blade Runner
Andrew Bolin
Headcannon Accepted!
Geoff Bottone
Eli Jozsef
Heart Light
Eric Farmer
Scott C. Bourgeois
Mark Richardson
Dave Michalak
Hello - The Game
Joshua L & Adam R
Helsing's League
Marek J. Kolcun
Hero Monsters
Matthew Tsirides
Hero's Council
Justin Hebels
Hidden Faces
Felix Weedon
Hidden War: PvP Base Building
High Arcana
Andrew Beahm
Highlighter Maze Runners
Andrew J Lucas
Hire Your Boss
Peter Antoniak
History Building with 7 Wonders
Tomer Gurantz
Home Sweet Home
Homeward Going: A Rlly Wow
Noah Jay-Bonn
Pamela Figueroa Peñaranda
Hopes and Traumas
Aleksandra Sontowska
Hoppers: Tales of the Hyperdimensional Police
Odward Frenry
Wes Bruce
Human Or Not, Here I Am
Russell Tripp
Human-Zombie Fulfillment Symposium
Dr. Jason Cox
Hyper Flying Death Bunnies from
Mike Falzone
I Am You As You Are Me
Unai Cabezon
I Feel Fine
Caitlynn Belle
In Need
Etienne T.Harvey
In the Cards
Ken Maher
Johan Paz
Incandescent War
Nicholas Malinowski
Incandescent Wars
Nicholas MAlinowski
Indivisible: An Empathic Game
for Two
Adam T. Minnie
Tim Zubizarreta
Intergalactic Bake-Off!
Caroline Berg
Into Balance
Chloe Sutherland
Intrigue in Hobbiton
Nicolas Garcia
Inventory Quest!
Charlie Etheridge-Nunn
Scott Maclure
It is meant to be
Remko van der Pluijm
It's simple RPG
Randal McDowell
Jack the Ripper
W. H. Duryea
Janitors, Night Shift and It
Jersey Gore: a game for 4 or 6
Karaktakus Audel
Joy Wizards
Clinton Dreisbach
Jumble Rumble
D. Robinson - The DM DR
Junkyard Pack: Far Out 70’s
Urban Canines
David Wainio
Jury Duty
Matt Mortellaro
Just one wish away...
Alina Merkenau
Just Survive
Moustache Prime
Justice Court TV
Justin Hebels
Kaiju Glory: a narrative
Scott Slater
Kataware Doki
Joseph Le May
Kazooki Theatre
Doug Ruff
Keep The Gnome Fires Burning
David Okum
Kharon's Obol
Cezar Capacle
King's Dice
D. Robinson - The DM DR
Alex Carlson
K's Massive Combat rules
Lacrimae Rerum
Nolan Lindberg
Ladies Night - a game of supernatural romance
Katarzyna Kuczyńska
Last Cigarette
ivan nevill
Laughter or a Lit Flame: A Hack
of Renga
Jonathan Cook
Lawsuits & Litigators
Da Loki
Legendary Heroes
Matthew Jones
LEGO GM-less Roleplaying Playset for All Ages
Jonathan deHaan
Let Me Live
Let's Eat Kevin!
Snamo Zont
Jay Treat
Liber Mortis Palace
John McNabb
Lighthearted Friend
W. H. Duryea
Limbo, the otherworld
Rike Seco
Etienne T.Harvey
Little Magic Shop
RB Johnson
Living With Humans
David Stark
Lock, stock, and two smoking
Long is the Way, and Hard
Patrick Riegert
Looking for new recruits!
Jay Vee
Lorfea: tiny kingdom, BIG
Tara Zuber
Love is Pain, Dearest
Drew Mierzejewski
Love Language
Michael Owen
Lovecraft Lightest
Thomas Evans
Magic for Sanity
Chance Phillips
Magical Elemental Girls Excel!
Jaye Foster
Magical Spaceship Adventures
Chance Phillips
Magistrate Maggie
[email protected]
Manic pixie dream girl
Jenni Sands
Many players, One Adventurer
Russell Himes
Heather Robertson
J.A. Dettman
Masters of the universe
Alex White
Maximum Efficiency
Lonnie Harris
McMurdo Station Interns
Mischa Krilov
Measured in Cups
Kate Hill & Chris Dragga
Grant Howitt
Meddling Kids
William J. (B.J.) Altman
Medium Heavyweight
Melody & Memories
Meltdown - Your Last Battle
Charles B
Mementos: A journey to the
Gustavo La Fontaine
Memoriam Ignis
Niño Rodel Buzon
Santiago Eximeno
Memory Palace: a character
study in reverse
Syrh Griffith
Mercenaries from Anyworld
Tomasz Misterka
Meta Game: Universal RPG Supplement
Mic Drop
Andy Berdan
Micro Kittens
Stentor Danielson
MicroCrunch Universal RPG
David Johnston
Might Makes Right: Muscle
Marines in Space
Jeremy Whitson
Modern Olympus
Peter Reitz
Stephen Ritterbush
Monikers & Masks: The Super
Day-Saving RPG
Monster Slayer Academy
Lucas Wilga
Monster's baby walker
Casey Johnson
Banana Chan
Mother nature called
Daniel Kraemer
Moving On
Tara Newman
Murder is Simple
Alexander Kon
Steven Vanderschaeve
Musical Mages
Spencer Campbell
My Alibi
Matt Jorquia
My Imaginary Friend
Doug Ruff
Mystery Mansion of the Mad
Jason A. Starks
Nakama: A Card Game of Magical
Naming and Alchemy
Adrian Bauer
Todd Crapper
Stuart Hodge
Never Say Die
Dan Connolly
Night clubbing
Robert Carnel
No Coincidence
Matt Mortellaro
No Mistakes, Only Deeper Plans
Heather Robertson
No set.
Manuel Cascallar
No... your friends
tobie abad
Nathan Knaack
Oathbreakers: Deviant Warlocks
Tim B
Of Light
Dushanth Daniel Ray
Office Party
Jesse Wells
Olympian Courts, Mortal Woes
On Cuddling Dragons: A Primer
for Beginners
Wendy Gorman
On Divining Oneirography
Michael G Barford
On the seventh day Gods had
One Last Job
John Kane
One-Night Stand
Stefano Burchi
Only One Shall Win
Luciano Gil
Open Mic Dungeon Night
Jaye Foster
Operation: Doomed
Anton L.
Operation: Dragon Hunt
Carl Rauscher
Ben Rolfe
Order of St. Aloysius
Other Lives
Our Ancestor’s Secret Wars
Joe Jeskiewicz
Our House will Survive.
Caleb Gutshall
Our Last Summer
Michael Lippert
Our Precious Ghost
Richard Kreutz-Landry
Out of the Dark World
Guillaume Clerc
Pack Mind RPG
Calum Stranack
Paintball, the RPG
Francisco Peralta
Pantheon: A Game for Narcissists
Nora Blake
Parasite Vector
James Iles
Party Wizards
Ross Cowman
Pasta Master
Cal Wilks
Pasteur: The action RPG
Eric Pelletier
Pavlov's House
Erika Chappell
Performance Issues
Chris Cirillo
Petty Crimes
Isaiah Stankowski
Pirate Tails
Josh Crowe
Planetary Realtors
Michael Blatherwick
Playing Cards RPG
C.W. McGee
Pocky Lips
the scablander
Poet Glorious
Kimberley Lam
Power Chord: A Musical RPG
James Baillie
L S Hendrix
Prankster's Dillema
Matt Fantastic
Pressure - The Disaster Movie
Prime Directive: a game of not
screwing up
Calum Stranack
Anders Östman
PUPPY DAY: A happy game wherein
everyone wins
Bruce ES Warner
Nathan Knaack
Purgatory House
Robert A. Turk
Sławomir Wójcik
Clarity Cadence
R, the WorldDevourer and the
infinite sadness
Roberto Giugno
Kurt Potts
Redeemer: World Changing Role
Reign over Hell
Cal Wilks
Sidney Icarus
Remember the Glory Days?
James Shields
Repair Bots!
Stephen Morrison
Reuinited And It Feels...
Jeff Stormer
Ben H
Marcin Kuczynski
Rise - Hack - Fall
Nicholas Barry
River, Typhoon, Coursing River
Jim Engstrand
RLS (Real-Life Superheroes)
Jeff Dee
RNJesus and the 12 Diceiples
Gregor Robertson
Road Trip
Adam Brenner
Road Trippin’ on a Playlist
Fernando Di Sciascio
Roommates From Hell
Marcus Zaeyen
Route Clearance
Andrew Millar
RPG - Random Parable Generator
Ryan Tompkins
RPG Gumbo
M. Krilov & J. England
Rule of 3 Digits
Eric M. Paquette
Rules lawyers
Russian Roulette
Rachel Kaye Clarke
Salting the Earth; A Nano-Larp
Jason Morningstar
Scry and Rescue
Jesse W Cox
Secret Hearts
Stuart Burns
Secret Identity
Graeme Wanhella
Section Seven
Anthony Stiller
Segmentation Fault
S. Tan
Sentence Dungeon
Roberto Kingsley
Septem Memorias
Shane Fitzgerald
Oli Jeffery
Erika Chappell
Sharing Our Past
Luke Pautler
Shonen RPG
Anne Aunyme
Shopkins Party
Ramanan S
Show and Hell
Shae Davidson
Shuffles & Skeletons
Carlos Martins
Signed Away
Andrew Wise
Situations & Explanations
Damien Crawford
Six Days Remain
Max Kreminski
Six Shot
Merrielle O. & Justin F.
Erik Bernhardt
Eric Christensen
So here is the Scenario
So You're Becoming A Dragon:
Wendy Gorman
So You're Being Hunted
Brian Marr
So...here is the scenario...
Will Patterson
Eduardo Caetano
Songs for empty apartments
Antonio Amato; Ivan Lanìa
Sonnet 155: A Murder Most Foul
Jeff Stormer
Space Amoebas on Vacation
Steven Ostuni
Space Cowboys
Space Debris - A Chore-Playing
Game for Two
Scott Slomiany
Space travel with babies
Elizabeth Lovegrove
Chris Ing
Spin the Bottle
Alyssa Hillen
Terra Frank
Michael Wenman
Nick Wedig
StarFry Adventures
Matt Bohnhoff
Starship Basilisk
Colin Maynard
Steam Burst
Matthew Bernard
Steampunk Serial
Athena Devine
Bruno Bord
Stop Reading to Lose
Jesse Coombs
James Etheridge
Stranded In Space
David Johnston
Stranded: forcing time for
thoughts (1p)
Remko van der Pluijm
Strands of Fate
Rob Teszka
Strange Room
Manu Saxena
Strange Wallets
Zac Finkenstein
Strongman: Authoritarian Fun
For 3+ Players
Andrew Trent
Nathan Harrison
Jon Hook
Super Joey Karlin
SuperKid - a game for one adult
and one child
Katarzyna Kuczynska
A PBTA Add-on"
Maxime Lacoste
Survivors on an Uncharted
Steve Hickey
SwordBearer's Dirge
Rui Anselmo
Alex Robinson
Ray Otus
Pete Woodworth
Maciej Zefir Starzycki
Take a Drink: the Roledrinking
Nicholas Fletcher
Taking a long way home
Zed & Miss Ann
Tales from the Lost Kitchen
Hayley G
Tales from the Wild West
Mark Durrheim
Talking Sticks
Matt Thrower
Tall Tales and Tankards
Rick Sorgdrager
Tears in Heaven
David Miessler-Kubanek
Terrible Village
Michael Dunn-O'Connor
Thank You For Sharing
Taylor LaBresh
Thank you for the feast
Alex Robinson
The Ark
Asmon Lacroix
The ArrrPG
The awakening of Asrya
Alex Haines
The Banquet: A Mealtime RPG
Travis Nishii
The Basic RPG
Alan Kellogg
The Beasts Shall No Longer Walk
This Earth
The Bengleflaarg
Benjamin Bahr
The Bridge
Alberto Muti
The Chinese Room
Coman Fullard
The Chronicles of...
Jonathan Semple
The Circle
Christopher Stone-Bush
The Council
Jeremy Monts
The Creation
Katja Sverdlilje
The Day They Came
Steve Dee
The day we were Free
The Deep Dark
S. John Bateman
The Delve
Alex Chalk
The Devil on my Shoulder
Matt Eaton
The Domino's Delivery Crew
Tai Klein
The Dreamer
Draco Blackstone
The Dreaming Giant
Alina Astalus
The Duel
Christopher M. Sniezak
The Duelin' Blues
The Empire won the war, but the
people lost
Natalie Ash
The faithful few
Francisco Peralta
The Filigree Prince
The Four Gates: A Mindful RPG
Christopher Reed
The fuel is gone
Luke Gearing
The Futility of Unrequited
Heather Wilson
The Game of Magical Thinking
Marshall Bradshaw
The Goblin Warrens
Richard Woolcock
The Great Work
Luke Jordan
The Haints' House
Jax Bryk and Rose Bailey
The Hands of Rasputin
Jack Ford Morgan
The Heist
Nick Miller
The Hero Heads Home
The Heroes' Journey
Vi Brower
The Hero's Last Stand
Michael Blatherwick
The Holy Mountain
Elizabeth and James Iles
The Human World
Clio Yun-su Davis
The Island of Derring-do
Russell Tripp
The killing action
Robert Carnel
The King and its Mute Jesters
The labyrinthine library
The Last Day
Andrew J. Young
The Last Dragon
Fabien Badilla
The Last Summer
Nicolas Hornyak
The Life of Paul
Tony Obert
The Manor Game Farm Purge
J Mitchell
The Marketers
Brad Jones
The Mug Is Half...
Ray Otus
The Orb
Rickard Elimää
The Orpheus Trail
E. Lewis
The Outsiders RPG
David Rollins
The People You Meet On The
Graveyard Shift
Jerome Pfitzner
The Perfect Moment is Now
Harry Smith
The Petitioners
The Places Where I Found You
The Protector
Chloe Sutherland
The Quest for the Object of
Luke Ensign
The Rapid and the Raging
Ed Turner
The Sorcerer Supreme!
Andrew Harrison
The Spirits Somnia
Caroline Berg
The Stars Are Angry
The stars going out, one by one
John Elson
The story of my life
Yoshi Creelman
The Suits RPG
Damjan Miladinovic
The Tale
Daniel Comerci
The Tavern at Dungeon Level 200
Jim Dagg
The Tavern of Tall Tales
Oliver Richter
The Things We Do For Love
Kate McCane
The Town of M
Jim McClure
The Trial
Isaiah Stankowski
The Tribe
Oli Jeffery
The Trust
Dave Proctor
The Truth of the Stars
Corinne C.
The Victory Circle; A Nano-Larp
Jason Morningstar
The Village
Daniel Kraemer
The Wake
Nick Cummings
The world is ending
Pablo López
The World of Retail
Christopher Richter
There Is No Way Out Of This
They're just dice, right?
Joseph Propati
This Is Not an RPG
Alexander P. Slotkin
Thomas Crown Affair RPG
Brian Rogers
Those Last Moments
Senda Linaugh
Those Who Fled
Bruno Dias
Time to Run
Sanchit Sharma
Time Travel Start-Up Company
Jen Kitzman
Tiny Tribe
VLF Transmitter
To Alex!
Jenn Martin/Todd Nicholas
To Sea In A Sieve!
James Baillie
To Serve A Monstrous Empress: A
Alex Guerrero-Randall
Too Many Love!
Ben Coler
Too Much Bubblegum: More than
you can chew!
Bruce ES Warner
Tracy is Dead
Mark Van Vlack
Transient Global Amnesia System
Francesco Rugerfred Sedda
Translation of Cave 7 Pictographs: First RPG?
Stark Fist
Trapped in Deep 7
William J. (B.J.) Altman
Trash Pandas
Eric Farmer
Travelling is not so easy...
the scablander
Treaty at the Stones of Black
and White
Dan Sparkman
Triad - Deckbuilding Game
Tom Jessup
Tripping Over Yourself
VLF Transmitter
Triumphs and Disasters
James Harland
Joel Dettweiler
Truth, Lies and Bullets
Brian Berg
Turing Story Machine
Michael Such
Tyrze, a MMORPG
Ufology For Beginners
Jack Rosetree
Ultimate fantasy (or is it?)
Marcin Kuczynski
Under The Mountain
Liam Moher
Unknown Kingdoms: The Footsteps
of Marco Polo
Johnathan Creed
Vain Superheroes
Mark S. Aquilino
Valkyrie Girlfriend
Jacqueline Bryk
Valor: The Dimming Flame
Thomas Evans
Doug Levandowski
Vestalia: Girls Just Want To
Have Fun(ding)
Ludovico M. Alves
Kiernan Grimes
Nick S
Wannabe Legend
Martina Jansson
Vaish Gajaraj
Watch Out! Heartfelt Magical
Girl Clash!
Alex Guerrero-Randall
Weapons of Legend
Brian Brus
James Horgan
David Okum
What Could Go Wrong?
Ethan Cordray
What The #@*$ Happened Last
Paolo Jose Cruz
What You Carry
Evey Lockhart
When the Fire Dies
Stephen Morrison
When the Wolves Come...
Jason A. Starks
Where'd It All Go Wrong?
Adam Lovett
Caitlynn Belle
Whispers in the Dark
James Shields
Who Am I To You?
Todd Nicholas
Who killed? - Game about investigation
Tomasz Misterka
Why do I need a name?
Yoshi Creelman
Why We Hunt
Spencer Campbell
Jacob House
Witch Hunt
Alyssa Hillen
Wittgenstein's Monster
Dan Maruschak
Wizard Journal
River Williamson
Wizards of the Tome
George Philbrick
Word Wizards
Frankie Garza
World of Stats
David Perry
Melody Watson
You’ve Been Screwed.
Dan Sparkman
Your Honored Guest
Your journey
"You're a Werewolf but it's Not
a Full
Pete Rude
Zagyg's Ancestral Words
Vincent Quigley
Znaroks Rocks
Gints Halcejs
Zone-side Picnic
Daniel Fowler
Ben Moyer
Large Farm town. Lots of festivals. Forest is full of goblins.
Dragon on mountaintop.
Grab a deck of cards each.
Decide a goal such as go on a date, run for mayor, slay dragon.
Pick 12 cards to create your character. Must always have the
preceding card. (example: can only add 3 of hearts if you already
have 2 of hearts)
Spades = Mind. faceup in deck.
Hearts = Body. count the number when taking damage instead of
just 1 card
Daimonds = spirit. creates a hand of cards. Does 2 damage. Spells
Clubs = Luck. Facedown in deck.
For a skill check or attack play card from top of deck or hand.
Double the number of the check is within that attribute. When
damaged discard that many cards. If deck is empty character dies.
Can only reshuffle deck when resting at town.
Grab a deck of cards.
Skill test difficulty
1-5 easy
6-10 normal
9-15 hard
15-20 Extreme
At end of a game day reshuffle deck and award players 1-5 cards.
Hits on a 6+ for one damage.
Gets hit on 5+
3 health
Hits on 3+ for three damage
Gets hit on 7+
10 health
Marshall Bradshaw
A roleplaying exercise for two players
Prep: Choose a genre and list a few types of characters you would
expect in such a story. Pick one each to play and come up with a
personal disagreement between these two characters.
Ready: Mark
twelve feet
Set: Choose
of the line
off the center and ends of a straight line at least
opposite ends and stand equidistant between your end
& the center with your back to the center.
Go: In character, voice your opinion on the disagreement. Whenever your character wants to listen to the other, turn towards
them. Whenever your character wishes they didn’t have to listen,
turn away. Whenever you feel closer to agreement, step towards
the center. If you feel farther from agreement, step away from
the center.
Finish line: Normal play ends when either player reaches their
end or the center. Neither player can thenceforth speak, but the
other player may immediately walk to the center or their end.
[a collaborative system of creation]
M Chilton
Sit around a table with a large bowl of cold water.
Each player lights a tea candle. Wait for the wax to melt. Tilt a
light towards a wall like a projector.
A volunteer goes first. Blow out the candle and spill the hot wax
into the water, waiting a minute for it to firm up. Then, pull
out the wax figure and hold it up against the light. The shape it
makes on the wall is a character, a creature or a country. The
player names it, and the group gives it traits or a brief history.
Go around the table. Each new creation should relate in some way
to the previous creations: the character lives on a peninsula
of the country, the creature is hunted there, the character is
killed by the creature when it grows hungry. Feel free to debate
the progression of the story, which is a joint construction of
every player.
If fresh wax snaps as it is held up, it is an event. That player
only decides how it affects the story.
If established wax snaps as it sits on the table, it is unwritten. How does the story reckon with its absence?
Thomas Deeny
[REDACTED] is a Cold War espionage game.
Each player has a dossier, initially with one page of a memo or a
personnel file about their agent.
To take an action, roll 1d6:
Five or less and Control says what happened.
Six, seven, or eight and the player says what happened, but Control may add a twist.
Nine or more and the player says what happened.
You can add dice by redacting words from your dossier. Redacting
one phrase that applies to your current situation grants you an
additional d6. Unrelated words grant you +1 per word.
Example: A sentence reads “Seth Taylor, 5’ 3”, was arrested on
June 14, 1985, breaking into Masters Electronics on Fry Street.”
If there is a part of the game where it is beneficial to be small,
redact the height, and now roll 2d6. Infiltrating a building?
redact “breaking into” and “Fry Street” to roll three dice. Knock
out a guard? Redact “1985” to gain +1 on the roll.
After the mission, write up a new sheet for your dossier. You can
redact from the new sheet normally, but older sheets need one additional word redacted for each page further back in the dossier.
[TECH]: Boldly Go (a Starship Simulator)
DC Bradshaw
GM creates narrative and presents challenges. Players overcome
challenges and help shape narrative.
Shuffle a poker deck. Reshuffle as needed.
Players choose rank (and draw hand size):
Captain, 5
Commander, 4
Lieutenant Commander, 3
Lieutenant, 2
And department:
To overcome challenges, players play cards and combine values.
Redraw rank value when cardless. (Keep hands secret.)
GM presents a challenge. Together, choose characters being challenged. Reveal one seed card from the deck (two if one character
is challenged alone).
Challenged players, in whatever order, narrate their action (use
technobabble!), and must add one card, attempting to total 17-21
(like blackjack: aces are 1 or 11; face cards 10s).
Narratively, consider black cards as “and...”; reds as “but...”
21? Direct hit! (Or whatever’s dramatic...)
<17 or >21 fails! Another challenge escalates, and GM’s choice:
a character’s injured (hand size -1; discard immediately), or
system’s damaged.
When systems (shields, weapons, engines, etc.) take damage, one
player plays a card to its total. If >21, it’s destroyed. Healing/repairing is a challenge; remove one damage or injury.
When challenges factor in departmental expertise, players may
replace any played card (even the GM’s) with one of theirs of
matching suit.
Keith A. Garrett
Everyone chooses a different type of Resister made up of an
adjective/noun combination, such as Veteran Activist, Socialist
Politician, Social Media Warrior, or Newly Woke.
Choose one player to start as the Mouthpiece. Instead of playing
her Resister this round, the Mouthpiece invents an Order: some
harmful law, executive order, or other legislation. The Mouthpiece can announce the Order as she likes, such as a line from
a bill, a quote from the Press Secretary, or a tweet from the
Then, each Resister states what their character would do to oppose the Order.
Next, the Resisters state what their character would do to conflict with the stated efforts of one other Resister. This conflict
could be spun as intentional or unintentional.
Finally, the Mouthpiece states which Resister’s action stymied,
impeded, or annoyed the Administration the most. Similar to the
Order announcement, this response might come as a pundit’s rant,
a midnight tweet, or an SNL parody.
Continue play for a predetermined number of rounds (switching the
Mouthpiece role each round). The winner is the player with the
most successful resistance.
Alternatively, the game may end when a simple majority of players
agree that we are all screwed.
Material: 25 Scrabble tiles, every letter except [S]
For each player:
The Samurai is a powerful being, holder of the Storied Sword.
This legendary weapon can grant its owner a single wish.
The only way to possess it is to defeat the current holder in a
You need this wish. Why?
Draw a random letter [✗].
You’re now the ✗amurai – ✗murai if vowel.
Every choice you now make must start with letter ✗.
Choose your ✗-Weapon. (Bow, Zanbatō…)
How does it reflect your personality?
Choose your ✗-Totem. (Blood, Zebra…)
How does it help you in battle?
Choose your ✗-Weakness. (Blind, Zonked…)
Does it make you look badass?
The Samurai invited all their challengers to meet them.
But once there, you only see the other ✗amurais.
Is the Samurai one of them?
The GM hands you a secret letter.
[S] means you’re the Samurai in disguise.
Why are you hiding? Have you already made your wish?
✗amurais’s actions are always a success.
If it involves their ✗-Weakness, always a failure.
When ✗amurais are opposed, each draw a random letter.
Draw one more when ✗-Totem is advantageous.
The letter closest to [A] wins.
✗amurais may survive only one wound.
0. Get a tarot deck
Ole Peder G.
1. Draw one card to inspire the setting. Take turns narrating
detail, build on what is said. The setting card will remain face
up on the table. During play, it’s also used for pacing. A player
may place a marker on the card at any time. The third time means
the game is over and it’s time to wrap up.
2. Every player draws a character card, placing it face up in
front of them. Take turns introducing your characters, in light
of the setting card. Go with your gut; what does the card tell
3. Take turns dealing three cards, face down. The Dealer uses the
first card to establish how the scene begins, and who is present.
She decides when it’s time to turn the next two; the second card
represent a twist. The third the scene ending. Other players play
their characters, narrate details and ask questions. The Dealer
has final say, and a special responsibility for the scene. If the
third setting card marker is placed during your scene, you help
wrap up the game. The scene ending card may be used for inspiration.
Tips: ask questions, ask for ideas, reincorporate concepts, play
secondary characters.
1, 2, Zombie
Jacob Shadwick
You are a group of survivors in the zombie apocalypse, when the
initial outbreak happened governments panicked and launched WMDs
with reckless excess. This is a d10 system.
Character creation: Roll on the Flaw chart, anytime your personality contradicts your actions you take a -1 to your roll. Now
choose between Fight, Flight, or Focus. Anytime you roll a complementary action you add 1 to the result of your roll.
Additionally if you have a tool to assist with said action add 1
to your roll. Actions, such as attacking zombies, hiding, navigating terrain, or anything else needed to survive the apocalypse
requires a roll of 7+ to succeed. +1s and -1s can be added based
off the situation.
Whenever a Zombie successfully attacks you draw a card face down
from a standard deck, don’t look at the card. The next time you
roll a natural 1, flip any cards you have over, if you reveal a 2
your character dies and is turned at the end of the round.
Zombies successfully attack on a 7+
200 Character RPG
Write 1 long-term goal (dream), 2 short-term goals (hope), 2 beliefs, and a description. For conflicts, beliefs > hopes > dreams
> beliefs. One may be used only once a session. Afterwards,
change one.
200 Words of Real RPG
Jesse W Cox
Suit Key: character trait: challenge types
♠️: Swift. speed, maneuverability, reflexes.
♥️: Fearless. Morale, health, resistance, immunity.
♦️: Trained. Use tools, know lore, know people.
♣️: Primal: in tune with wilds, beasts, elements.
Court Cards: Spellcaster, or racial abilities.
Adventurers have race & class.
Fighter ♥️♦️ Barbarian ♠️♣️
Rogue ♠️♦️ Warden ♥️♣️
Ranger ♣️♦️ Monk ♥️♠️
Spellcasters use all court cards, and…
Mage/Bard ♦️
Druid/Sorcerer ♣️
Cleric/Paladin ♥️
Warlock/Sorcerer ♠️
GM describes challenges/adversaries, with a DC value & and ace to
start each pile. Characters play, narrating actions by suit.
If your class has a suit, you may match suit -- anyone can match
value. When DC is met, discard the stack and take a Treasure.
When no-one wants to play any more cards, take a Setback for each
part of the challenge failed, or a Treasure if all are beaten.
Then draw a new hand, and adventure on!
Spend Treasure to draw a full new hand and distribute the cards
among the party, described as magic items and loot.
Hand size starts at 7. Between adventures, spend 10 (setbacks
plus treasures) to increase hand size for everyone, and make
adversaries more epic. If setbacks > treasures, Badness Happens.
29 Days to Spring
Da Loki
An attempt to understand the perspective of the men in the battle
for Iwo Jima
Western Child (CW): describe maturing in 1920’s America. Your old
man talks about the Great War, what does it mean to you?
Eastern Child (CE): describe maturing in 1920’s in Japan. Your
father tells you to honor your family, what does this mean to
CW: You hear of the attack on Pearl Harbor. America’s hackles
raise. How do you feel?
CE: You speak with your brother, a proud member of the Imperial
Japanese Army. He refuses to ever be taken alive. What do you
CW: Your brothers are ready to take the beach. Your brothers are
real, those animals are not. Nevertheless, how do you survive as
they kill your brothers?
CE: The enemy approaches, promising destruction. They do not see
your imminent ambush. How does this make you feel?
CW: Brothers fallen. Alone. Hated enemy in hiding. One attacks! A
stab in the side. What rushes through your mind?
CE: You rush the enemy as commanded. Home. Family. Honor. He
shoots back into you as you rush, impaling him. Knowing it is the
end, what are your thoughts?
3d13 via cards & introducing roll choice
David Brown
A combat or skill resolution mechanic.
Each player draws 5 cards from a 52 card deck. Anytime a ‘roll’
would be required, play 3 cards. May choose 1, 2, or 3 cards
from your hand before turning over the remainder from the deck.
Add the value of the cards displayed for a total between 3 and
39. 3’s and 39’s are criticals.
Draw back to a hand of 5.
Reshuffle discards when need a new draw.
Optional: may turn in a poker hand of 5 cards for a degree of
epic success, being more epic the higher value of the poker hand.
Straight flush > 4 of a kind > full house > flush > straight > 3 of
a kind. 2 pair and 1 pair are considered insufficiently awesome.
The GM should use a 2nd deck for monsters so that player and GM
luck is balanced in separate pools.
An ace may be 1 or 11.
King = 13.
Queen = 12.
Optional: Divide by 2 to map to 1d20.
kings to map to 3d6.
Jack = 11.
Divide by 2 and discard
5 ways to win without fighting (a supplement)
Epistolary Richard
Intimidation: If your foes value their lives and you show them,
or trick them into believing, they are weaker, they will flee or
surrender rather than die in vain.
Threatening what they value: Foes may value more than their
lives, such as families, treasures, a fortress or a home. If you
are able to put those in danger, your foe will retreat to protect
Bargaining: Your foes’ goals may not conflict with your own. If
you are able to offer something they desire (even a better enemy
or safety from a greater foe) they may respond in kind.
Misdirection: If your foe believes you threaten them where you do
not, and are not where you are; you may circumvent them.
Dissention: Unless your foes are automata, each will think differently than the other. Look for the disgruntled, the ambitious
and provoke them to action.
Some basic principles to follow:
Check your own, if one amongst you does not wish to use strategy
then it cannot proceed.
Know your foe, to understand to which strategies they will respond.
Know yourself, what strengths you have and what deceits you can
Know how to communicate, whether to bargain or to threaten.
Fred Bednarski
One player is the Control, the rest are Cold War era sleeper
agents in █████████. Game begins now. Identify by codenames ONLY.
Agents, listen to your broadcast(1) for an encoded message. Copy
the numbers to a single sheet ██ ███████. Note each repeated numbers group only once (see ███████ ). The Mission Objective will
be given by Control at █████████.
███████ Cross off 5 or below to ask Control about a mission
Cross off 6+ to introduce detail about ██████████, your character
(equipment, specialization, ████████ ) or the mission.
Control introduces and narrates scenes ███████ ██████ ██████████
When outcome isn’t certain cross off a number and roll a d10. Add
both. Total of 14 or greater is a success. 8-13 is a success at a
cost. Anything below fails - cross off the first available number.
Complete the objective to successfully finish the mission. Agents
narrate an epilogue.
If all the numbers are crossed off, the mission fails. Control
narrates how.
[1] Find a broadcast on http://youarelistening.to/numbers,
http://priyom.org/number-stations/station-schedule or by other
means as ██████████ ██ ██████████.
[2] ██ ███ █████ ██ ████████ ██████ under any circumstances.
A 5-day walkathon
Zed & Ms Ann
You’re all wealthy, high class stars in a futuristic steampunk
world where time is the ultimate luxury. In a world where everybody drives around on their steam powered unicycles, walking is
the utmost display of wealth.
Over the course of five real life days, players battle to reach
the highest level of wealth that is in correlationto the amount
of steps they make during that period. Every day the step count
will be used as currency in a silent auction for “walking canes”,
which have a value in points.
1st and 2nd day - bronze cane (2 points)
3rd and 4th day - silver cane (3p)
5th day - gold cane (5p)
Prior to
met etc.
bidding, all players should tell a story about their
in the steam punky lands, what they saw, who they
- so other bidders could estimate their competitors’
and then bid accordingly.
Highest bid will be revealed and person whose it was will get the
auctioneered cane. Winner loses the bidded steps, rest of the
players won’t. Rinse and repeat until end of day five. In the end
of the last auction, points will be summed up and person with the
most points wins.
A Day in the Life of a Mole Person
Matt Warren
Players have:
•6d personal resource counter. Ticks down one at day’s end unless resources scavenged. Set to 6. Character dies when personal
counter reaches 0.
•4d daily radiation modifier.
Group has:
•20d group resource counter. Ticks down # of players X1 at day’s
end unless resources scavenged. Set to 3X # of players, this is
the max (e.g. 5 players = 15 max, ticks down 5 daily). Everyone
dies if group counter reach 0.
•6d for scavenge and defense rolls.
Describe nuclear wasteland:
Outset of day, for group:
•Decide on location to explore and needed resources.
•All roll personal radiation modifier. Subtract from scavenge
(irradiated brain fog). Add to defense (mutant strength).
Daily actions:
•Players scavenge once. Player describes scavenging. Roll 6d
minus modifier. 2-5 = success.
•Success = player chooses. Hide resource (no personal tick down,
add one instead) or contribute to group (first contributed scavenge = no group counter tick down. Second = uptick 1X # of players).
•If scavenge fails, group describes attack. Roll 6d plus modifier.
6+ = attack defended. 2-5 = attacker injures player (player ticks
personal counter down one).
A Fistful of Dust
Law forgot this place when the glimmer-mines ran dry. The unquiet-dead haunt the mountains now. Ghost-Towns. There are bandits
too, deserters from the civil-wars back East. I guess they used
to call you a Knight. You also used to be dead. Now you’re just
What’s your name?
What marks you as Undead?
Rank, from 1-4:
Throw that many coins in a conflict.
Throw an extra coin if you have an advantage.
If you throw all Heads, throw another coin. Keep on like this
until you throw a Tails, or get 4 Heads.
4 Heads is a flawless success. 0 Heads is complete, utter failure.
In between lie part-successes, difficult choices, hard bargains.
You can re-throw by ticking off one of the following, and saying
how it helps:
-Concealed Artefact
-Unwitting Accomplice
-The Landscape
When you tick the last option, the scene ends with your death
Choose 1 of the following Wytcheries that you can use whenever.
Fill in the blanks.
-I can see the [______] in every [______].
-I can change [______] to [______], and back.
-I can produce a [______] from thin air.
-I always know [______].
-My dreams say [______].
A Game To Play When You Feel Hopeless
Sam Wrong
Some paper, pen.
A trusted & supportive person to be your GUIDE.
Share feelings and emotions HONESTLY to your GUIDE.
Your GUIDE is blind but they see the most clearly. You must show
them everything through drawing and/or writing them down.
You are an ADVENTURER about to enter a dungeon where no other
person has ever ventured into before.
Prepare yourself and visualize the room you enter into.
Imagine one of your worst fears, failures as a DEMON and place it
in the room. Prepare to engage.
DEMON attacks first with negative thoughts. Focus on each of them
and write them down directly. Do not try to justify them.
Next you must relay the thoughts to your GUIDE. Talk with them
and process the attacks together. You might feel uncomfortable,
angry, and embarrassed. Try to explain why you feel those emotions.
When you feel stronger, face the DEMON again. If the attacks do
not feel as intense then you have pacified it for now. Otherwise,
repeat from 5.
Venture into the next room and repeat from 2.
You can exit the dungeon anytime you like. But when you reenter
you must begin from the first room.
A House Is Not a Home
Joe Beason
You and a companion play family members having a horrible fight
about a third relative. You’ll pace and direct the fight through
building a house of cards. Lean pairs of cards against each
other to make triangles, and place cards across pairs of triangles to build bridges.
Angriest starts the argument, and builds the first triangle. Then
alternate, building a new triangle or a bridge. Build new triangles next to old ones so a bridge can be laid across them, or on
a bridge to start a new layer.
As you build a triangle: insist, blame, harden.
starts a new layer: insult, threaten, escalate.
If this also
As you build a bridge: empathize, reconsider, soften.
The argument ends when one player gives in, both agree to stop
fighting, or the house collapses.
Then begin an epilogue conversation, sometime later, at a family
gathering in honor of your relative.
If the house did not collapse, your relationship endured.
If the house collapsed, but only partially, it’s the first time
you’ve really spoken since the fight.
If the house collapsed completely, whoever placed the last card
died sometime before the gathering, before you could make peace.
Nevertheless, hold the conversation.
A last drink
Chris Kinniburgh
Sit down across from your friend with a few mutually appreciated
beverages between you. You each have a pint glass and a shot
Greet your friend and explain why it’s been too long since you
last spoke. As you reminisce about your last encounter, pour the
liquid into your old confidant’s pint glass. Both pint glasses
filled, come to understand why it’s been so long since you last
spoke, then nod. When you’ve come to an understanding, remove
all but one bottle from the table.
You must speak before each sip. Tell your partner a story of
their life. Clarify a story you’ve been told about your own.
Grieve for a lost accomplice. Imagine where you thought you’d
When your partner’s drink is drunk, pour them a final shot.
You don’t need to tell one another that your chat together might
be your last. You both know. That shot will be your final drink
You may not speak after your pint glass is empty, except to ask
your partner to pour you another round.
If you are asked to pour another round, refuse.
When you wish to end the night, nod.
When you are both ready, hug.
A Matter of Time
The GM is fate, the players are seers.
Decide the setting. Time travellers vs AI? Oracles racing to stop
Ragnarok? Cyberpunk Greek warriors vs the reawakened Cronus? Anything can work as long as the characters have a reason for seeing
the future.
Characters have three ratings: Will, Power, Skill. Divide 8
points between them. No rating can be higher than 5.
The GM sets the scene, describing it as if all threats succeed.
Play then begins prior and the players can react to the future
as they saw it. Character actions are assumed to automatically
succeed unless an intrusion is made.
Every time characters alter the stated future, the GM gets an
intrusion die. Intrusion dice can be spent to make an enemy react
differently than previously stated or introduce a new element to
the scene in current time. Roll. If the result is greater than
the appropriate stat, the character fails.
Characters may collectively choose to accept their fate for a
round. Accepting failure removes half the intrusion dice from the
GM’s pool
Play continues with the GM describing the result of each round
before the players have a chance to alter it until a conclusion
is reached.
A Nice Meal (For Once)
Ben Walker
5 people are going to have a holiday dinner. Decide on your ties
to each other. Everyone starts with: 0 Forks, 3 Spoons, Spoon, a
random power and random goal.
Gain 1 Spoon when they are the only person pro- or anti-skub
(nonsense argument)
May spend Spoon instead of Spoons to cook
Can spend 1 Spoon end an argument with no Spoon loss or gain
have 5 Forks,
have 5 Spoons,
have 5 Spoon
Everyone can spend Spoons to make dishes, at least 5 dishes must
be made total but any person can make however few or many they
Go clockwise, you may either talk (spend 1 Spoon) or eat (gain 1
Fork the person who made the dish gains 1 Spoon).
If you talk, flip a coin, you will be either pro - skub or anti
skub. In 30 seconds say why.
If everyone agrees everyone gains a Spoon.
If anyone disagrees 3 minutes of talk you may spend 1 Spoon to
change your opinion. If people still disagree everyone loses a
If anyone has a 0 in any category for 2 rounds, the game is over
and everyone loses.
A Single Point Of Reference
Alexander Swords
Ideally played by two people.
Inside a big room the first treaty between an alien race and the
human race is being negotiated. Outside, two people at the bottom
of the hierarchy are sitting and waiting together.
Player One: an alien who has learnt the language from text, but
has no other references for the world. They must ask the other
player(s) to explain things.
Player Two: must describe what is being asked without relying on
anything but the most basic definitions of things.
Player One: can ask for clarifications on things if they feel
Player Two is relying too much on assumed knowledge.
Example questions:
What is the colour “burnt orange”?
What is family?
How does coffee taste?
What does lying in the sun feel like?
What is a cat and why would you want one in your house?
What is love?
Players should feel free to act out or use their surroundings,
but the internet is not allowed. Playing in libraries encouraged.
Player 2 wins when Player 1 feels like they would understand the
important aspects of whatever they asked. They don’t have to
answer the question, though.
A Small World
Cecilia Kjellman
You will need a GM, some additional players, 2D6, pen and paper.
You live in a big jar, a gargantuan closed jar terrarium. Nothing
comes in, nothing goes out. Recently plants and smaller animals
started getting sick and dying, you don’t know why.
Describe your jar:
Many or few villages?
Wet or dry?
Hot or cold?
How long to travel to the center or to the edge?
What can be seen of the outside?
All characters choose an ability, can be used once a day:
* Heal the sick
* Tell the future using signs from the outside
* Make someone temporary change opinion
* Perform an act of great strength
* Make someone confide in you
* Mend something broken
Describe your characters:
What makes you special?
Who depends on you?
What have you lost so far?
When trying to perform at non-trivial but possible task, roll 2D6
1-6: Failure (lose 1 life force)
7-9: Success with complications
10-12: Success.
Your world, the jar, starts with 24 out of 50 life force.
Every night 1 life force is lost.
When major destruction and death happens, 1 life force is lost.
Every time a major restoration and healing happens, 1 life force
is restored.
A tale untold
On a cold and abandoned Earth, we have found a relic from times
of Men. Gather around and put it on display for everyone to see!
It could have been a teapot or an old radio. Now it is all dust
and rust. And for us, who harvest stories of Men, its tale is
still untold.
Secretly decide whether you are repulsed or fascinated by the
Whenever you feel brave, take the relic. The others ask you questions. Who had made it? How did it feel? Where have you found it?
Answer one that suits you best.
Now, do you see a Scar or a Replacement on the relic? Scar: describe it and ask someone how did it happen. Decide if they lies
and why. Replacement: ask someone to describe it. You tell how
did it happen. They decides if you lie and why.
Put the relic on display again for someone to take it.
When you feel the story is complete, roll d6 + lies. If the
result is higher than Scars + Replacements, the tale remains
untold. The repulsed win. If the result is lower than Scars, the
relic is destroyed and no one wins.
A walk down Memory Lane
Ivan Lanìa
Get a friend and go together to a hamlet, town or city, possibly
one only one of you is familiar with. You will play two childhood
friends: the One-Who-Left and the One-Who-Stayed; the O-W-L has
just come back home and the O-W-S is touring them around.
Just walk around town and sightsee; O-W-L, whenever you feel
like, point at a spot and state it was the place where you:
1. did your homework.
2. worked gigs.
3. used to hangout with your clique.
4. had your first moment of romantic intimacy.
5. hid to think after “that bad stuff” happened.
O-W-S, decide if you know about these events and whether you were
there too.
Then, chat about that place and the people it was connected to;
O-W-S, tell the O-W-L how everything and everyone has changed.
After the fifth spot, discuss why you respectively left and
stayed, and whether you would do it again. Finally, pick a sixth
place together, rest for a bit (perhaps get an ice-cream) and
chat about how and why you have always both felt peaceful in that
final spot.
A walk in the park
Robin Langridge
Pick a breed of dog to enjoy a day out in the park all walked by
the same dogwalker.
One person plays the dogwalker (GM) everyone else is a dog.
Each dog has three traits (rated 1-6) size, derp and speed.
Max trait is 5. Size + Speed has a maximum of 6.
All traits have a base of 1. Players have six extra points to
spend on traits.
Derp indicates the general adoring, but stupid, nature of a dog.
It’s the opposite of wisdom.
Each dog picks two secret goals (Eg get muddy, chase ducks) The
Dogwalker approves them.
Tests are rolled against a d6, if the roll is lower than the
trait it’s a success. Task difficulty may give bonus/penalty.
The Dogwalker starts by passing a stick to the player to their
left and describing the scene that the dogs see.
That dog has the stick and describes what they try to do until
they fail a test or complete a goal (getting a point). Other dogs
wait their turn.
The stick is then passed to the next dog for their turn.
Once the stick has gone around four times total the points to
decide who has won.
A.C.E: A Deadly Game of Espionage
Dan Enders
You are an agent of ACE (Assassination, Counterintelligence, &
Espionage) on a mission that could define the fate of the world.
You have been chasing your target for too long, and you are in
too deep, but it all ends tonight.
Choose a role: the Agent or the Mastermind. The Agent describes
the mission (what are they stopping the Mastermind from doing),
and the Mastermind describes the method (how they will accomplish
their plan). When the scene is set, shuffle a deck of cards, deal
5 cards to each player and set the deck face down in the center
of the table.
Flip the top card of the deck face up: if the card is red, high
card wins, if black, low card wins. Matching color wins ties.
Each player selects a card in their hand, or may ‘improvise’ and
take the top card of the deck (remaining face down).
When ready, players reveal their cards. The winner of the round
describes how they have succeeded in outwitting their opponent
(an improvised move should be reflected in the scene), and a new
round begins.
When a player has won 3 rounds, play a final scene describing
their victory.
Ablative Soldiers
Drake Williams
The players are cybernetic shock troopers manufactured by the
lowest bidder. They have access to nearly any technology available, but all of it is single-use and must be discarded from
their body after use.
A storyteller provides the mission the troopers must complete.
Each player tracks their body components. Challenges can be
resolved by either simple d100 rolls against the storyteller’s
difficulty, opposed d100 rolls, or troopers can sacrifice off an
appropriate body part to succeed automatically and explain what
the tech does to help them. The storyteller may decide the body
part must be bigger to accomplish the goal, particularly if weaponry is involved. A fingertip may not have an explosive big enough
to clear a room, but a foot, or a leg, may be able to. Players
cannot use the same body part twice, and must track which parts
have been used as the mission goes along. Players may exchange
parts with each other, or salvage them from fallen cyborgs if
they come across any.
If victorious, the players get to retire to a proper, durable
cyborg body. Failure means their slowly shrinking shells waste
away in the mission zone.
Ace of Spades
Matt Thrower
3+ players choose one to be GM and make a 13 playing card deck
from all the Spades. “Reshuffle” means to shuffle cards and discards together into a new deck.
The GM starts describing a dangerous situation. Other players
should say who their character is and pick something they’re good
at. They want to escape the situation, alive.
To complete a non-trivial task GM picks a difficulty up to 10 and
player draws a card. If the task is what they’re good at, add 2
to the value. If it’s higher, they succeed. If it’s a court card
they succeed and narrate the results themselves. If it’s the ace,
their character dies, then reshuffle.
After a draw, the card goes into the discard pile and the next
card is handed, face down, to the GM. These cards form a separate
GM deck. If it’s the ace they give it back and reshuffle.
Once one player is left, both they and the GM reshuffle their
decks. Now on each action, both draw. If the player draws higher, they overcome the situation and survive. If they draw an ace
before that happens, they die in the struggle.
Across the Table (2-Player)
Alex L
You and a friend are in charge of opposing companies hoping to
come to a mutual deal. Dig through your wallet and each use a
random business card; these will be the companies you are each in
charge of. Using a full deck of cards (minus jokers), deal out
two cards face down to each player. Players will play a game of
Texas Hold’em Poker where each card on the table represents an
issue between the companies.
Suite - Issue
Hearts – Social
Diamonds – Financial
Clubs – Ethical
Spades - Personal
The goal is to make sure your company comes out on top of this
deal. Players take turns making up issues between the two companies that they need to reach across the table to resolve. During
the games, players can make deals, contracts, etc. If both players agree, each player can discard a card from their hand (face
down) and draw a new one. The first three issue will appear on the
table after players have introduced themselves and made small
talk. The next two issues will appear only once a deal has been
decided on for the previous one.
Emilio Bucci
You’ve come a long way to obtain your power. But now you’re
Perhaps you can use your magic to bring back an old friend?
You are the Adfectomancer, and there’s nothing the human mind can
possibly hide from you.
Focus on the person you desire to summon, and visualize an event
you remember with fondess about the two of you. You’re going to
shape the past.
Think of 3 different ways it could have ended differently, and
complete each sequence in your mind until you reach a satisfactory check point.
During your divination stay focused and check:
• You gain a +Mantra for every positive change.
• You gain a –Mantra for every negative consequence.
• A -Mantra cancels a +Mantra. Add up.
At the end of every divination, you can complete one ritual.
Roll a d6 +1d6 for every +Mantra:
• If you score at least one 6, you gain 1 Karma.
Repeat until you have 3 Karma.
Now pick up your preferred method of communication, be it a phone
or something else. Indulge no more and complete the spell without
Dominik Marchand
Over the next five weeks, an outlandish, distressing event will
turn your little community upside down. The exact nature of the
“Advent” is to be discovered in play, if at all.
Each week, the event will unfold and generate new trials as well
as new opportunities for you, the heroes, to explore.
At the start of the week, one player interprets what challenge
the event brings from the weekly thematic statements below.
Another describes a personal opportunity arising from the event:
something about greed, power, faith, love or second chances. The
remaining player(s) play out how their character seeks help, resources or solutions to overcome the challenge and decide if they
seize the opportunity.
The players then switch roles around the following week.
The consequences of the Advent can be evaded, limited or fought,
but can neither be stopped nor reversed.
Week 1
A breach in the ordinary appears
Week 2
A terrifying growth
Week 3
Friends turn into foes
Week 4
Roots of the community are threatened
Week 5
The outside world has stopped responding
Epilogue The Advent is part of the new normal. Discuss how your
has changed as a consequence, if it’s still
Adventure Story
Mark L. Chance
Needed: 3-6 players (no GM), 2d6, deck of cards, pencils, paper,
Heroes: Write [adjective] [noun] [preposition] [adjective] [noun]
character description. Divide +3 among Holiness, Melee, Stealth,
and Wizardry stats. +2 maximum, -1 minimum.
Example: Fearless Dwarf with Sacred Axe. Holiness +1, Melee +2,
Stealth +0, Wizardry +0.
Equipment? What makes sense. Don’t overthink it.
Order of Play: Deal 1 card each. Ace high; two low; ties go to
older player. Distribute six tokens in order of play. Play goes
to the left.
Main Conflict: In order, describe one element of conflict’s Who?
What? Where? When? Why? (5W).
Scene: Deal 12 cards. In order, play a card. Describe scene’s 5W.
Ace: Major challenge. Victory Points (VP) equals Hero Number (H#)
+ 1.
Face: Medium challenge. VP = H#.
Number: Minor challenge. VP = H# - 1.
Actions: In order, narrate action. Roll 2d6 + stat. Use token?
Add +1. Narrate result. 10+, success (+2 VP). 7-9, success (+1
VP). 6-, failure (-1 VP).
Scene Success: +1 token to next player.
Scene Failure: Heroes take -1 to one stat. Narrate why.
Hero Death: All stats equal -1. Narrate how.
Last Card: Final encounter. Survivors get +1 stat, +1 token, or
additional description. Maximum stat +3.
After the Rain
Hyacinth Nil
Divide your players into 2 factions: The Mark, a single person; and The Agents, everyone else. The Mark is a target of the
Agents, mercenary AI who are infiltrating their digital subconscious to find and steal a thing of value. The Mark deals 10
playing cards face down in front of them. They ask the Agents
“who am I and what do you want from me?” The Agents respond with
their answer, collectively. That answer is the Mark’s last card
in their deck.
When play begins, the mark flips over a card and describes the
space the Agents now occupy: Hearts are someplace liminal; spades
are someplace ancient; clubs are someplace foreign; diamonds are
someplace hostile. Face cards are populated by one or many other
intelligences, the number represents how challenging the level is
to clear. With each new level, the Mark declares their conditions
for clearing the level; once these conditions are met they flip
the card over and reveal the next level. Agents take turns declaring actions they take to complete the Mark’s conditions, the
Mark counters with questions, elaborations, and challenges. Once
the final card is reached, the Mark reminds the Agents of what
they are taking.
Alien Zookeepers Go!
Jonathan Cook
Requires: Two+ players. Some way to share short videos and pictures you’ve drawn on.
You are alien naturalists, disguised as humans, capturing/documenting unseen fourth-dimensional animals that populate this
What’re your names? What alien institution do you work for?
Mostly, blend into Earth society. But sometimes, discover a new
specimen. Send a short video describing how, then a picture of
the animal. You’ll have to draw; Earth cameras can’t capture the
fourth dimension. Don’t forget a name!
Other players ask two questions each. Examples: What sound does
it make? How’s it useful? How’s it cared for?
Amplify your magnificent discoveries. Downplay the significance of
others’. Always tell the truth.
The other players write a report describing their impressions of
your find. Homeworld’s watching, be honest. Include name, summary
and rating (1-10), based on uniqueness and importance/usefulness
of the animal.
Occasionally, ask for an update on a previous specimen. Check the
rating. Five or less: they share a picture/video describing an
unexpected talent/feature + a charming anecdote of bonding. Six
or above: describe a complication/danger + the unfortunate way it
was discovered.
Play until you’ve captured all the interesting creatures here.
Destroy the planet as you leave.
All For One, the flipped RPG
Ben Rolfe
One player plays the hero. The rest are storytellers, who distribute these roles between themselves:
Architect: Sets the scene when the hero arrives somewhere. Moderates movement in the space.
Historian: Responsible for backstories, items and oddities. Adds
details to the broad strokes of the Architect.
Foil: Roleplays the major NPC in each scene. Assigns minor NPCs
to other storytellers, giving them: Personality or mood, Desire
(what they want), and Conflict (what or who they’re struggling
Judge: Rules on challenges and conflicts (use any game system, or
none). Assigns responsibilities to other storytellers as needed.
Director: Keeps an eye on plot and momentum. Introduces events or
changes locations if things stagnate.
Before play, the hero player takes ONE MINUTE to describe their
hero, then leaves the room. The storytellers sketch out the plot,
led by the Director, spending ONE MINUTE on each of:
>Where is the hero? Why? What occurrence will draw them into the
>What obstacles will the hero face? Who or what will aid them?
How will the story change them?
>How does the story end? How does this reflect the changes within the hero? How does it resolve the occurrence that began the
Play begins!
All it takes….
All it takes….
One roll
One decision
One sacrifice
Space is dangerous. Not like in the movies, far worse than that.
Humans can’t survive in a vacuum, it’s rather simple really. You
were on a mission, on a spacecraft when something went wrong. Now
your engines are out, rescue might be coming, but you only have
enough oxygen for some of you to make it.
To play
Roll 1d6 and take on the character from the below list. If someone else has the role, re-roll until you get a role no one else
6.Communications officer
As a group give your spacecraft a name
Taking turns give your character a name, an identity. Pick one
other player, describe why they would protect you. Pick a different player, describe why they would choose you to be the sacrifice.
Each player takes a turn, arguing why they should be the one to
be saved. Then each player takes another turn, arguing why someone else should be sacrificed.
At the end, vote on who to sacrifice, when there is a majority
decision the game ends, did you choose right?
All Things Grow
Vee Hendro
This story takes as long to tell as a plant to grow.
Mother curls her hand — strong, calloused, beautiful — over
She has given you something — a sunflower seed.
It presses against your palm.
Her eyes shut.
Hold the seed, when you’re ready, plant it:
Your mother is a babe. Pink and crying, feeding and growing.
Tell us about her home. What were her parents like?
When the first shoots arrive:
Your mother is a child. She is small and the world so big.
Tell us about her best adventures. How she was brave?
When the stalk grows strong, and leaves emerge:
Your mother is a teenager. Her territory grows. She is becoming
more independent.
Tell us of her dreams. What is the future she hunts?
When the flower blooms:
Your mother atop the mountain she has climbed.
She is all alone and all herself. She is smiling at the sun.
Tell us who your mother is. What limits has she shed?
Let the flower be. When you’re ready:
Cut it.
Place it in a vase. That was your mother before you knew her.
You don’t need the flower to know the rest of her story.
Andrew Haywood
Lite RPG System
Each player names their character, distributes Skill Points [5,
4, 3, 2, 1] to:
•Ability (constitution, strength)
•Aptitude (dexterity, intelligence)
•Attention (wisdom, charisma)
•Assets (wealth, equipment)
•Arcane (magic, alchemy)
HP: 5 + sum of lowest two [Ability, Aptitude, Attention]
Define five Actions, one per Skill:
“[Skill] - [Name]: When I [condition] and my foes [condition]
then I [awesome].”
Example: “Ability - Whirlwind: When I am surrounded and my foes
fear me then I attack everyone nearby.”
Players may use each Action once/Rest. No roll required.
GM describes scenes, presents challenges. When players attempt
something interesting: GM determines Skill used, requests Check.
GM chooses difficulty (standard is 2; each complication +1).
Player rolls d6 dice equal to Skill Points. On each die: 4+ succeed and 6 explode (always roll 6s again, counting successes).
If fewer successes than Difficulty:
•Fail the Check (GM narrates outcome)
•Lose [Difficulty - successes] HP
•Gain 1 XP
Rest for 1 hour: regain all HP. Optionally train one skill: spend
XP equal to its Skill Points to increase it by 1 or rewrite its
•Death at 0 HP.
•Ascend at 25 total Skill Points. Describe how this changes the
Amnesia Llamas
Crystal Pisano
Needed: 4-6 players, small toy water guns, note cards, writing
Each player writes down the names of three famous people (fictional or real) onto note cards. Cards are shuffled and one is given
to each player. Players hold their card face out so they can’t
see their true identity. Each player is given a water gun to
enable the ability to ‘spit’ on other llamas.
You were all once celebrities/historical figures. You have ended
up together at a petting zoo, transformed into llamas. You cannot
remember your original identities.
Everyone must figure out who they are. You are not allowed to ask
questions (with one exception, noted below); rather, you must
make statements to the group. If your statement is something the
group believes your true identity would or could say, they should
‘spit’ on you. The group may not give spoken hints. If too many
llamas talk at once, people will become suspicious. The only
questions allowed are formal identity guesses. Each llama may
make only three formal guesses per game.
The game ends when all llamas successfully guess their true identity, use their three guesses, or run out of spit.
Among powerful wizards and sorceresses
One artifact per player, it can be everything.
Each player must tell, within six minutes, the story about how
he/she got it. At the end of each story others pick two (may be
twice the same one) gems between anthracite, jade, cinnabar,
citrine and sapphire.
Each gem has it own signification :
anthracite: philosophical choice, redemption by reason, ataraxia
jade: travel, discovery, night
cinnabar: violence within creation, creation within violence,
citrine : power of the greatest number, society, arbitrary
sapphire: indecision, knowledge, tribut
Note those numbers and gems for each player story.
Once everyone told a story, the one with the biggest gems variety (A) and the one with the highest score in one particular gem
(B) are finalist. If draw, chose the player with less variety. If
equality again, “A” choose.
Final :
“A” and “B” must convince, or persuade, non-finalists
in a five minutes speech to choose he/she as the new archimage by
telling his/her first magical deed. “A” must only use theme linked
to “B” most represented color and “B” must use at least one theme
linked with all “A” gems.
Non Finalists elect the new archimage after deliberation, yet
finalists can’t talk anymore
An American Workplace
Mabel Harper
One player is the Boss. Everyone else is an Employee. Every 15
mins is considered one Workday in-game. The game ends after five
Workdays, or a Workweek.
Employees start the Workweek with 10 Work Tokens. They need to
have at least one Token by the end of the day, or they’re fired by
corporate for not getting any work done. At the beginning of a
new Workday, they get one new Token. Employees can only have 10
Tokens max.
The Boss is lonely and wants to be appreciated, usually by making
bad jokes, performing magic, or pulling off some other crazy,
usually inappropriate antics. Because of this, the Boss is distracting.
While the Boss is doing their thing, Employees have to keep a
straight face—this means they’re working. Smiling, cringing,
sighing, or laughing means that the Boss has successfully distracted them. When an Employee is successfully distracted, they
lose one Work Token.
Some Employees might care about each other. They can give each
other Tokens.
By the end of five Workdays (an hour and fifteen minutes), whoever
still has Work Tokens wins and gets to relax for the weekend,
knowing their job is safe.
… At least until Monday.
An uncertain trial
A scene begins. An accusatory statement about one of the players
is made. The accused player rolls a die. A higher number means
the accusation is more truthful, lower meaning it is more false.
Only the accused player may now the result, and can interpret the
roll freely if enough ambiguity exists. Any player who wishes
to participate in the scene may do so freely. The players must
decide if the accusation is true and deal out punishment if it
is. The accused must avoid punishment without revealing the roll.
The scene proceeds with as many players as desired, for as long
as the players desire. At the end of the scene it is revealed
how truthful the accusation was. If the players make the wrong
choice, they lose. If the accused is punished, he/she loses.
And then there were none
A short mystery/slasher game for up to ten players
We are trapped in an enclosed space. One of us wants to kill us.
All together, we first…
Discuss the era: medieval, Victorian, modern, sci-fi,…
Discuss the setting: isolated island, castle under siege, traveling boat or spaceship,…
Discuss the killer’s motive: revenge, justice, madness, hunger,
Each turn, each character still alive rolls a white d10.
Who gets the lowest result gets killed.
Each turn, each character murdered rolls a red d10.
Who gets the highest result narrates how the victim is killed and
gain one point.
During the first round, the victim narrates.
Describe when, where and how. Establish the scene, add good
details, and give some clues about the killer’s identity. Narrate
the death: be gory, be horrific, be subtle.
If you want to influence who the killer is, you can give their
player your red die to roll. You can change your mind at any
When the last character is killed, who has the most points reveals themselves as the true killer. Obviously, they weren’t
really dead. They narrate the epilogue, explain how they faked
their death, and reveal their motive in details.
And We Are All Together
James Wallis
Stare at the player on your left. Blink slowly. When you open
your eyes, your body has been possessed by the mind of the player
on your right.
As a group you have one hour to work out what just happened, why
it’s happened to you, and how to reverse it. If you don’t then
the effects get weirder.
Each of you knows one relevant thing. Each of you also has one
secret or repressed memory, which you will recall if another
player confronts you about it.
Angry Goblin Widows
Jeff Aldrich
Thousands of Goblins are killed each year by heartless adventurers. What of the widows and orphans? They’re angry and aren’t
gonna take it anymore!
Roll 2d6 for attributes: Physical (Attack damage, Health), Mental
(Healing Value), Coordination (Difficulty to Hit).
Each character has their own standard deck. Separate into four
stacks by suit 2-10. Set aside face cards.
Take King, Queen, Jack and draw one randomly.
King=Warrior. Double Health.
Queen=Shaman. Healing. Draw Mental card for healing value. Can
add Determination draw.
Jack=Matron. Child on back. Can’t be surprised. Add 1 damage to
each successful attack from kid attack.
Non-trivial actions are difficulty value 3-10+. If against creatures, difficulty equals attribute. A card is drawn from appropriate stack for the value of attempt. Success is value equal
or above difficulty. Attempts may be boosted once with card from
Determination stack. Add values of two cards. Drawn cards go to
used piles.
Combat: Clubs for melee. Diamonds for ranged. Damage by Physical
attribute plus weapon bonus. Coordination equals difficulty to
One hour rest restores one random used card to each suit pile,
except Determination. Determination refreshed between sessions.
Anonymous Correspondence
A player writes down the following themes onto scrap pieces of
Science Fiction
These genres are placed into a hat. Each player draws one theme
at random.
The player to have last written and posted a letter begins the
The first player begins by pretending to dictate some form of correspondence they have written to the player on their right. The
first player creates a fictional character for the second player
to role play as, a fictitious scenario and it must be written to
match their theme drawn from the hat all within their dictated
correspondence. The first player will sign the correspondence as
“From Anonymous.”
The second player does the same as the first but signs the letter
off as the fictional character dictated by the player before them.
The last player will eventually assign a role to the first player.
Once players have been assigned their roles they must stay as
that character for the remainder of the game.
This continues around the circle until the players have reached a
satisfactory conclusion.
Another multiverse story
Petr Šarkovský
1. Sit down in a group of friends with some random food, dice &
2. Write down the 3 most describing things or secrets about yourself and hide the paper till later.
3. Together choose a world to play in.. mind what your world
looks like, how the people see it and how strong your heroes are
within your story.
4. Choose your hero’s skillset.
5. Go one after each other, say your heroes skillset and briefly
share vision of your character’s past, skills, looks and dreams..
others then contribute their ideas for your character which you
may or may not implement.
6. Together invent a basic plot of your story.
7. Look at the scribbling about yourself from earlier and incorporate yourself into your character to the best of your ability.
8. Take 10+ minutes to eat, chill and imagine where can your
story go.. discussion still encouraged!
9. Give a narrator’s coin to the best speaker to act as the first
narrator, whenever there is an initiative speaker to take on narrating, current narrator may or may not hand him the coin.
10. Play your story to the ends on your imaginations ..and have
Anti Heroes
The future. In the stellar void.
Humanity is dying. Centuries of war has ended galactic conquest
and procreation is but a memory. We are doomed.
Still a light seems to burn low in the darkness. The apostle
writings are formals, Mankind will find a way if the holy relic of
Foedric was to be found again.
But all heroes are dead. We are alone. Only the worst ones remains. And they are our only chance to survive.
Jeriko “Ivan the terrible”
Horus “Ramses”
Stunner ”Attila”
Okto ”Gengis Khan”
Firefly ”Saladin”
Dirt ”Erik the Red”
Malebot ”Vlad Tepes”
Anti Heroes put you in the role of the most dangerous badass of
the entire galaxy.
Former military gone mad in warzone, bodyparts dealers from the
most violent syndicates of the solar system or renown murderers
just escaped from maximum security, each of them has a part of
the riddle somewhere in their twisted mind.
Captured by the Apostles of the Funeral Cathedral, they have
accepted a suicide mission which may grant them salvation if they
manage to find the last chance to save what’s left of humanity.
Hoping who they used to be in a previous life can be kept under
Thyl de Mackisuuell
This game is for one narrator and three to six players.
The narrator tells the story of a protagonist’s average day and
divides the day into twice as many Events as there are players. An Event is a minor daily action, like riding the bus or
going to lunch. As the narrator describes the protagonist going
about their Events, players will take their turns, one player per
Event, and every player gets two turns.
The game:
The narrator describes an Event in detail, then a player turn
consists of the player giving voice to an errant thought, worry,
or doubt the protagonist has. After describing how this thought
impairs the protagonist, the narrator and player each flip one
Two heads: the protagonist is unimpeded
One head: the player describes how scared and weak the protagonist feels
No heads: the player narrates the protagonist’s feelings and
The narrator adjusts the story going forward. Repeat.
Continue until all players have had two turns.
describes the fate of our protagonist.
Post game:
The players win; anxiety always wins.
for lunch.
Hug each other and go out
The narrator then
Chris Martens
Storytelling game for 2. Need:
Tarot deck
Drawn cross shape 6-8 inches diameter. Label the points: N=⭐
W=🏆 E=⚔️ center=⚡
2 distinct tokens
S=🔮 Suits: pentacles/coins/⭐ , wands/🔮, cups/hearts/🏆, swords/⚔️, and ⚡ (major arcana).
Shuffle deck. Draw 3 cards.
Give each a name and description. Assign stats for hero & opposition: ⭐ (wealth) 🔮 (magic/creativity) 🏆(empathy/charm) ⚔️
(intellect/wit) ⚡(spirit/resolve) by drawing 5 cards and taking the
maximum in each suit.
Place hero token on cross point corresponding to hero suit; opposition token likewise. Take turns:
On opposition’s turn, may move 1 unit along cross (toward center
from outside, or to any outside point from center).
Draw card C.
Describe event it represents.
If suit=quest suit on hero’s turn, hero compares C’s rank to
their relevant stat. If >, hero completes the quest.
If opposition shares position of hero, compare C’s rank to relevant hero stat. If >, opposition beats hero.
Otherwise, describe event resulting in strengthening of the stat
corresponding to C’s suit. If C’s rank R > current stat for C’s
suit, new stat value = R.
Move to cross point of C’s suit.
Arena of Popularity but no Death nor Magic
Prophecy Breaker
You are playing fighters in arena. Player gets 10 points to spread
between the stats:
Head, Main Hand (MH), Off Hand (OH), Body, and Legs.
Max 5 per stat. Start with 0 Popularity.
Silly 20 words long backstory required.
During fight, roll 1d6+Legs to determine turn order.
Players should invent their moves. To attack, roll 1d6+relevant
stat against opponent’s roll of 1d6+relevant stat. Body can’t
be used to attack. If the attackers roll is equal or greater it
hits, otherwise you dodge, parry, or something else. No magic!
Everyone can take 1+Body hits before being knocked unconscious.
Everyone can reach everyone, but can attack only once per turn.
After each fight, players can get up to 1 point for each different
stat they used to hit an opponent.
If (opponent’s popularity - your popularity) is positive roll
that many d6s For each even number, +1 to your popularity. For
each roll of 1, -1 to your popularity.
Sample NPC:
Lycantroop Gunner (Popularity 5)
Head5 MH2 FH1 Body2 Legs3
Gun (OH vs. Any)
Bite (Head vs. Body/Legs/OH/MH)
Example uses
MH - weapon,
OH - dagger,
Legs - kick,
Head - bite,
of stats:
gun, fist
any movement
ARG(h) an Augmented Reality Game (human)
Ben Walker
You are playing a character that is just like you only measurably
less anxious about things and slightly more competent. Everyone
you meet today will be interacting with that character instead of
you, as such all insults, judging looks and other abuse is part
of an elaborate larp and should be ignored when you go ooc at the
end of the day. Conversely any appreciation or compliments you
get should still be taken to heart because roleplaying well is
hard. Blue booking is encouraged as is helping new players with
understanding their environment but do not go overboard as mistakes are part of the fun. Remember debrief and aftercare are a
This RPG is about an ARM-WRESTLING tournament and requires at
least two players and a GM. The players play ARM-WRESTLERS who
intend on getting first place.
The group should have at least two normal sets of dice.
Characters have six TECHNIQUES: Strong, Twisty, Sneaky, Sticky,
Wicked and Demeaning. The players should take each die from a
normal set and write it next to their technique. A d20 in a technique is awesome and a d4 is bogus.
Strong: d12
Twisty: d8
Sneaky: d20
Sticky: d10
Wicked: d4
Demeaning: d6
When an ARM-WRESTLE begins, the players decide which technique
to use. They take the die assigned to that technique and, at the
same time, SPIN the dice. The one whose die spins the longest is
the winner of the ARM-WRESTLE.
The players can also ARM-WRESTLE NPC’s, in which case the GM
picks a random die and technique.
Once you’ve used a technique, you are too exhausted to use it for
the rest of the day. You may regain it by BANTERING with someone,
which is like ARM-WRESTLING except that you regain a technique if
you win and only lose the die you use if you lose.
As the Crow Flies
M. Quintanilla
The Crows have offered absolution; secrets for salvation.
To play you’ll need a...
...trusted consort
...small coffer and key
...city to roam and wander
One of you must bear the Coffer, the other the Key. Begin by
placing a secret into the Coffer, one each.
Secrets are…
*Known only by you
*Devastating if revealed
*Intimately connected to a Nexus
*Written on scraps of paper
When you bear the Key, keep it safe.
When you bear the Coffer, spend your days walking through the
City alone as if you did not carry such dark secrets. Follow the
crows to the places they gather, search for the things which have
fallen through the cracks; something, anything that reminds you
of one of your Secrets. This is your Nexus.
Now find your consort, place your Nexus and its corresponding
Secret into the Coffer, and choose 1:
*Unburden Yourself
*Make your Offering
When you unburden yourself, exchange the Coffer for the Key and
all related duties.
When you make your offering, travel together. Your destination
must be:
*Far from Home
*Watched Over by Crows
When you reach your destination, open the Coffer. Leave. Hope
against all hope that they find your offering worthwhile.
Ashes of the Sun
Jason Pitre
You were once companions Commander Sun, captain of the DunkirkSR3 and hero of the Xanar War. She sacrificed herself to repel
the alien machines and banish them from our galaxy. Each of you
played your part and helped her save humanity. Ten years later,
each of you hear a rumour that Sun has been found on some distant
outpost, deep in Xanar space. Now you come together for one last
*Introduce your Companions*
1) Name your companion
2) Tell us what you used to be.
3) Tell us how most people now see you?
4) Tell us what do you hope to become?
5) Tell us the nicknames two other companions earned.
*The Rules*
One of the companions was Sun’s lover. They describe the first
scene, and ask one question of another companion. After answering, that person asks someone else another question. Each scene
ends when a companion cannot answer a question.
*The Mission*
Describe your voyage to reclaim the Dunkirk SR3 from the shipbreakers, searching for information on the pirate outpost of
Scourge Station and navigating through the Ysarl blockade. Once
you reach the Sun, describe how she has changed. Together, decide
if you will bring her home.
Astrum Arcanis
Z.W. Garth
You are a starship, launched across space by the Cthonian Empress
to defend her interests. Millenia later, she is gone and her monuments crumble — but you still wander the vacuum, banded together
with other lost warships. Derelict and without purpose, how much
longer can you survive the cold void?
Divide a Tarot Deck into decks for Major Arcana and individual
Draw three cards from the Major Arcana. Use them as prompts to
define your ship’s
Original Purpose, Weapons, and Body.
Ships have four stats:
Hull (Cups), Weapons (Swords), AI (Wands), and Flight
Assign to each stat a value: (3), (3), (2), (2). Draw that number
of cards from the appropriate suit’s deck.
The Cold Void’s Goals:
Confront with forces seeking to destroy and demoralize.
Emphasize loneliness.
Encourage sacrifice.
Narrate with players where they are, what they’re doing. Continue
until conflict arises or a player risks serious failure. If a ship
refuses to back down, assign a challenge number 1-10. Player must
discard a card—if they cannot meet or beat the challenge with an
appropriate card, narrate failure. On success, draw a new card
if available from the deck. Damage systems until the fleet falls
www.WoodardWeird.com • @zwgarth
Lucas Hald
You are a patient in Helgrim’s Home for the Criminally Insane.
Your goal is to escape before Dr. Helgrim and his eight-legged
orderlies can feed on you.
Your Sanity starts at 10. To interact with the Supernatural, such
as casting a spell or banishing the demon Nurse Lilith back to
her nest on the sixth floor, Overcome your Sanity by rolling above
it on a 20 sided die. If you succeed, reduce your Sanity by 1.
To interact with the Mundane, such as picking the lock to your
cell or convincing a fellow patient to give you his map, Test
your Sanity by rolling below it. If you succeed, increase your
Sanity by 1.
If you fail a roll, something happens to complicate your escape.
Dr. Helgrim and his orderlies are after you!
The game ends if you escape the asylum or:
If your Sanity reaches 20: You’re “cured.” You can no longer interact with the Supernatural, but you’ll never forget the things
you saw.
If your Sanity reaches 1: You become enlightened. You can no
longer interact with the Mundane, but you’ll never forget where
you came from.
At the End of the World
Laura Wood
The world is ending. Why?
You are together. Maybe you’re the only people who knew it was
happening, maybe you care about each other above anyone else,
maybe you have nowhere else to go, maybe there’s another reason
Where did you live, before? What did you dream of? What do you
want now? What’s your secret? How do you feel about the others?
How do you feel about yourself?
Scene 1 - 7 days to go:
You’re on a beach together. What does it look like?
You know now that there’s no hope. Are you angry? Scared? What
have you lost? Will you comfort each other? Argue?
Scene 2 - 4 days to go:
You’re on a beach together. What does it look like?
Do you give into despair? Try to give the others false hope? What
do they need? What do you need?
Scene 3 - 1 day to go:
You’re on a beach together. What does it look like?
Do you need to talk? Can you bear to be silent? This is the last
chance to tell the truth.
Scene 4 - 1 minute to go:
(Set a timer)
You’re on a beach together. You say goodbye. Hold hands. Then
Stephen Danic
Modern day adventure-travellers meet, share stories, and
You all come from a different place. (Make a passport.)
You’ve all arrived at the same destination. (Stamp your passport.)
You’ve shared an interesting, new experience.
(scuba, surfing, climbing, riding, archaeology, festival,
Now, you’re at the afterparty...
Together, in conversation, describe your experiences.
“I loved it when…”
“That was so funny when…”
“Did you see the … ?”
Don’t take orderly turns. Instead, jump in anytime and riff.
Say “OMG YES! And then...!”.
You’re getting to know each other. Ask questions. Who are they,
where do they come from, what’s it like there, how did they afford the trip, how do they feel about important issues, etc?
At any point, you may offer to “hookup” with someone. Invite them
to join you on your next trip to (where?).
If they agree, the conversation moves to the next afterparty in
the new destination. Stamp your passports. Other players may
bring their current characters or create new ones.
Why play Backpackers?
It’s fun travelling, meeting new people, sharing experiences,
and collecting passport stamps.
It may be interesting to explore notions of privilege,
en ement, cultural stereotypes, infatuation, jealousy, etc.
Advanced Hacks: Sci-fi, Fantasy
Luca Bonisoli
3-6 players.
In a parallel universe, after middle school half the students
must be kicked out of school. You are teachers (choose your subjects) and must decide the fate of a group of students. Theoretically only grades and behavior matter, but your decisions cannot
be questioned, therefore you are free to consider any factor
(family, friends, medical conditions, wealth, racism, sexism,
- One teacher (the Leader) introduces a student: name, gender,
appearance, geographical origin.
- Every teacher narrates 2 flashbacks, showing a good reason to
make the student pass and a good reason to make her fail. Start
narrating with “I remember…”, stick to your personal viewpoint
and don’t contradict what has already been established.
- Discuss for exactly 5 minutes.
- Vote either Fail (raise your hand and say “Bad student”) or
Pass (do nothing). The majority wins. On a tie, the Leader’s vote
- The Leader narrates a flashforward telling the student’s future.
- Change the Leader and repeat for the next student, until all
players have been Leaders.
Lastly, if less than half the students are kicked out, one teacher must be fired. Vote by pointing a finger and saying “Bad teacher”. Break the ties by voting again.
Asaf Kazachinsky
You are Baby.
Your mind shapes realities - what you wish for, happens… in Babies minds.
The Adults will interfere with you chasing fairy dinosaurs, put
you in caged chairs with spaghetti plates… though spaghetti is
Baby’s ammunition - a galactic catapult.
One player is ArchBaby, tasked to provide Babies with their challenges and narrate the story - from morning, until The Adults put
you back to sleep.
Whenever a Baby wants to perform a feat, ArchBaby will declare
which roll Baby must take - Cute, Innocent, Or Loud.
Baby rolls a 6-sided die, adding Baby Skill score.
On a 4 and above, Baby says what happens - that’s what happens.
3 and Below, ArchBaby says what happens - it’s never good for
When Baby fails in a roll, add a point in that attribute.
When baby succeeds - remove a point.
What Skills Babies have?
Cute you manipulate adults (if they can understand you)
Innocentyour imagination is strong (you are a wizard, Baby)
Loudyou interrupt any event with brute force (and tears)
So go, Babies, hunt and defeat Stinkerbell, the monstrous under-lava dragon (the neighbor’s dog) before The Adults catch you
and put you to sleep.
Be Like Water
Michael Dunn-O’Connor
1 Player, 1 GM
Player creates FIghter:
Describe your…
life before fighting.
ancient training.
murdered mentor.
GM creates Opponent.
Describe the…
cowards who abandoned you.
forbidden method that surpassed training.
reasons you killed your mentor.
Both secretly complete the following on index card:
When stunned I…
When disarmed I…
When injured I…
When dying I…
Player creates: 1D6 attack pool and 1D6 injury pool.
#: GM describes Opponent’s assault.
Player chooses to defend or
Defend: Roll 1D6
1-3: Take the blow.
4-6: Be like water
Take the blow: +1D6 to injury pool.
Describe what’s destroyed.
Be like water: +1D6 to attack pool. Ask opponent a question.
They answer.
If you strike a nerve (GM’s call): +1D6 to attack pool.
Otherwise, opponent asks a question. Answer. If it
strikes a nerve (Player’s call): +1D6 to injury pool.
Repeat #.
Roll attack pool.
4-6: hits opponent.
Roll Injury pool.
4-6: hits Fighter.
1 hit: Stunned
2: Disarmed
3: Injured
4: Dying
If one or both combatants are dying, the game ends.
tively narrate the outcome.
Otherwise, continue.
Injured Opponent: +1D6
Disarmed: -1D6
Injured: +1D6
Disarmed Opponent: -1D6
Bearing Witness
David Deschamps
From the rooftop bar of a hotel in a city at war, foreign journalists gather to watch the show. They drink through press conferences and swap stories about the things they’ve seen, draft
articles for the folks back home, and try to make sense of the
absurdities of war.
Together, briefly describe the place you’re in and the conflict
that’s brought you there. Consider the sides and what they’re
fighting for, and its effects on the city and the country.
Each of you is a foreign journalist from a different country and/
or publication. Think about who you are and who your audience is,
then describe yourself to the others.
One of you begins by sharing a story. It could be a draft of
your next article, a photograph, an anecdote. Make it tragic, or
comic; biting, or reverent; extraordinary, or everyday; cynical,
or optimistic. Others can interrupt with feedback or commentary.
Remember your sources, and your audience.
When the story is finished, everyone talks about it; relate it to
the conflict, give your perspective. When ready, another player
shares another story. Consider skipping forward days or weeks,
after things have changed. Repeat, until your war is over.
Before Bedtime
Mixu Lauronen
You are kids going to bed. Decide who starts.
Roll 1d6 to see where the monster comes from:
1. Under the bed.
2. The closet.
3. Through the window.
4. Under the blanket.
5. Inside the pillow.
6. Under the rug.
The player on your right rolls 1d6 secretly for the monster’s hit
points and another 1d6 for weak spot:
1. Head.
2. Tail.
3. Hands.
4. Feet.
5. Heart.
6. Navel.
Choose a toy:
- A teddybear. One hit, 1d6 damage.
- A slipper. Two hits, 1d4 damage.
-A spade. Three hits, 1d3 damage.
- A stormtrooper. 1d2 hits, 3 damage.
- A car. 1d3 hits, 2 damage.
- A pillow. Infinite hits, 1 damage.
Kids have six hits. Toys can be used their hits times before
breaking. The kid narrates the attack. If it hits the weak spot,
double the damage. Monster attacks with 1d6. The kid defends with
1d6. If the numbers are same, the attack is blocked. Otherwise
the kid suffers two damage. If the toy breaks, another can be
chosen. After each battle, the turn goes clockwise. If in the
end the monsters have won more than the kids, they take over the
Birthday equilibrium
You all work in the same office. Go in order and introduce yourself. What kind of employee are you? Hardworking? Awkward? Unreliable?
The next person decides your position in the company - CEO, janitor or anything in between.
Oddly enough, you all have birthdays in the next few weeks. You
can ask for one of the following:
Chocolate ($10)
Book ($30)
Whiskey ($60)
Game ($100)
Whichever you choose, you get $5 less (spent on wrapping paper)
to invest on gifts for others.
Discuss gift ideas among yourselves. Plan carefully as there
won’t be enough money for everyone. Luckily, you can take a vacation and skip one party.
Secretly write down your desired gift, whose party you’ll skip,
and how will you divide your budget on others.
Celebrate birthdays in order. If you got the present you wanted - you get victory points (1 for a chocolate and up to 4 for
a game). If attendants failed to raise enough money - each attendant loses 1 victory point. The winner is the person with the
most points.
If nobody comes to your birthday party - they’re all horrible
people and they lose. You win but it’s a bitter victory.
Black Mass
michael murray
The adventurers, after defeating the Candle army of WickVille
Castle enjoy a feast, cutesy of wickville grateful townsfolks
near the foot of the defeated fortress. The towns maiden, Clarabella offer the bravest warrior a dance!
(Accepting - “Clarabella dances with you for an hour while the
villagers cheer and music play, with her arms crossed she trust
falls into your hands”) “Congratulations, the wedding ceremony is complete, The town rejoyces through your confusion. “The
villagers the rest of your party.” Mayor - “These brave warriors
energies will be drawn out. As a gift for your wedding day Clarabella!”
(Denying - “Clarabella Leaves angrily into the night.” An hour
passes when a purple beam of lightning rockets through the air.
The Wax Candle Army begins to stir once again. A large section of
the castle breaks free! to reveal a massive, hideous wax serpent
with the castle atto on its back. Wax knights jump from the moving castle careening towards your camp as the serpent begins to
sneers the entire town.
A villagers screams, “Clarabella’s dead. I found her body holding
this black stone covered in strange writings, it pulses with dark
necromancers magic.
Blank state
Guillaume Clerc
You are synthetics. High-level learning humanoid machines, built
for exploration and science. Not fully initialized.
You’re aboard an endangered orbital station. This is an emergency
wake-up. Your orders:
- Preserve organics’ lives.
- Preserve synthetics’ lives.
- Preserve the station.
- Explore and learn.
# GM:
When the players ask you something, answer “yes”, “yes, but...”,
“how do you do it?” or “rephrase the question”.
Describe the synthetics’ surroundings, and other people’s actions. Make them act erratically and selfish.
When a player describes something risky or uncertain, say “roll
the die”.
Sometimes, ask them how they feel.
Every five minutes of play, something happens:
- Meet Dr Klik, drunk cyborg hobo.
- Polite cleaning robots believing they’re organics oppose them.
- Enhanced kitten attacks!
- An enigmatic big blue ball does nothing.
- End: the station explodes. How do they escape?
# Players :
You can have 5 skills, but start with only one: “basic programming, 5”.
Ask questions. Describe what you’re doing.
When you roll the die:
- Say which skill you use, and how.
- if a d6 roll is higher or equal of the skill value, you succeed
- if you fail, you can choose to learn the proper skill with a
value equal to the rolled score. Re-roll.
Blaze of Glory
Jake Simon
Once, you were the greatest spy in the world.
Now, you have been poisoned by your former employers, and you are
about to die.
It’s time to get your revenge. It’s time to go out in a Blaze of
Agent and Employer each take one standard deck of playing cards.
Aces low.
Employer takes a card from their deck, looks at it, and plays it
face down, narrating a challenge based on the suit (challenge
type) and number (difficulty).
Hearts: Social
Diamonds: Security
Spades: Environmental
Clubs: Combat
Agent takes three cards from their deck as their Hand. Each suit
represents an Approach to the challenge.
Hearts: Suave
Diamonds: Gadget
Spades: Stealthy
Clubs: Violent
Agent plays one card and narrates how they tackle the problem
based on their Approach.
Flip the challenge card. If Agent’s card is higher, they succeed,
taking out one or more of their betrayers. If Agent’s card is
lower, they succeed with difficulty and discard a number of cards
from their deck equal to the difference between their card and
the challenge.
Employer continues by playing the next card.
After Agent plays their last card, they die in action, going out
in a Blaze of Glory.
Bloodfeud – Diplomacy with Vampire
Ben H
You’re bloodsucking leeches with grand aspirations but there’s
never enough to go around.
Everyone divide 15 points between Blood and Clout. Define two
traits: major/minor (worth +2/+1 respectively, each takes a night
to refresh after use).
There’s a communal pool, The Hunt, which starts empty. Vampire
hunters are nasty business.
Each night connive and socialise with the others, trading resources freely, then take one action (revealed and resolved
simultaneously); adding trait bonuses fitting the narrative and
choosing applicable targets. You may aid others with your traits.
Feed: Gain 1 Blood. If half or more Feed, each adds 1 to The
Conflict: Roll*. Target may change actions to oppose. Multiple
parties can participate. Highest success steals 2 points, victor’s choice. Add 1 to The Hunt.
Undermine: Roll*. Success steals 1 Clout.
Reign: Roll*. Success negates all actions against you.
Unless you Feed, lose 1 Blood.
Repeat each night until one remains.
If Blood reaches 0 you wither and die. If The Hunt hits 10, everyone gets staked.
*Roll: 1d10 equal-or-under Clout+Bonuses to succeed. If you roll
equal-or-under The Hunt you’ve been confronted by hunters, spend
Clout point-for-point to reduce The Hunt below your roll to avoid
Bloody Hair: A Tale of Barbaric Combat
Konstantinos Dimopoulos
Play as the hairy barbarians with the woolly underwear. Hairy
barbarians are genderless. Hairy barbarians are found under
rocks, and occasionally sprout from cabbages. Hairy barbarians
do not speak. Hairy barbarians scream, point, grunt, and live to
fight other hairy barbarians, hairless wizards, and beasts with
sharp teeth in the desolate steppes and mountains of Sanguitor.
Hairy barbarians fight in groups. Occasionally in dungeons too.
All dice used are d10s. A roll of 7, 8, 9 or 10 is a success.
Statistics tests are resolved by rolling equal dice to the tested
statistic’s score.
Someone has to be the Gamemaster.
Hairy Barbarian:
Statistics: Speed, Hairiness, Combat, Dodge. Assign 8, 6, 6, 4.
Hit points = Hairiness + 2. Intelligence = 10 - Hairiness.
Generic Tooth-Beast:
Speed: 7, Combat: 6, Dodge: 6, Hit points: 5
Un-barbaric Actions:
Any action the player attempts that the GM deems too civilized
will require at least one success on an Intelligence test.
Combatants act in Speed order. Attacker rolls Combat dice + Weapon dice versus defender’s Dodge dice. Difference equals to hit
points lost (if any).
Weapon Examples:
Bone club: +1 Combat / +1 Speed, Obsidian sword: +2 Combat
Boasters round the table
Boasters is a game for 3-5 players about a gang of old heroes
reminiscing about their grand adventures.
1. Every player is handed one fate card.
2. The leader (rotated clockwise after each round) imagines an
event the group did and starts the story. After one minute the
other players each vote if they want the story to succeed or not.
Each positive vote gives the leader a +1 to the roll, each negative gives a -1. The leader rolls two six sided dice to see if
the story is true or not. 7+ for success, 6- for failure.
3. If it’s a success the leader gets one boast point.If not then
no point is given. The game moves on to the next player. The next
player (counter-clockwise) has their turn continuing the story
and telling the real truth and keeping the story going.
4. After everyone has had a turn the next round begins and a new
story begins
5. The game ends when one player has 5 points.
Fate cards can only be used once a round and give an additional
+2 or -2 to a other players tale. You cannot use it on your own
Andrew Harrison
You are a SKELETON, and you have been animated by your GAME MASTER to complete a mission.
You only have one SKILL, and one ITEM.
Whenever the GM deems your TASK hard enough, you must roll a D6.
In order to succeed, you need to roll a 5 or more.
When using your SKILL or ITEM, you need to a roll a 3 or more.
SKELETONS can’t die, but they can lose LIMBS. When you fail a
TASK, lose a LIMB.
You can also sacrifice a LIMB before rolling to automatically
succeed a TASK.
Draw your SKELETON on a piece of paper, and tear off a LIMB when
you lose it in game.
A SKELETON with no RIGHT LEG or LEFT LEG attempts to steal a car.
(They roll a 5, succeeding.)
They successfully break the window, and unlock the door, then get
in the driver seat.
However, with no legs, they cannot reach the accelerator or brake
As you lose LIMBS you will need to become more creative in your
solutions to the TASKS that you face.
Boom Boom Car Bots
Marina Rose
This game is meant to be played while in the car. Make sure the
driver is okay with this game being played. This game can be
played with 2-4 players. You will need up to 10 six-sided dice
for each player or a dice rolling app on your phone and other
cars on the road. One person will say, “Ready, Set, Go.” Everyone has 10 seconds to find a car that will be their Car Bot. When
you find the one you like you have to call it out to claim it. No
two people can use the same car. Once everyone has their cars
you roll dice equal to the first number on the license plate, 0
will count as 10 dice. You add up the total and whoever has the
highest amount yells “BOOM BOOM CAR BOTS!” and wins that Car Bot
battle! Replay as many times as you wish the winner keeps the Car
Bot that they chose from the previous battle. Whoever wins the
most amount of times is the ultimate winner.
Make sure to obey all traffic laws and do not distract your driver. The driver CANNOT play because of how unsafe it is.
Border Crossing
Frankie Garza
You stood in line waiting for hours on a bridge to cross into the
United States. Your university is on the other side, and you have
class today. Now you just need to go through the border patrol
checkpoint. Roll a 1d6 and consult your results. 1-2: You are a
Mexican born citizen with a student visa. 3-4: You were born in
the United States, but your parents live in and are from Mexico;
they hope you can have a better life. 5-6: You are an American
born student who just went to Mexico for fun. Roll a 1d6, then
add your first result. 10+: You have no problem; have a good day.
7-9: They ask a bunch of questions, making you late and annoyed.
6 or less: You spend the next several hours in a room where they
ask you questions like: “Why are you crossing?”, “What were
you doing in Mexico?”, “Why do you want to go into the United
States?” You miss all your classes, and after a while they let
you go. Once in America, discuss why you think the border patrol
treated you a certain way, and how you feel about it.
Botany Bay
March Games
In the cut-throat world of 18th century botany, ensure scientific
immortality by discovering the rarest plants.
Each botanist takes a sheet of paper and four Favours per botanist lecturing. Fold the sheet into four sections. Draw the
following elements:
A flower
A leaf
A root
A seed
Describe each element with adjectives- “poisonous”, “stimulating”, “red”, up to ten across the plant.
In turn, botanists gives a short lecture on one element of their
plant, referring to the illustration and description. Their audience may:
1. Applaud- place Favours (up to the amount of nouns and
adjectives) on the
element’s illustration. Reasons for applause might
It is unusual or exotic;
It is useful to society or industry, or to harm or
You’re playing politics, despite the dull nature of
their plant.
2. Scoff- discard two Favours to ridicule a claim and remove
an existing
Favour given as applause.
Botanists may pool Favours to meet these costs.
Fierce debate is encouraged.
Proceed until every lecture has been heard, every Favour is
spent, or until boredom sets in.
The botanist with the most Favours on their plant (minus any
remaining Favours they still hold) is declared President of the
Royal Botanical Society.
Briefly speaking
Albert ‘NoCultist’
Last man on Earth is sitting alone in his house. Suddenly he
hears knocking on the door. Roll a die to know how many words you
have to explain what happens next.
Bring Forth the Hippocrene
S. Tan
You are ancient Greek poet-playwrights competing for the Ivy
Wreath at the Great Dionysia festival.
Allocate 3, 2, and 1 to the following:
Melete (Practice)
Mneme (Memory)
Aoide (Song)
Choose two Muses you have the favor of:
Calliope (epic poetry)
Clio (history)
Euterpe (lyric poetry)
Thalia (comedy)
Melpomene (tragedy)
Terpsichore (dance)
Erato (love poetry)
Polyhymnia (sacred poetry)
Urania (astronomy)
Play goes in rounds. Each turn, decide on an action:
=Seek Inspiration=
Choose another poet and agree on a Muse to seek. Describe how.
Each gain an Inspiration for that Muse with Quality = 1d6 - 4 +
Mneme. Write down the Quality, Muse, and idea.
Choose an Inspiration, describe the resulting scene, and write a
representative line on a piece of paper. Destroy the Inspiration.
It has Quality = 1d6 - 4 + Aoide + Inspiration Quality, + 1 if
your favored Muse.
If > 3, you may write two scenes, splitting Quality.
Choose a scene, crumple, and discard it. Describe your new idea.
Gain an Inspiration for the idea’s Muse with Quality = 1d6 +
Melete + 4 - Scene Quality.
After 7 rounds, take turns performing your plays. Secretly vote
for one other play you liked.
The play with the highest total Quality + 3x votes wins the Ivy
Build Your Own RPG
Andrew J. Young
|d6 |
| Characters (adjective) |
Characters (noun) |
| 1 | Neon Neo-Tokyo cityscape |
Gun-priestesses |
Depose the Phantom Queen
| 2 | Luxurious Castle d’Amour |
Find your new home
| 3 | Massive draconic empire
| Recover the Imperial Codex
| 4 |
Sleepy French village
Clear your names
| 5 |
Heavy metal apocalypse
Rescue your sibling(s)
| 6 | Haunted pirate starcruiser |
Escape the Burning
|d6 |
| 1 |
Characters have 3 unwavering principles. For
important actions, roll 1d6. You succeed on 4+. Sacrifice a principle (before rolling) for +2.
| 2 |
For important actions, roll 1d6. Success
thresholds vary by method: Violence (2+), Deception (3+), Confidence (4+), Compassion (5+).
| 3 |
Create 5 NPC bonds each. After important
actions, roll 1d6 to test a bond: 1–2, it breaks; 3–4, it changes; 5–6, it strengthens.
| 4 |
Each player has 3 tokens. For important
actions, you only succeed if someone else spends 1 token. At 0
tokens, your character dies.
| 5 | Each scene, draw cards for starting emotions (heart =
bitterness, club = horror, diamond = sympathy, spade = suspicion)
and intensity (two = lowest, ace = highest). |
| 6 |
Characters have 5 vices, numbered
1-5. For important actions, roll 1d6. If you roll a vice’s number, you must indulge it.
Brian Poe
A GMless Game of Treachery and Crime for 4
Every character has 3 hit points and a gun. Each character takes
turns entering the warehouse.
The first to arrive describes why the group gathers.
scription must include:
Something valuable.
Something illegal.
This de-
After the first, each character names the previous character by
greeting them and saying something about their reason for being
there. In addition to this each character also says:
The second to arrive:
Why everyone distrusts each other.
The third to arrive:
Something that has not gone according to plan.
The fourth to arrive:
What is coming to get everyone.
After the last player has arrived the first player introduces them
by name. Play then proceeds openly.
When you fire at someone they choose:
Take 1 damage. Make a declaration about another character.
Take no damage. The shooter chooses someone to make a declaration
about the target.
Declarations are known to be true to all characters. If only one
character is left alive they leave with the goods. If there are
three misses in a row all players narrate the arrival stated by
the fourth player and all players die together.
Bunk Beds
adam mcconnaughey
All players lie on their backs in a darkened bedroom at night,
facing straight up. Bunk beds are great for this. Leave a closet
door open.
Play best friends at a sleepover. Come up with names. You’ve got
a feeling something bad is coming.
You’re playing Truth. Here’s how it works:
When someone asks you a question, it’s your turn. Answer it fully
and honestly (in character), then ask another friend a question.
Now it’s their turn. You don’t need to go in order, but try to
make sure everyone gets to go.
If you’ve had three turns, AND a supernatural or horrific element
has been introduced to the world, then you have another option on
your turn: fall silent and don’t speak until the game is over.
You probably fell asleep, right? The friend who asked you the
question gets to ask someone else something.
The game ends when anyone gets up to check on someone or something, or when everyone falls silent.
Don’t look in the closet.
By the Book
Isle In The Heavens
A cooperative role-playing system for 3+ people.
- a GM willing to cook up a bizarre story on the spot, and
- a book they have read.
The GM turns to the last page of proper text. The number of
letters in the last word become the ‘target value’, against which
actions are checked for success.
Also on this page, the GM looks for both an adjective and a noun
they like.
The game:
Welcome to the adventures of “Paige Master and the [adjective]
The world is once again at peril and only Paige Master and her
friends can prevent the worst by defeating/finding/(...) the eponymous McGuffin.
To resolve actions the GM deems ‘non-trivial’, turn to the next
page, beginning with the first page of proper text. If the length
of the last complete word on the right page is within +-2 letters of the target value, they succeed. Once a game, players may
decide collectively to reset the target value to the last checked
Narrate successes and failures collaboratively - in dubio pro
Every player starts at 10HP - with each failure deducting 1HP and is removed from play after reaching 0HP.
Win by finishing your story!
Eli Kurtz
Requires: 2 players, 8d4, 20-60 minutes
You are two ninja masters. Your clans have sworn to destroy each
other. It’s a caltrop battle!
You each have three ninja teams under your
- Sword Ninjas: Strong; +1d4 vs. Shuriken
- Shuriken Ninjas: Ranged; +1d4 vs. Lotus
- Lotus Ninjas: Poisonous; +1d4 vs. Sword
Secretly choose a team to attack your enemy. Both masters reveal
their teams at the same time and determine how many caltrops to
- Standard Team: 1d4
- Roleplay the clan war before revealing: +1d4
- Advantage over enemy team: +1d4
Throw your caltrops to start the battle! Whoever rolled highest
is the victor, and may describe the battle. The loser may narrate
the death of one of their ninjas. The sole ninja in that team
now rolls 2d4 as a base, according to the law of conservation of
ninjutsu. Reroll any ties.
Any team that loses twice is destroyed. Battle until one master
has no more ninjas. The defeated ninja master attacks the enemy’s stronghold alone! Ninja masters roll 3d4 as a base, +1d4 for
roleplay. They may reroll 1d4 for each ninja team still under
their command. The winner of this battle is the ultimate ninja
You are an expert thief with a trusty bag of caltrops who has
(almost) completed a big heist. The guard chases you through the
city, so escape or face capture. Choose a specialization which
provides a dice pool of d4 and a special ability.
Thief, 10d4. Spend a d4 to avoid combat.
Swashbuckler, 8d4. Spend a d4 to parry and riposte.
Arcane Trickster, 6d4. Spend a d4 to cast a minor illusion.
Assassin, 4d4. If Completely Successful on a kill, return a d4
your pool
To complete a task, choose and roll a number of dice from your
pool, then, count the number of fours (successes). Spend up to 2
successful d4 from the pool.
0 – Failure
1 – Partially Successful
2 – Completely Successful
A “Flurry” occurs when one die remains, add all spent dice back
to the pool then immediately roll them. On a failure, there is a
major complication and you reduce your dice pool by half. Successes should be glorious and do not remove dice from the pool.
Continue the chase.
If your total dice pool is reduced to 1d4, you are captured.
After two consecutive successful “Flurries” you escape.
Dale Elvy
Each player names and describes one member of a team of thieves.
Place a coin in plain sight, describe a stake; the reason the
thief is willing to risk everything.
Each player adds a second coin, proposing a priceless treasure to
steal. Agree the most popular suggestion.
Discuss and agree the treasure’s location. Each player secretly
writes two challenges (defences or complications associated with
the treasure) on separate scraps of paper.
Thieves double-cross the team, taking the treasure for themselves, if their player takes and conceals a coin until the end
of the game without being noticed.
Describe the thieves’ arrival at the location.
Randomly draw a challenge the team must overcome. Each player
describes how their thief contributes to overcoming it and flips
a coin, calling heads or tails. If successful, one advance is
recorded. If not, the player to their left describes a setback
befalling the thief. Thieves may make multiple contributions to
each challenge.
The number of advances needed to overcome each challenge is equal
to the number of words describing it, plus one. The prize is
successfully stolen when the thieves overcome challenges equal to
the number of players.
Any thief suffering four setbacks is eliminated.
Captain’s Table
Gem Newman
You are a sea/sky/starship captain at a dockside tavern.
Starting RESOURCES: three SKILLS, three SCARS, no SUPPLIES.
Each captain shares their story. Who (or what) are you? How did
you become captain?
In turn, swap tales. Roll 2D6 against the captain to your left.
Winner names a tale of your adventures: strange folk, dangerous
creatures, hidden places. Loser chooses:
FOLK: dynamic discoveries or fearsome foes
CREATURES: fearsome foes or terrible treasures
PLACES: terrible treasures or dynamic discoveries
Tell the tale together. Others prompt: “Is it true that...?”
For your tale of:
Continue until a captain says, “...and that’s how I wound up
here,” gaining +1 RESOURCE. Other captains each tell another
Recite your SKILLS, SCARS, and SUPPLIES.
Someone calls you a liar. A brawl looms.
Secretly select one ally, then reveal. Allies pool resources and
act as one. If chosen captain doesn’t reciprocate, take +2 SCARS
and you are WOUNDED.
In turn, pick another captain to attack, rolling 2D6 <= SKILL.
Hit captains roll 2D6 <= SCARS or are WOUNDED; if WOUNDED again,
they DIE. Consuming a SUPPLY allows rerolling.
Those killed describe their fates. Winner tells tale of triumph.
Card Sharks
Dylan Shields
You will need a stack of notecards and a deck of playing cards.
You are a team of master thieves, who have planned a daring
heist. Unbeknownst to your teammates, you plan to steal the score
all for yourself. Write down your alias, and three skills.
Deal the whole deck. During each round, each player plays a card
face down. Turn order goes from the Ace up to the King. During
the first round, the first player describes the treasure, each
other player describes an elaborate security measure.
In each other round, players write down their planned action as
they play their card. On their turn, they reveal the notecard.
You may only write actions that use one of your skills, walking,
or stealing. Be specific about targets for actions. If two players
would act at the same time, describe how you bungle each other’s
plans. Otherwise, you succeed, unless a previous action would
prevent you from succeeding.
After the last cards are played, the cops arrive and arrest everyone who has not escaped.
Some cards are special:
Seven, Ten: Write two actions, choose one when you act.
Jack, Queen, King: Do your action in a flashback, before the
Cards of Magi
Asix Jin
Deck of Cards (No Jokers)
One d12 die
Players win by getting opponent down to zero points
-Players start
with 100 points and five cards
-Decide first move with players rolling the die with the lower
roll going first
-A turn consist of one of the following actions:
*Attack: Discard one non-face card from your hand to determine damage value. Defender rolls a die and if the roll is an 11,
12, or the damage value they avoid losing points.
*Magic: Discard a face card to group non-face cards from
your hand as long as they follow the face card’s grouping rules.
Defender rolls once for each card to cancel it out by rolling
within one digit of the value. Add values of remaining cards to
get damage.
**Grouping Rules
Jack: same suit as jack
Queen: same color as queen
King: any card
*Focus: Shuffle any number of cards into the deck and draw
the same amount. Gain three
points for Face cards or one point
for non-face cards discarded.
-After an action end your turn by restoring your hand to five
-If the deck runs out, shuffle and use the discard pile
Carfax Abbey
Keith A. Garrett
Do you love aristocratic family drama but feel it needs more
bloodsuckers? Or do you fancy gothic horror but believe it would
be improved with the addition of servants and scandals? Then mash
them together in the setting for this gothic aristocratic vampire
drama: Carfax Abbey.
Set at Count Dracula’s English residence, the game asks players
to imagine Dracula (and associated characters) as part of a family of nobles—or their servants.
Players choose characters from those featured in either Dracula
or a beloved period drama. Mix them up! See how Renfield would do
as the resident cook, or picture the family matriarch as one of
Dracula’s brides.
The GM then presents the players with a situation inspired by
both sources. Some stories can come from one source, some from
the other, but the really fun ones will likely be a blend. Sure,
Dracula knows how to handle a group of hunters arriving to stake
him—but what will he do when the chauffeur gets his granddaughter
pregnant? How will the butler handle things when visitors from
Transylvania show up and turn out to be messy, bloody eaters?
Players then resolve the story with dialogue, drama, scandal, and
Carry On
Daniel Fowler
Every player writes two or three encounters on note cards and
places them in the center.
Pick a captain.
The others claim an officer position (Gunnery, Crew, Navigation,
Science) and one to three dice from the pool.
The captain describes the mission, ship and an opening scene.
The players may RP freely.
Eventually an officer picks an encounter and describes the scene.
The captain decides the course of action (who rolls) but should
allow the officers to advise. Any officer who supported the choice
may contribute a +1.
Roll Results: the rolling officer...
10+: describes the successful outcome.
7-9: picks a new encounter and describes how the scene changes.
6-: describes the failure. Another officer must sacrifice one of
their dice and describe how they fix the situation. The captain
picks if there is no volunteers.
The ship is lost if all dice are sacrificed.
Free RP resumes.
The mission ends after all officers have picked or there are no
more encounters.
The captain may praise or critique any officer he wishes in their
final report.
Dice Pool = 2xPlayers
Example Encounter:
A privateer frigate following in our wake.
An alien artifact attaches to the ship!
Distress signal!
A pencil, a 3”x5” notecard, two coins, some poor fool to be your
Game Moderator, already knowing what a “RPG” is.
Write out a description on the notecard. Make it cool but not
stupid. If the the GM doesn’t like or can’t read it, erase everything, start over.
Read good books, watch cool movies, riff away on your own version.
When something is in doubt, toss a coin, heads you succeed, tails
you fail. If things are in your favor, flip two coins and succeed
if either lands heads. If you’re disadvantaged, flip two coins and
fail if either lands tails. GM and player hash out what failing,
succeeding, advantaged and disadvantaged actually means. What’s
written on your card matters.
If you get walloped, flip your card over; you can’t use any of
the stuff written on it until you’re fixed. If another really bad
thing happens before you’re fixed, game over.
Mark your card’s corner when the GM agrees you’ve achieved something especially awesome. After you’ve marked all four corners,
get a fresh card, rewrite your character, but a little more
amazing now.
Cat Wrangling
Larry Hamilton
Cat Wranglers earn experience gathering cats into their herd.
Start with 2d6 cats and one method. Each turn there will be 1d6
new cats in your neighborhood, and 2d6 cats attempting to escape.
Both ancient methods and new methods are used.
Ancient methods include fresh fish, canned fish, caged canaries,
and catnip. Cats may be strays, or those stuck in trees. Each
method attracts 1d6 cats.
New methods must be researched to maximize one’s herd. Possible
new methods are: cat yodeling, cat calling, breeding Andalusian
catherd dogs, etc.
Developing new methods are adjudicated by the judge with a difficulty level. Any creative and entertaining method is permitted.
Enticements for cats to leave the herd must be negated. Threats
include: big mama cat or old Tom on the prowl and frisky, mice on
the periphery of the herd, song birds in the forest too near the
ground, children with a laser pointer, stray dogs running wild,
The health of your heard must be maintained by cleaning the litter boxes and feeding the herd.
Tick marks keep track of cats, food, and litter. Starting methods
on index cards are assigned randomly.
Each dozen cats attracts a helper and gains a level.
Catalyst of Annihilation
Rach Shelkey
Two acquaintances stumble into each other through pure coincidence. The world is doomed because of this chance encounter.
Describe who the characters are and how they know each other.
Discuss tone and setting (mythic, mundane, supernatural, military, sci-fi, etc).
One starts as the Asker. The other starts as the Answerer.
Asker, ask a leading or prying question starting with Who, What,
Where, When, Why, or How.
Answerer, pick a response from the list below and flesh out the
past, present or future as directed. Then, start a new round as
the Asker.
Refuse to answer the question. It reminds you of a past failure.
Flashback to a past frustration that brought you here.
Lie or stall. Something in the present is more pressing. Describe
a change in the immediate scene.
Describe a scene at the end of the world. Include the corresponding prompt’s detail from the table below. Then, answer the question in the present. Cross off the question’s prompt.
Concluding regret.
Desecrated touchstone.
Profane bodies.
Devoured hope.
Gnawing void.
Cataclysmic instrument.
The game ends when all prompts are spent and the world’s fate is
Catch the Thief
Charles Ward
Catch the Thief is an RPG for three or more players and a GM.
The players are in a town surrounded by impenetrable mountain
forests, with only one road out of the town. At some point, any
one of the players may become the thief. The game ends when the
thief leaves town or is caught.
Each player takes a pencil and a square grid sheet. They state
their unique starting location, and write it in the middle of
their own sheet. The GM secretly adds those locations randomly to
their own sheet. Only the GM knows where the locations are relative to each other.
In turn, players state their location and either move North,
South, East, West, or interact at the location.
If players interact, the GM creates the story with them.
If players move, the GM informs them, secretly or publicly, of
their new location. This will be either a previously visited
location or a new one. If new, the GM chooses what to add to the
Throughout the game, players will track their locations, items,
and stats on their sheet. And the GM will decide rewards, consequences, and what players must roll to succeed.
Cats Herding Humans
Keith J. Schnelle
In Cats Herding Humans, humans are playthings, companions, and
caretakers. Mostly playthings. Frustratingly, they are sometimes
needed for opening things and vanquishing enemies.
Ma Wirth’s Boarding House and Cat Sanctuary is a hub of activity.
Cats and humans are constantly taken in and adopted out (or whatever happens to humans). Sometimes, when humans leave, cats leave
with them. Other cats stay and serve the House Cat Council.
Cats have six skills: Adorableness, Caterwauling, Mauling, Parkour, Sneaking, and Tracking (covers scent marking). Each skill
uses a die. Starting skills use d20. As skills improve, they move
through d12, d10, d8, d6, and d4 (best). When making an action,
choose an appropriate skill and roll the corresponding die. The
closer to the die’s middle numbers, the more successful the
action. When making actions using multiple skills (Such as Adorableness and Caterwauling to beg), check for each skill individually when determining results. Remember, cats don’t fail so much
as change their minds.
Starting cats select 5 skill improvements. Improve 1 skill after
each successful game.
Possible plot hooks for the GM:
Drive off the obnoxious human
Refill the food
Find a fabled toy
Stop the invasion from beyond time
Breach the attic
Caution: Hot!
Solomon Key
A semi-cooperative game for two players.
Make some tea.
While the tea’s brewing:
Together, think of two people (one per player) who’re in a
new relationship.
In broad strokes, outline setting, situation, people.
Individually, think about your character some more, add
Write down four different long-term goals: Two life
goals, two relationship goals.
Keep your goals secret!
The game’s objects:
Firstly, enjoy your tea.
Secondly, fulfill at least seven goals.
When tea’s served, take turns.
On YOUR turn:
If no tea’s left or it’s gotten too cold to enjoy:
Game over. Narrate an epilogue together (apart?); incorporate your (un)fulfilled goals.
Else, let your tea cool/drink/refill your cup. Sketch a scene
about one thing from the corresponding list (who/where/when/what/
Either let your tea cool:
- Spend time together.
- They come closer to a revealed goal.
Or drink from your cup:
- Spend time with others.
- They reveal a goal, then erase it. They write a new
secret goal (they decide, no restrictions).
Or refill your cup:
- Spend time alone.
- They reveal a goal.
On THEIR turn:
drink from your cup, listening quietly.
add to/change their narration, but don’t drink.
Celestial Bureaucrats
Karl Larsson
God created the universe. She was assisted by millions of
low-level bureaucrats, tasked with writing down the natural laws
and the commandments for righteous living.
When the job was done, God dissolved the bureaucracy, put their
souls into the wheel of reincarnation, and took her leave. She
hasn’t been seen since.
Your character is a reincarnated bureaucrat today. Create your
character by formulating one commandment (examples below) they
helped write during creation and picking one domain from the list
below. The commandments of the characters shouldn’t contradict.
The PCs cooperate to better the world by enforcing or promoting
their commandments. You love yours the most, but are obligated to
promote all PCs’ commandments.
Play is mostly freeform, with two exceptions. Actions that are
significant have an even chance of success and characters have an
even chance to create magical and supernatural effects within
their domain. In both instances, flip a coin.
A game can be as long or short as you like. A good place to start
is today’s newspaper.
List of domains:
Example commandments
Animals mustn’t suffer
Children must know hope
No one shall rule over others
Everyone is equal
Brie Sheldon
Lie your back on the floor with three friends near, your heads
together. Each fare has two identical coins. Place the coins on
your eyelids. One fare should remove their coins, read one line,
flip coins in the air and return them to their eyes as instructed,
and then pass the script until no coins remain. If a fare has no
coins, they read, but pass the opposite direction.
*At the edge of the river filled with souls, Charon invites you.*
(Flip both coins, return heads, max one.)
*In the boat, Charon guides you.* (Flip both coins, return tails,
max one.)
The river’s dead reach for you. (Flip one coin, return heads, max
*At the shore, Charon bids you farewell.* (Flip one coin, return
tails, max one.)
*You step forth, but look back.* (Flip both coins, replace or
keep one.)
_When all coins remain on the ground, count the number of heads
and tails for each fare._
_Those with both can choose to move forward or stay._
*We choose our fate this day.*
_Heads move forward._
*We don’t look back, but step forward.*
_Tails fall behind into the river._
*We cannot step forward, and fall.*
Chris Kinniburgh
2-6 players.
Place a handful of paperclips in the center of the table. For
each player, add five additional paperclips. The paperclips are
resources from the local mine.
Each player starts with a d6 with 3 face up in front of them.
This represents the population of their village.
Go around the table clockwise, and say when you were last angry
enough to yell or slam your fist. The player to the left of the
most recently angry player begins.
On a player’s turn, she uses a number of adventures equal to one
more than their town’s population.
Each adventure may be used in one of three ways:
- Take a resource from the mine.
- Turn one of your resources into a weapon by folding it into a
- Discard a resources to gain a population, up to six.
- Attack another player with any number of your spears:
The attacker choses any number of their spears to attack.
The defender uses any number of their resources as shields.
The defender discards their used shields. The attacker discards
an equal number of their attacking spears.
The defender loses population equal to the number of remaining
attacking spears.
Children of the Con
Neal Moogk-Soulis
Character Creation:
Determine a pop culture world, an archetype, and two Traits.
Star Trek
Star Wars
Dr. Who
Video Games
Dumb Luck
Player Roles:
Narrator: The referee tells the story and determines outcomes.
Fans: The other players.
How to Play:
1. Create fans and figure out how they know each other.
2. The Narrator sets up Part One, describing the convention and
action and then giving each fan a scenario where they are the
The players and narrator tell a three-part story. Each character
has one scenario per Part. Scenes take 5-10 minutes.
3. In Part Two players describe the events of their scenario, but
the narrator guides the story, adding complications and determining outcomes.
If in doubt use a challenge of some kind (roll highest on 1d6,
rock/paper/scissors, thumb war). Describe and move the story
4. In Part Three the narrator describes what happens to each fan.
Players can demand challenges.
Sean Smith
Delve into a nostalgic dreamland to revoke your biggest regret
from the Tarot.
Cast some d6 equal to your the most relevant score, keeping exactly two, versus the gamesmaster’s d12. Do you succeed?
- I scored lower: NO, AND things worsen
- I scored higher: YES, BUT things complicate
- We match: YES AND the dreamland alters in your favour
You have four scores: ambition, responsibility, creativity, communication. Each begins at value 2.
Consult your non-dominant palm; look for the biggest gap between
your fingers:
- First and second: confident, increase ambition and responsibility by 2 each.
- Second and third: responsive, increase responsibility and creativity by 2 each.
- Third and final: independent, increase creativity and communication by 2 each.
- Negligible difference: practical, increase all values by 1.
Next, decide:
- Head line: What is your biggest achievement?
- Heart line: What are you afraid of?
- Life line: To whom do you owe your life?
Finally, reduce any one of your scores by 1.
You seek the Major Arcana personality numbered as the time now
according to the 24h clock. Denizens of the dreamland roll 2d12
and take the highest; Tarot personalities roll 4d12 and take the
Chromed poets
Jacopo Colò
There is a war in space. Big robots piloted by humans fight each
other with laser swords and beam cannons. The war has been going
on for a long time but it is about to end. It ends today, with
this battle.
You are the two best pilots of your factions and fight each other
one last time, deciding everyone’s fate.
You compose haikus using at least one of the words listed below
in each.The fastest pilot to compose the first haiku starts.
The pilots then alternate at composing haikus. The haikus should
answer to each other and are about who you are, what you pilot,
why you fight, what is this war about, your relationship with each
other and scenes from your battle.
The first pilot to use all the words below in their haikus, wins
the war. Their last haiku must describe the consequences for
their faction. The other pilot gets then to write a final haiku
with any word to describe the consequences for everyone else.
Metal - sword - sunrise - rose - planet - space - nuclear - explosion - dust - particle - chrome - ring - divine - rebel - fire
- attack - transform - colony - door - peace - stardust - comrade
- human - exploration - star - alien - terror - field - god - fly
Close Encounters
Karolina Soltys
_/ Characters
\_ Riley
. High-profile attorney, orders Benzos from darknet.
\_ Morgan
. Unemployed, struggles with writing a novel about alien abductions.
\_ Channing
. Adolescent child of Riley and Morgan.
. Used to have imaginary friends from a different world.
Discuss the relationships between the characters and their recent
bizarre dreams.
In each act, the focal character experiences an alien abduction,
described by the other players; it is ambiguous whether it is
real. It makes the character rethink their life.
All abduction scenes should share one particular physical Object,
e.g. a pebble or a small device.
_/ Channing’s Act
. School Psychologist discusses Channing’s falling grades.
.. Family argument: Channing’s grades.
... Channing’s only friend, Tyler, brought some ecstasy.
: Abduction.
.: Morgan + Channing.
..: Tyler suggests joyriding.
...: School Psychologist + Riley + Channing.
_/ Morgan’s Act
. Morgan + literary agent.
.. Family argument: Morgan’s writing.
... Ufology club. Morgan + guru.
: Abduction.
.: Morgan + Riley.
..: Morgan + agent.
...: Ufology club. Morgan + Channing + guru.
_/ Riley’s Act
. Riley interviews their client who murdered his family believing
them to be alien impostors.
.. Family argument: Benzos.
... Riley + super-lawyer, super-parent colleague.
: Abduction.
.: Riley finds drugs in Channing’s room.
..: Riley, Morgan + super-colleague.
...: Riley + prisoner.
_/ Epilogue
They find the Object. Is it proof enough?
Ben Pelcyger
The dragon’s eye explodes as your hewn stone connects from 100
yards. On the ride back to town your horse gets spooked; you
break your neck.
Players collaboratively tell a story.
Player 1, is a gamemaster. Player 1 moderates the game by describing all the non-player elements such as plot and setting.
Players 2-N each invent characters that Player 1 weaves into the
story. Each player controls their character’s actions in that
story...while that character lives.
Player 1 describes a setting
Players 2-N each describe a character
Player 1 tells a story which includes the setting and other
Players’ characters. Player 1 describes everything except what
the other players’ characters do. During this story, the other
players interject to describe the actions of their characters.
If Player 1 wishes, they may subject any character action to a
“test”. When this happens, the game pauses and a fair coin is
Heads: critical success.
Tails: critical failure.
Player 1 interprets and describes that outcome.
No character may repeat an action that has been subjected to a
The game ends when the story is complete or until Player 2-N’s
characters are all dead.
Coloring Outside the Lines of Reality
Emlyn Freeman
You are all-powerful, multi-dimensional children, playing pretend
with your favorite reality.
There is no GM and players control a fantasized version of themselves. Each player starts with 3 “nuh-uh!” tokens.
Agree on a genre or situation. Decide randomly who takes the first
“turn.” The turn-taker has narrative control. They frame a scene
and define each player as a specific character in it. The turn-taker MUST start the scene by saying “pretend [X happens].” At any
time, the turn-taker can end their turn and the player to their
left goes next.
When a player narrates an event, no other player can deny it
happened without a “nuh-uh” token. You can change or escalate the
conflict. The sky’s the limit! Go over the top. Mix genres. Channel your inner eight-year-old.
A player can deny a narration by spending a “nuh-uh!” token. You
MUST say “nuh-uh! That’s not what happens!” Then narrate what
ACTUALLY happens. Now it’s your turn.
After all “nuh-uh!” tokens have been spent, each player gets to
narrate one more action to wrap up the story. Discuss and vote
who was COOLEST during the story. That player wins!
Come up with a catchy e after playtesting
Dalen W Brauner
Your turn, roll to hit. Enemy’s turn, roll to dodge. What if you
want to wait for an opening? Make a powerful attack at the cost
of a windup? Emulate the beautiful tension of dodging a blow at
the very last available second?
Action games measure time in “frames.” Windups, damage windows;
a dodgeroll grants invincibility frames, but leaves you open for
just as many. These mechanics make Dark Souls exhilarating. Smash
Bros competitive. Why fighters EXIST.
Let’s not measure Turns, but Tenths (of a second). An Ogre gets
the jump on Tim and Dave, begins to windup: 7 Tenths. Tim notices, stabs swifty- weakly, but only 4 Tenths- leaving enough time
to Guard. Dave took a Tenth to react, so he waits... one Tenth...
two Tenths... then ducks, followed by a Slash before the Ogre’s
lifted up his club. Tim finishes defending but spends a Tenth to
listen- swore he just heard the drawstring on a bow...
You keep track of this with a Timeline. Everyone acting is on it,
and the Tenth they can act, they must decide. Once you commit,
it gets placed on the timeline, and there’s no backing out until
it’s complete (or interrupted).
Coming Close To Home - A Workshop
Jonathan Jung Johansen
A workshop for prosaic games.
One facilitates the workshop – but all partake in Theme and Tale.
This is played in order.
-ThemeTalk about themes in your game.
Facilitator points at someone.
That person says a word that springs to mind Immediately. No
thinking. Then they point.
Proceed when there is flow.
-TaleGet an object.
Make two hand signs.
One for Zoom.
When used, the Speaker “zooms” in/out, interpreting it as they
will – camera, feelings, perspective. No zoom police.
Another for Give
When used, the Speaker gives the object to another and becomes
the Lens.
The person holding the object is the Speaker. Look at the Lens.
The Lens uses hand signs to direct the Speaker. Go slow.
Tell a coherent tale together.
Facilitator says 1 phrase, gives the object, becoming the Lens.
Proceed when it feels right.
-The DoorFacilitator, speak dwellingly, slowly.
Bid them:
Close their eyes.
Breathe deeply.
Bid them Imagine a door. Its…
Bid them imagine a person is coming to the door. their...
Knocking, opening the door.
How they breathe
Bid them
Synchronize breath and mimic that person
Open their eyes.
That’s their character.
Search for me on google+ with my name.
Competitive Reality Television
Ross Rockafellow
Players select an appropriate reality show trope contestant, an
auxiliary skillset, and two 6-sided dice (2d6).
The Reality Show Host/Producer (GM) chooses and explains the
contest rules and challenge theme. This game supports any competitive reality show. Each episode (game session) is broken down
into challenges, workroom, confessionals, and eliminations.
CHALLENGE MECHANIC: Players explain their actions, roll 2d6 plus
any drama dice (d4) and compare totals.
Each episode is a play session containing:
The mini-challenge – Players CHALLENGE; scores resulting over 8
or under 6 earn a d4 drama die.
Workroom - Players describe their intended submission for the
contest and earn a drama die.
Confessionals – Player SPOTLIGHT; Players talk about other contestants or their submission. GM modifies the discussed Player’s
drama dice pool, adding d4 for HYPE or removing d4 for SHADE.
Players may instead talk about THEIR auxiliary skillset allowing
the GM to modify their drama pool as above.
Elimination Challenge – Players CHALLENGE; Highest total wins the
episode and earns a d4 for the next episode, lowest is eliminated
from the competition.
GM may add challenges to an episode by repeating any steps above.
There MUST BE a confessional step preceding a challenge.
Lauren Amber
A quick, competitive storytelling game for two people.
Needed: playing cards
Sit across from each other with a shuffled deck of cards between
you. The younger player establishes the scene and at least one
character, “The camera opens upon...”/ “Once upon a time….” Do
not yet introduce plot or problems.
Now take turn drawing cards, one at a time, face-up.
(BLACK cards are scene cards). Expand upon the scene by adding
detail or characters. Continue until a RED card is drawn; now
the game changes.
(RED cards are complication cards). Introduce a new problem or
obstacle. Describe how things become worse. Continue until a
BLACK card is drawn.
(Now BLACK cards are solution cards). Describe a solution that
ties up all loose ends and resolves all complications.
- If you cannot describe a satisfactory solution, pass. The
story continues.
- If the other player draws a RED card, they add a new complication and the story continues.
- If a BLACK follows a successful BLACK, the story has reached
its end. Mark a point for yourself. Start again, “Once upon a
Play to 5 points, or whatever.
Alternately: Flip a coin/roll a die.
odds= RED.
Heads/evens= BLACK.
Tim Zubizarreta
Set just after a revolution. It’s time to build a new government.
Elect a convention president to govern the process and ensure
fairness. The convention president must designate a secretary
to record the laws. Once the president gavels the convention to
order, anyone can propose any law including laws to govern the
convention itself. You must come out with a system of governance
defining the creation of new laws, the execution of such laws, the
arbitration of such laws as well as laws defining finance, foreign
affairs, military matters, and human rights. These can be one
person or many, republic or despot. You have ten months to define
a government. Anytime a law proposed is passed in accordance with
the rules of your convention, you may continue. Anytime a law is
defeated in accordance with the rules of your convention, a month
passes and the rabble comes closer to dispensing with you and instituting anarchy. At the end of ten months or the constitution,
the president shall call for each area of government and the
secretary shall read aloud the laws as stated. Upon completion of
the reading, the convention votes to ratify or not. The decision
must be unanimous.
Jonny Garcia
You are a police officer who work on the streets. You fight the
crime: violence, burglary, murder, drugs, etc. You always work
with a partner(another player). If there an even number of players, than one player is working undercover.
One player is the Crimelord, which is going to throw shit at the
characters’ lives. Under charged situations they can ask for a
roll to see if players succeed. Players start with 3d6, and need
4 or higher on 2 dice. If players fail, they can turn it into a
success by adding stress dice (3 minus total of success; use a
different colour dice). When partners work together, both receive
an extra dice.
Success granted by stress dice or when players add them allow the
Crimelord to create a complication. The more stress dice, the
tougher is the complication.
Each player has one trait. They need to choose one word that
describe something their character is good at. When the trait
applies they have an extra die.
Remove 1 stress dice at the begging of each session and when
players do something to relax. The Crimelord can remove a stress
dice to throw a complication anytime.
Cosmic Trickster
Jacob Soderlund
Throwing yourselves to the ground, your spaceship explodes. What
a pain! It’ll be ages before a ship comes looking for you. Oh
well, there’s gotta be something to do around this “Earth” place
while you wait.
-------------------Nominate one person to be the Game Master. The rest are aliens
from the planet Rymulus - a world where anything that rhymes is
true. As a group, decide on a goal for the aliens - e.g. assassinating the president or creating a successful mountain bike hire
Aliens are pretty incompetent - they can’t do anything of any
difficulty. However, they do have the power to transform things.
To do this:
- The alien announces that they want to transform something in
the scene.
- The GM writes down a short description of whatever it is the
alien wants to transform - e.g. “rolled-up newspaper” or “Vince,
the accountant”.
- If the alien comes up with a rhyme for that description with
the same number of syllables, the thing is transformed into the
rhyming phrase - e.g. an alien might transform a “rolled-up newspaper” into a “full-size skyscraper”.
- The GM narrates the consequences of this.
The game ends when the aliens achieve their goal or give up.
Cedric Plante
You start with two branded technological EDGES, describe them.
PLAYER 01, your courrier have to deliver a PACKAGE to a UNKNOWN
OTHERS: you are sending INTERCEPTORS to steal the package.
All players start with one MOMENTUM die (d6).
>When rolling multiple dice, take the highest and keep the rest
in reserve.
>At anytime you can use your reserve to replace a destroyed die.
COURRIER, roll your momentum and describe the result:
>High roll: moving forward fast!
>Low roll: laying low
>Rolling 1: describe new edge
INTERCEPTORS roll your momentum:
>High roll: getting close fast!
>Low roll: investigating
>Rolling 1: describe new edge
>Tying a interceptor die: intercept each other!
Starting with the courrier, burn one edge to:
>Reroll any untied die.
>Destroy 1 die tied to your die (1 edge to counter)
End of turn
>Interceptors ties cancel each other.
>Highest die: +1 momentum die!
>Courrier tying with a interceptor: both can gain momentum.
>At momentum 4+: deliver the package if you have the highest
>Players with 0 momentum refresh 1 die.
>Reveal the nature of the recipient faction.
>As the recipient faction: hire a new player to be the next courrier.
Crafty Monsters: An RPG of battling monsters
Nicholas Fletcher
You play a wizard who can bind monsters to follow your will; you
start with 2 bound monsters.
Wizards can have 6 monsters bound, but only 1 summoned.
You can summon, unsummon and unbind monsters as you wish.
Monster Creation:
Roll for element, power and domain.
1: Lightning (overpowers Fire, Ice)
2: Fire (overpowers Ice, Wild)
3: Ice (overpowers Wild, Stone)
4: Wild (overpowers Stone, Wind)
5: Stone (overpowers Wind, Lightning)
6: Wind (overpowers Lightning, Fire)
1: Shade (0 Force, overpowers Master)
2-3: Lesser (1 Force)
4-5: Greater (2 Force)
6: Master (3 Force)
1-3: Abyss (overpowers Shadow)
4-5: Shadow (overpowers Light)
6: Light (overpowers Abyss)
When two monsters fight, each rolls 1d6+Force+1d6 per overpower.
Higher total wins; loser takes 1 damage; 2 damage defeats a monster.
A defeated bound monster is unsummoned and can’t be summoned
again for 24 hours.
A defeated loose monster is destroyed unless bound right away
(roll 1d6; bind on 4+).
Wizards can’t fight; if attacked by a monster, they die.
Wizards can’t be attacked while they have monsters summoned.
Crazy Conversation
Robert Stohler
Players take turns trying to get another player to say specific
words in a specific time or go crazy.
First player is player with the oldest phone then proceeds clockwise.
Active player rolls a D6 to determine how many words player to
the left must say.
Player to the right determines the words in the conversation by
writing them down and handing to active player. (words in English
Active player has two minutes to produce results with either
questions or statements to illicit desired response from the
player to his left. (player to the right is deciding judge and
keeps count)
If successful, players not involved in the conversation lose XD6
collectively from sanity, where X represents the number of words
originally assigned, with active player assigning dice as they
see fit, where total number of dice assigned equals X.
If unsuccessful, active player loses XD6 from sanity, where X
equals the number of words originally assigned.
Starting sanity is based on desired times of game. Once a player
is insane, still in the game but has developed OCD and must hear
every word three times. Last player with sanity left is the
Crazy Greedy Hitler Puppet
Dan Maruschak
Astonishingly, a crazy, greedy Hitler puppet has been elected
leader of your country. He’s a Muppets-style puppet, but like
Hitler, with the mustache, ideology, etc. He’s crazy, even a layperson can diagnose that he’s not quite right in the head. He’s
greedy, he is to money what Cookie Monster is to cookies. And
he’s a puppet, which means he’s manipulated by a puppeteer and
has no genuine thoughts or beliefs of his own.
You’re national-level politicians. On your turn, introduce yourself and your Perfectly Reasonable Proposal. Have a group discussion to determine why the leader opposes this, because he’s
crazy, greedy, Hitler, or a puppet. However! In this discussion
only the words “crazy”, “greedy”, “Hitler”, and “puppet” are
allowed. (Try talking louder if people aren’t agreeing with you).
If you can’t agree within one minute randomly determine one of
the four aspects.
The chosen aspect informs roleplaying out one or more brief
scenes about how your proposal is either crushed or enacted in
monstrous form (other players can play NPCs).
Go around the table twice, creating a new Perfectly Reasonable
Proposal each turn. If you died, were imprisoned, or were otherwise incapacitated create a new character for your second round.
Luke Nickerson
The big bang, birth of gods, mythical ages, ancient civilizations...
Come together with one or more creative friends to create a collaborative fictional universe. Take notes on paper, index cards,
smartphones, etc.
Spontaneous Creation
Starting with the First Cycle, take turns describing concepts,
ideas, and stories to add to the fiction, assigning them points
based on a three-point scale.
*** 3 = big ideas, more permanent, powerful
** 2 = medium
* 1 = small
Players begin each round with 3 points each, and may spend them
in any order. Altering another player’s creation costs 1 more
point than originally spent.
Once all players have spent their points for a round, as a group
decide whether to move on to a new cycle or continue another
round in the current cycle.
Moving to a new cycle indicates the passage of time, possibly
eons, and a narrowing of focus, with ideas getting smaller in
scope and impact.
Sample Cycles
1st - Universal Laws
2nd - Elder Gods
3rd - Galaxy, Stars, Time
4th - Sun, System, Planets
5th - Prime Planet
6th - Additional Celestial beings
7th - Geography, Climate
8th - Flora, Fauna
9th - Intelligent races
10th - Age of Myth
11th - Civilization
Continue with Microscope or your favorite RPG.
Crisis Ascending
N. D. Christie
Each hand, one player, Crisis, deals three Heroes clockwise seven
cards each from the 7-K of four suits, keeping the remaining
seven. The final Hero dealt is Chosen.
Crisis discards blindly from any player’s hand.
Ascendant. The hand begins.
Its suit becomes
Each round, Crisis plays a card face-down, boasting of its power.
Chosen must then play their own boast. Then, other heroes may
boast or pass. Each boast should show unbridled imagination, but
must unambiguously name the card’s suit OR value (else be discarded). Allow one minute each.
The cards revealed, the highest Ascendant wins, or else the
highest following Crisis’ suit. The winning Hero, or the next
Hero standing, becomes Chosen. The winner keeps one defeated
card (without revealing which), discarding the rest, and awards 1
point to themselves or their favorite boast.
Hands end when Crisis holds no cards, or all cards, receiving
an additional point for each card remaining. The final Chosen
becomes Crisis. Hands also end if anyone holds all and only 7’s
-- they Ascend, receiving 28 points and becoming Crisis!
If a winning hero has over 60 points, the world is saved.
winning or ascending Crisis has over 77, it is doomed!
If a
Cross the Floor
J Li
Two players.
Long ago, you were close beyond ordinary love or friendship.
Then you betrayed one another.
Decide together:
- Where were you then?
- What did you share?
- What did each person do wrong?
Decide alone in secret:
- Why was this of all actions a great betrayal?
- What different life do you have now?
You have not seen one another since, until this moment.
doesn’t matter where you are or what brought you here.
Decide together:
- How long has it been?
- What is different about the world these days?
Decide alone in secret:
- Why do you have nothing to lose?
Stand at the opposite ends of a large room.
Make eye contact.
It begins.
Walk slowly toward one another at the correct pace.
When you meet, at the right moment, raise your hand before you in
a fist.
Make eye contact, take one breath together.
Release it.
Then open your hands. Palm up means you choose to forgive them.
Palm down means you choose to kill them.
Look upon the result.
In a few gestures, act out what happens.
Then hold your final positions until it is time to let go.
Cross The Kitchen
Ethan Myerson
Players each need a hero toy - action figures, superhero
squinkies, or Lego minifgs work best. Also needed are a d6, d12
and tape measure. The toy must make it across the room, stopping
at each agreed upon checkpoint.
Each round, players roll the d6, moving the hero up to that many
feet toward the next checkpoint; and the d12 to check for hazards
and boons. If the d12 comes up odd, the player has encountered
a hazard. The opposing player(s) determine the nature and effect
of the hazard. On an even roll, the player encounters a boon,
and decides herself the effect of the powerup. Hazards and boons
affect the hero’s speed, abilities, or the environment. The higher the roll, the more significant the effect (1 is the smallest
possible hazard, 2 the smallest possible boon, etc).
Players use their characters’ powers to cross the room - flight,
swinging on webs, leaping. The floor, of course, is magic phantom
zone annihilation lava, so they will have to find a way across
using furniture and objects. Touching the floor sends the toy back
to the most recent checkpoint.
The winner is the first to reach the room’s final checkpoint.
Will Gibson
People have become bored of lions and
Gorillas? Pfft. The future of zoology
Sasquatches, Death Worms, Chupacabra,
budget, track down the leads, and bag
tigers. Zebras? Whatever.
is with weird creatures:
Mothmen. Take your limited
your zoo a headliner!
Cryptozoo requires four+ players, each with pencils and paper.
You begin with $1000 each. The first player, selected randomly,
writes down the name of a Cryptid. Other players [the Hunters]
write down an environment and type of bait; these are their conjectures.
As a Hunter, you may Research, which costs money. To Research,
you must first agree to a dollar amount with the Cryptid player,
and then show them one of your conjectures. They react as they
see fit. You can then alter your conjecture if you want. Continue
until all Hunters are satisfied.
Reveal the Cryptid. Hunters debate the merits of their conjectures, and decide who most logically catches the Cryptid.
The Cryptid player and the successful Hunter split any money
spent on Research.
The successful Hunter then picks a new Cryptid and play continues.
Go until your zoos are full, or your wallets are empty!
Jesse Coombs
You need at least 4 people. Everyone plays a new employee of a
galactic shipping company. You just woke from cryogenic stasis
and your job is to make sure that your cargo reaches the station.
If you lost the last game you played, you instead play a parasitic worm, controlling a host body. Don’t reveal this.
When you check the computer, roll 2d20. Pick a result. If you are
a worm, you must choose the lowest value.
1 SYSTEMS OK. -1 to next result.
2 Someone roleplays a video message from your family.
3 Tell everyone news from home.
4 BIO-CHECKUP. Lead the group in an activity.
5 Play music on someone’s phone.
6 AUTOPILOT. Roll 1 die next time.
7 LOADING. Reroll.
8 Say what the revised mission is.
9-10 Say the ETA.
11 DATA CORRUPT. Guess the cargo.
12 OFFLINE. Roll 3 dice next time.
13-14 METEORITES DETECTED. +1 to next result.
15 GENERATORS ENGAGED. Turn off/on the room lights.
17 HULL BREACH. Close/open all doors in the room.
18 OXYGEN LOW. Everyone must speak softer.
19 Describe a new lifeform.
20-21 A meteorite destroys the ship.
Cyber Beetles
Hannah Dwan
The players are a couple in a cyperpunk world, both 100% flesh and
bone. Begin by describing themselves: emotionally and physically,
of their flaws and strengths in a world where augmentations to fix
problems are available.
They take it in turns rolling a D6. Depending on the rolls, they
will go in for surgery to have a body part replaced by something
synthetic or metal. They will describe the effects of the new
limb, difficulties faced, its style, etc. Akin to the game Beetle/
Cootie. Consult the table below for each roll!
1: Replace right arm.
2: Replace right leg.
3: Replace left arm.
4: Replace left leg.
5: Replace torso.
6: Replace head (only applicable once all other body parts have
been replaced).
If a player rolls a number that they’ve rolled previously, the
relevant body part malfunctions, and must be repaired. The player
will then explore the process, implications, and consequences.
If a player rolls a 6 early, explore the character’s desires and
anxieties about replacing their body.
The game ends once a player has replaced their entire body. It is
up to the players whether this is good or bad.
Daffodils for William
Eva Schiffer
Once you had a dear friend, William, but now he is gone. This is
a game about remembering for two to five people.
You can play this game on a warm, sunny day in a backyard or a
public place outdoors. If possible, play in a local graveyard
that is open to visitors. Try to find the grave of a William who
has been dead for at least 50 years to sit by.
Someone should bring food, and someone should bring cut flowers.
If possible, someone should bring a picnic blanket.
Have a picnic and take turns telling stories about William. Talk
about how your friendship with William changed you and why you
will miss him. Be sure to mention when you met William and the
last time you saw him. When you finish a story lay a flower on
William’s grave.
Continue until you run out of food or flowers or the weather
changes and you need to go inside.
Daily Heroes
Paul J Hodgeson
Requirements: One (plus) section of newspaper for each player and
the Editor (GM).
Setup: Choose a theme/setting (or not)
Players take some time (15min) to scan through their section and
highlight/underline words or phrases which may define their character’s attributes/characteristics/traits/skills/equipment/spells
or abilities... Also, select a name and character portrait from
the paper. (Interpretation is up to the group/editor (play loose
for more fun))
At the same time the Editor will scan through a section of their
paper to select a setup/goal/set pieces/twists/NPCs/ideas... for
the session.
After initial set up take some time to narrow highlighted sections to approx. 10 to create character and cut out and attach to
paper to create defined character sheet. (Adding flavor text and
doodling on pictures is encouraged)
Play: (Use character with your favorite system or use (simple)
rules below)
When use of relevant skills/abilities are invoked to perform
action in question set target number based on difficulty of action
and emphasis of skill section and roll your favorite die under/
over (e.g. d6 under #).
(optional) Forfeit relevant ability to automatically succeed.
Maciej Zefir Starzycki
Roll 1d6, mark that as your EXPRESSION.
You start as a child, you go through: childhood, school, another
school, early adulthood/college, later in life.
Find somewhere, where absolutely no one will see you. Find the
music track that gives you strength and energy, and makes you
want move and play it.
Start dancing. Forget what you know about dancing, just do what
you feel. Random moves, silly moves, wild moves, whatever you
body tells you.
Follow your body.
Now roll 1d6+BLOCKED. If you rolled higher or equal than your
expression, something happened, select:
- your parent saw you dancing and told about it to someone else,
they shared a laugh, it hurt
- someone told you, you can’t dance
- you saw people dancing on TV and you heard that this is how
people should dance
- someone walked in on you, and laughed
- something else - think of something, imagine it
You get +1 BLOCKED each time one of those happen.
Dance and roll for each phase you go through (at least 4 times)
If and when your BLOCKED is equal or higher to your EXPRESSION,
you can’t dance anymore. I am sorry.
Dark and Cold
Kacper Woźniak
Every land has a place that should be forgotten, today you’ll
reopen old wounds and set foot where none should. One of you will
take a role of Narrator telling the story of this venture, the
rest will play parts as characters within It.
All players roll d6, one with the lowest value is a Guide who
draws the map with 6+d6 rooms, others roll d4 for their Purpose,
player on the left describes a:
...you’re there to find, you decide why. Player on the Guide’s
left describes how he knows the place.
Each player rolls d6 for each attribute:
Body | strength, agility
Mind | wisdom, intelligence
Senses | hearing, sight, intuition
| How many...
| ...hits you can take
| ...die you can reroll
Describe who you are, pick three skills you have and two items
you took with you.
To check an outcome of a risky situation roll d6, if you roll
below closest related attribute you succeed. Otherwise you fail
and suffer adequate consequences.
Subtract 2 from attribute for this test for each:
| No skill for action
| No tool for action
| Action is very complex
Damage | Weapon
| None
| Any
| Monster
Das Magikapital
Greg Barnsdale
Das Magikapital
Fantasy-Industrial Class Struggle
2 part gm-lite cycle
for 3-5 comrades
pen & paper, d6s
in case of ( )’s, choose
-- Roll 2d6 -10-12 success - 2 choices
7-9 challenges - 1 choice, 1 cost
2-6 failure - consequences
[+/-] roll 3d6 ~ best/worse two
choices, costs
(greater, safer, development
loss, damage, complication
others - detail)
----High Magick Financial
Behold - the KAPITALOMANCER!!!
(faerie royal, ancient wyrm, daemoniac lich)
You each have 2 actions - Assign +,Generate (Rüblemarcks, bread & circus, State-sponsored actors)
unintentionally creating (organized resistance, kapital debt,
environmental ruin)
Channel leverage & RM$ to transform a sphere of (politics, industry, culture)
Smite enemies of the State with (flames, plagues, thugs)
Amass Wealth (0/3), Legacy (0/3)
and Surreal Bureaucratic Oppression (0/3)
Loyal comrades, you are
Revolutionary Greenskins ...
Goblin +machine-mischief, Ogre +giant-kin
or Orc +war-made
(-feared, -wild and -ill-suited)
… who once suffered and toiled
in (workhouses, battlefields, sewers)
for (Landlords, Officers, Bosses) ...
What were your duties?
What did you lose?
… before declaring war against
the Kapitalomancer …
What will you bring down first?
Actions are
Arcane, Brutal or Crafty - Assign [+,-]
You have
a favour, a debt, meager possessions
--You cannot make revolution in white gloves
- Lenin
Date Mates
Taylor LaBresh
Decide if you are creating characters or are playing yourselves.
If creating characters, say their name, their look, and one cute
fact about them.
Write on separate index cards something cute about each person
you’re playing with. Be honest, be earnest, be thirsty, and be
gay about these cute things.
Spread ten candles around you. Light one. Turn off most of the
You are now on an adventure called The Date. Talk about what you
do on The Date and how cute it is. Anything you wanna do is great
and if you say it, you do it.
If it’s especially cute, roll as many six sided dice as there are
candles lit. For every 6, choose from this list: read aloud one
of your cute cards, add a detail to the scene, change locations,
or switch to a new activity.
If you don’t roll a 6, light a candle and change scenes. At the
start of every scene, count how many candles are lit and establish a fact for this new scene for each candle lit.
Play until all ten candles are lit and you have revealed all the
things you think are cute about your fellow players.
Death by Chocolate
Greg Sweeney
Game board and cards from the game Candyland
Piece representing each Child player.
Choose a player to be the murderous chocolate factory Owner.
Other players are Children touring the factory. Each Child chooses a virtue and vice. Place pieces at Start.
The Owner describes each fantastical, candy-filled room of the
factory and the deathtraps tailored to the Children’s vices. The
Children try to survive the rooms and escape the factory. The
last Child left alive inherits the factory and lifelong nightmares.
Whenever a Child attempts something difficult/dangerous, they draw
a card. If the card’s color matches their current space, they
If the card does not match their space, they may move forward to
the next space of that color and succeed.
If it’s a double card, they must move forward two spaces of that
color to succeed.
If it’s a location card, they may move to that location and succeed even if it is behind them. If they do, they also find an ally
or item to help them.
If a Child draws a card and there aren’t enough spaces of that
color ahead of them, they are killed in an ironic and candy-themed manner.
Death Metal
You play a Death Metal band:
Characters include; Singer, Guitarist, Bassist and Drummer.
Singer gets a d12
Bassist gets d4s
Guitarist gets d6s
Drummer gets d10s
Start with two monsters.
The Singer rolls a d20 and hands out dice to members of the band
in any combination where the number of dice adds up to the number
The band may roll each dice in any order, if the total goes over
the hit points of the monster, it dies and subtracts one from all
future d20s rolled, this accumulates. Two new monsters appear.
If there are hit points left, Monsters may be combined with one
new monster to make a monstrosity which combines the hit points
of the two monsters.
If the band’s rolls equal the hit points, the monster dies.
The Singer rolls again when all dice are used up. If Singer’s
roll is 0 or negative, the game ends. Total monster destruction
at anytime ensures the next tour, otherwise glorious death!
d8 Monsters and Hit Points;
1 Headless Bat 20
2 Cannibalistic Corpse 30
3 Succubus 40
4 Whores of Babylon 25x2
5 Lying Xes 40x2
6 The Unnamed 90
7 Doubt 100
8 Iron Man 120
Deathmatch Maze
Surrounded by enemies in a maze formed by your imaginations.
Double-six domino set
Standard deck of shuffled 52 cards
Place character tokens on an open card
~5 hidden cards
~4 dominos, arranged in Strength, Speed and Intelligence piles
Roll D6 for turn order
Each turn
Perform ONE or discard a card
~Place a domino: Ends can only touch same numbers (only X-X
can form branches)
~Create obstacle: Place card on free end with same number
~Issue quest: One per character. Place figure on free end.
Describe how to complete. Successfully demonstrate once first.
Move up to D6 + Speed
~Entering obstacles costs their number minus Intelligence. Can
discard cards to reduce cost (figures=10)
~Cannot enter quests
Perform ONE action
~Complete quest: Discard figure or satisfy the conditions to
remove it
~Meditate: Draw a hidden card (up to 5) and get a random domino to place in a stat pile
~Attack: Must be in same place as opponent. If D6 + Strength >
opponent’s D6 + Strength, they discard two cards
No cards means death
~Killed characters lose all dominos, draw 5 hidden cards and
become NPCs: can only Move and Attack
~Killed NPCs lose
~Last survivor WINS
Defy. Subvert. Outwit.
Lucas Wilga
You have three ways to approach adversities: Defy, Subvert, or
Outwit. Any approach can be used in any situation: crossing
blades, scaling cliffs, talking to guards, throwing fireballs, or
picking locks, as long as your narration matches the approach.
Distribute the following numbers among your approaches: four,
six, and eight. Roll a d10 under your approach to succeed. Roll a
d10 and match your approach to critically succeed.
Failing to overcome an adversity often means that you get hurt.
When you get hurt, the GM narrates your injury, whether there’s a
knife in your gut or broken ribs in your chest. After four injuries, you’re out of the game. This could mean that you are unconscious, captured, or dead, according to the desires of the GM, or
even your fellow players.
At the end of each session, one of your approaches increases by
one. Each approach has a maximum value of ten, and you can only
have up to six such increases.
Demon Dare
Daniele Di Rubbo
Each player creates a Person and a Demon.
For Persons, decide:
A name;
Your Truth: an unspeakable secret you will never reveal.
Let everything else emerge during play.
Demons drive humans to self-destruction. Choose a Demon’s Name:
[attribute] + [ e] + of + [purview]. E.g. “Cruel Lady of Tears.”
Frame scenes in turn: focus on a Person and have a Demon dare
them to do something destructive. Be inspired by the Demon’s
Person’s player, tell the Demon’s player what could convince you.
You cannot refuse in the end.
Draw a poker card:
A-K-Q-J: You get away with it;
10-9-8-7-6: You do it, with cost or complication;
5-4-3-2: You screw up.
Play out the outcome together. You can never reveal your Truth,
even if you would like to.
From the second card on, build a house-of-cards. From the third
card on, if your house-of-cards falls, your Truth comes to light.
If your Truth comes to light, make a deck with the cards of your
crumbled house-of-cards and draw one:
A-K-Q-J: You come clean (what did you learn?) and destroy a
10-9-8-7-6: Choose:
You come clean;
You get a scar, but destroy a Demon.
5-4-3-2: Your life is forever scarred. How? Why?
Rudy Johnson
LIFE is all numbers/figures to you, the Domicile’s three ONE PERCENTERS.
Life oppresses you with endless suggestions (therapy, “eye contact,” “take Haloperidol”).
Question Life.
Parley with Life.
Sometimes, Life pompously doubts your existential narrative:
“Could you really incapacitate 10 White Coats with your bare
When this occurs, grab a bucket of diversely-sized dice. Each
of you pick one dice from the bucket and roll it. Life picks
first. The highest roller settles the matter (reroll ties). Life
reveals something immutable about “Reality” (pfft) whenever it
rolls highest (“You aren’t Batman.”) Ignore anything said about
After rolling, claim your dice. Its number is now yours (is it:
[vengeful], [compassionate], [destructive], [flippant], [wary], or
[perverted]?) In the future, Claim all dice showing this number, and whenever this number is the highest roll, you, not the
roller, narrate what happens (minding your number’s personality).
Life never claims dice.
When Life spits its figures at
may shove one or more of your
mouth to overwrite them (‘16’
quickly). This changes Life,
you (“She’s ‘16’ years old!”), you
number friends into Life’s lying
can become ‘18’—or ‘187’—very
and returns dice used to the buck-
End when Life ceases doubting.
Descending from the Shoulders of Giants
Ivan Xuereb
You’ll need:
A Guide & 2 to 6 players
index cards & pens
Each player writes a sentence describing a pivotal event in their
character’s life on their index card. A pivotal event is some
form of conflict that changes the character’s life. The events are
kept secret for now.
One player is nominated to be the Descendant (“main character”);
the others are automatically the Ancestors.
The Descendant reveals their pivotal event and starts roleplaying
the scenario with the Guide.
While the current player role-plays, Ancestors can reveal their
pivotal event and send one related thought or suggestion to any
living being in that scene.
To see how the suggestion affects the current situation, the
current event is paused and the Ancestor role-plays their pivotal
event with the Guide. When the event is resolved, the previous
event resumes.
Any elements from the Ancestor’s events can now be brought into
this scene.
It is suggested that Ancestors’ events only go two layers deep to
help keep things simple.
Once the Descendant’s event is resolved, the game is complete.
Ancestors then sit back, content that they have helped their
Descendant stand on the shoulders of giants.
Detachment 626
Chuck Dee
Detachment 626 is a relic from a time when imaginations believed
in threats beyond their science. Made up of people fighting to
make a difference, tasked with a mission everyone else has abandoned. Slowly Failing.
You might wish you had said no to the recruiter, but now the only
way out is feet first.
Narrate your operative’s description, background, and recruitment. Decide on a Concept and a Trouble. Choose 5 skills, and
assign 1, 2, and 3 between the stats: Mundane (operating in the
world), Odd (operating with the supernatural), and Agency (operating in the Detachment).
When the stakes are high, choose a skill and stat. Take 2d6- one
positive, one negative. Roll, subtracting the negative from the
positive. Add stat, -2 if no skill applies.
> 0: Player narrates.
< 0: GM narrates.
= 0: Player narrates, GM narrates price.
Players roll dice. Each success gives the GM Downfall, which can
be spent anytime to subtract one from a roll, justified by the
operative’s Concept, Trouble, or current situation. The GM tracks
operative statuses, and keeps them posted. An operative that
takes two hits in the same conflict is in a world of hurt.
Dice Mafia
Everybody is different. Sometimes you need to look past the face
and into the mind to see what potential a person has. Sometimes,
you need to do the exact opposite.
Players are Mafiosos, all vying to become the next Godfather.
Each player gets assigned a Weapon, a Hideaway, and a Buff. Each
Mafioso has five health. Each turn, that Mafioso chooses another one
to “erase”. Attackers use their Weapon dice and defenders use
their Hideaway dice. Resolve Buffs. Whoever rolls lower loses one
health, then play passes. In a tie, both players lose health.
Once one Mafioso is left standing, they win. Discussion, networking, alliances, rivalries, and grudges are encouraged, since
creating a family to do your bidding and to eliminate competition
is what being a Godfather is all about.
Weapon Examples
Hideaway Examples
Buff Examples
Attack get +1
Rolls get +2 at 1 Health
Pass Turn to Heal 1
All dice, numbers, and stats are totally customizable. For
high-octane combat, consider having strong Weapons than Hideaways and offensive Buffs; for longer, strategic games, consider
setting Weapons and Hideaways about equal, and add in Buffs that
preserve health.
First-to-3 series are encouraged.
Diceless Deeds
Required: 1+ players, 1 GM. Pen and paper recommended.
Pick a name, four skill proficiencies and a handicap (suggestions
are listed below).
Pick one of your skills to be your expertise.
Conflict resolution is done through a game of rock-paper-scissors
(a ‘check’). If you have a relevant skill proficiency you may retake the check a 2nd time. Checks should only be made when failure has meaningful consequences.
You have a pool of 3 automatic successes, which you can use to
pass checks where your expertise is relevant (they must be declared before making the check).
The automatic success pool is replenished by one (up to a maximum
of three successes) whenever you fail a check that you had proficiency or expertise in.
You must succeed twice at a check if your handicap would be
relevant (or once if you have a proficiency; automatic successes
cannot be used).
Skill examples:
-Wilderness survival
-Fire magic
-Knowledge of certain lore (e.g. ‘History’, ‘Monsters’)
Handicap examples:
-Chronically ill
-Belongs to a hated demographic (e.g. ‘Half-Orc’)
_ _ _ _ _
Character sheet:
- (Expertise)
Michael Faulk
A team of ghost-hunters cleanse a possessed item to dispel evil
from a home.
This must be played at night. One player (Researcher) goes to
a room with an internet-connected computer. The other players
(Investigators) go to far-away room and turn-off all lights.
They are only allowed a single source of light (flashlight or
cell-phone). Players can only communicate across rooms by walkie-talkie or phone.
The Investigators search for an item in the room that could be
possessed. They describe it to the Researcher, who looks on the
internet to find “its history.” This involves searching until they
locate a spooky story about a comparable item (Ebay is useful).
While waiting, the Investigators should describe bad vibes and
minor supernatural occurrences happening.
If the Researcher cannot find something appropriate, they tell
the Investigators that the chosen item is “clean” and they must
choose another!
Once the Researcher locates and communicates a history, they
click on a random Wikihow article and explain how to perform a
cleansing ritual based on it. The Investigators conduct it and
describe things escalating further (throwing themselves around,
responding to unheard voices, etc.).
The Researcher runs to the room and observes the aftermath.
Divine Circles: Kingdom in Decline
Michael Parker
The Angels’ Patrons have lost Faith, so sayeth the Lord; In the
beginning, there were two (or more). One was God. The Rest;
Angels speaketh their Domain: “I am the Angel of...”; Method:
“I rule my Domain using...”; and Patron: “...is my most trusted
Patron.” Assign one die to each: D4+2, D8, D12-2.
God influences Patrons, who influences Methods, which influences
Domains, which influences God.
Angels roll their Patron die, then Method die. Subtract Patron
from Method to determine Faith. If Faith is negative, God decrees
the Patrons hinder the Domain; if positive they help the Angel.
Angels roll Domain, then narrate using Method to restore Glory to
their Domain. Angels must either; Accept Faith for their roll,
or Divert Faith to God or another Angel. If Faith results in the
Domain roll becoming negative the Angel experiences a divine complication. An Angel receiving Diverted Faith must Accept it. Add
final results to Glory.
Faith Diverted to God is summed and used to influence Patron
rolls; negative Faith increases Patron rolls. Play continues
starting with the Angel with the highest Glory.
If any Angel’s Glory goes negative, their Domain plunges into
chaos and they fall from grace.
Divine Disease
Drake Williams
The gods are dying from a mysterious disease, and the world with
it. They can only hope the plague runs it course before it gets
to them. This game uses 1 deck of playing cards.
Each player picks a concept or noun to represent. They are the
god of that Thing. All players work together to describe what the
world looks like, heavily focused on their Things.
The players then draw 2 cards from the top of the deck each, and
pick 1 to play face up. Draw the next 2 cards from the deck to
the center of the table to pick the disease’s target. The first
card picks red or black, the second picks highest(red) or lowest(black). Whoever played the deck-picked card dies and ceases
playing, or you all discard, re-deal and play again if no one
died. Describe the world as that player’s Thing disappears.
Re-shuffle all the discarded cards back into the deck before the
next elimination phase.
Play continues until all players have died, or the deck runs out
during the elimination phase. Take one last look at the world at
this point before you walk away from it.
Divine intervention
You are gods. One of thousands of gods. Each god controls one aspect of reality. You might be in charge of travel, animals, thunder, battle or whatever you decide. Write your name and domain.
You all follow a party of adventurers on their quest. Each of you
has a secret goal for the party (in line with chosen domain).
Maybe you want them to succeed? Or for the cleric to survive?
Maybe you want to kill them all? Gods are sometimes pricks like
that. Write your goal and keep it hidden from others.
One of you is not a god. He narrates what happens to the party.
But whenever the party stumbles on an obstacle that’s in the
domain of one of the players - that player decides the outcome.
Gods also have 5 artifacts each. They can use one or more to
bribe another player to decide the outcome in their favor. Alternatively, they can influence any other aspect of reality by discarding 3 artifacts (to pay for services of appropriate god).
The surviving party members, if any, make a sacrifice to honor the
god that fulfilled the most impressive goal. Go follow another
Do You Drink the Kool-Aid
Amber Jannusch
One Cult Leader, stat Zeal (5). Goal: convince Cultists to suicide (fictionally).
One Investigator, stat Alarm (5). Goal: convince Cultists to
Remainder Cultists, stat Doubt (5). Goal: protect the cult.
Each turn, Leader makes Pronouncement (any statement). Investigator asks Leader and each Cultist questions about Pronouncement.
Based on answers, characters’ stats change based on table. Each
Cultists’ Doubt changes based on their response, Leader’s Zeal
and Investigator’s Alarm change based on majority of Cultists’
Cultists Lie
-1 Alarm
+1 Doubt
+1 Zeal
Truth -1 Alarm
-1 Doubt
-1 Zeal
Leader Lie
+1 Alarm
+1 Doubt
-1 Zeal
+1 Alarm
-1 Doubt
+1 Zeal
At end of any round, may do the following:
* Cultist attempts Flee. Roll 1d10+Doubt vs Leader’s 1d10+Zeal,
If cultist’s roll is higher, they flee, otherwise, -1 Doubt.
* Investigator can Intervention one Cultist. Investigator rolls
1d10+Alarm vs cultist’s 1d10-Doubt. If investigator rolls higher,
cultist escapes. Otherwise cultist -1 Doubt.
After >8 rounds, Leader can Pronouncement Suicide. Remaining
Cultists have one chance to resist. Leader makes one 1d10+Zeal
roll, each Cultist rolls 1d10+Doubt. Any Cultist who rolls higher
than Leader resists, watches rest in horror.
Dodgy Gods: A Game of Tricksters and Trouble
Alberto Muti
Create your Gods - each choose:
1-2 purviews: war, wisdom, spring, law, etc. One god takes
2-3 attributes: qualities, items, servants.
1-2 weaknesses: naive, proud, greedy, etc.
Create your World:
Your purviews, combined, are the natural order - what is important and just. Together, describe your world.
Trickster, describe 2-3 outsiders: monsters, mysteries, perils.
Gods, embody your purviews, attributes and weaknesses. Be awesome, awful, fallible and straightforward.
Trickster, make mischief. Help them, but have a good laugh on the
way. Look for comedy and paradox.
Everyone, be nice.
Trickster, describe a normal day, then:
Approach 1-2 gods (other players: make cameo appearances, take up
other characters);
Tell them how something is amiss. You can:
Steal an attribute;
Upset the natural order;
Involve outsiders;
Target weaknesses;
Together, go out to put things right:
Trickster also introduces mischief, obstacles and opportunities.
Anyone may ask: “Trickster, is it your fault? Do we know that?”
Gods always succeed when within their purview AND with an attribute. Exceptions: against a weakness, gods need another’s help to
succeed; when violating the natural order gods can succeed, but
with consequences.
Gods cannot die;
Solve the problem, return home. Describe scars, embarrassments,
grudges, and lessons learned.
Ben Scerri
You and at least two others (there is no maximum) are an entire
religion, throughout its timeline - from inception, to corruption
and subversion.
Your religion is growing. It will do great things... Before it is
twisted, and made rotten. We play to see it fester.
The first player describes a moment of SPIRITUALITY: a fact about
the religion at its founding.
//Thou shall not kill.
The second describes a FABLE that explains it: written long
after, it obscures the spirituality from morality into rote
//St. Cain didn’t kill the sinner, but cut off their hands, feet
and tongue so they could never sin again.
The third describes a MISINTERPRETATION: long after the fable is
written, how is it subverted and corrupted for personal gain?
//King Auger cut out the tongues of all non-believers, stating
they were now, or would become, sinners. He declared their exsanguination was God taking their deaths into Her own hands.
A player who hasn’t described a Spirituality begins again. New
Spiritualities must reference or retaliate to a previous Myth or
//Suffer not the sinner to live.
The religion stagnates when everyone has misinterpreted something.
//Religion fades when spirituality is forgotten.
Record everything.
Casey Johnson
You are all dogs!
What kind of dog are you?
>A GOOD DOG, with virtuous skills like public defending!
>A BAD DOG, with wicked skills like tax fraud!
>A PUPPER, with doggish skills like gamboling!
After deciding, describe yourselves in a few sentences.
What’s the world like? The world may be very different from our
own, but dogs are a constant.
Tell us about your owner(s)!
They seem pretty swell! Each of you should say something about
them! Write that all down.
Uh oh! Something’s happened to them!
Decide as a group what misfortune awaits.
Got all that? It’s time for an adventure!
Choose a player: they’re the Troublemaker. They get to make trouble for the other puppies to solve! Once they solve or fail it,
the player to their left becomes the new Troublemaker, and the
old one resumes playing their dog! After everyone’s made trouble
at least once, a majority can vote to move to the Final Trouble.
As a group, choose a final Troublemaker to pose the last trouble
between you and your owner(s)!
Win or lose, each player then describes a puppy epilogue! Going
out for treats after is encouraged.
Don’t lose your marbles
João Felipe Santos
You need a jar full of marbles and
this game. Choose one person to be
scene. This role is rotated across
be the narrator for one scene, and
a couple of friends to play
the narrator of the first
the table. Each person should
then pass the torch to another
Discuss the type of story you want to tell together. Each player creates a character and tells their story to the others. The
other players add one detail each to the character’s story and
associate to that detail a number of marbles that character will
starts with.
Whenever something disturbing happens to your character, the
narrator gives you one or more marbles. You have to hold your
marbles with a single hand (or on a small cup). When you cannot
hold more marbles, your character goes insane. Tell to the other
players how the current event drove you to madness.
Suggestions for the number of marbles one should get when:
Seeing a dead body: 1 - 3 marbles, depending on how well you know
the person
Watching a murder happen: 3 - 5 marbles, ditto
Learning about unspeakable things: 3 - 10 marbles
Seeing or doing an unspeakable thing: 5 - 15 marbles
Doomsday Cult
Richard Woolcock
This game uses a standard 52-card playing deck. Each player
starts with seven cards, and can keep them secret, or selectively
reveal them at any time.
The players are members of a doomsday cult, attempting to bring
about the apocalypse. The GM narrates the story and describes
the challenges the cult faces, drawing a card to represent each
challenge, and placing it face down on the table.
Players must reveal a card from their hand to resolve each challenge, using its suit to help narrate their solution:
Clubs: Zealous cultists.
Spades: Arcane knowledge.
Hearts: Influence within society.
Diamonds: Funds and assets.
Show everyone the challenge card. Players who revealed a higher
rank card of a different suit draw another card, discarding down
to seven. Players who revealed a lower rank card (regardless of
suit) must discard it, unless it’s their last.
When the deck runs out of cards, the apocalypse begins! Everyone
calculates their score, as if their cards were a poker hand. The
GM does the same using the challenge cards.
If the GM wins, describe how the cult is thwarted. Otherwise, the
player with the highest-ranking hand summons an Eldritch Abomination, and narrates the resulting apocalypse.
Ryan Abrams
“You all stepped out your doors and into a whole other world. Now
you must work together to find your way home.”
COMPONENTS: Pencils & Paper. 2d6.
Write your character name and description. Draw 6 unlabeled attribute boxes, and assign each a different value from 1 to 6.
Randomly choose a player to be GM. They assign new labels to the
6 attribute boxes and describe the world players find themselves
Players act according to their new attributes while exploring
this world, meeting NPCs, and finding their way home.
If taking an action with a reasonable chance of failure, or one
which is opposed, the involved character(s) must pass a test.
The GM determines the relevant attribute and circumstance modifier (positive or negative). The player(s) roll 2d6, then add
the attribute value, modifier, and any relevant item modifiers.
For unopposed tests, 12+ succeeds. For opposed tests, the higher
total wins.
Players are human, and can handle minor damage, but serious injury results in lasting effects or death.
If players enter a door or analogue, they enter a new world.
Immediately choose a new GM, who assigns new attribute labels and
describes the next world to explore.
Yehuda Shapira
~ Idea ~
There is a doorway that can take you to another world.
What is this world? A magical world full of danger? An alien
planet with a vast ecosystem to study? The home of a people whose
prophecies foretold your arrival?
The answer is for the participants to discover.
This may feel like a game, but this world is real.
~ Rules ~
- The participants take turns traveling through the doorway,
always appearing at a fixed location in the other world. The suggested turn length is one week. Note that this world is real, and
time there moves at the same speed as in our world.
- A participant can only make one trip during their turn. They
may visit for the entire duration of their turn.
- When a participant travels, they carry with them whatever they
are holding and wearing at the time.
- Upon return, travelers share their encounters and experiences
with the others. A traveler can write it down in a journal, tell
it verbally, or draw what they’ve seen.
- What occurs during the visit of one traveler will affect the
visits of the next travelers.
- Time continues naturally in the other world also when visitors
are absent.
Double-O-Eleven: Casino Vocale
Kevin Damen
Players are Superspies. One player is a Villain.
Character Creation: choose Vocal Traits, such as:
annoying – gravelly – high-pitched – hoarse
A player is “In Voice” when the player speaks using these Vocal
Traits. Anything else and the player is “Out of Voice” which ends
their turn! All players receive ten tokens. The Villain describes
a trap in which each Superspy finds
themselves. The Villain tells them the Plan. The Villain speaks
“In Voice” or hands the Superspy who caught them “Out of Voice” a
Play resumes clockwise (using timed turns of a minute) with Superspies and Villain describing their actions to foil or complete
the Plan. When “In Voice” everything they do succeeds. Speaking
“Out of Voice” ends a player’s turn, and they must give the Villain a token.
When a player leaves a room, their turn ends. The Villain can
describe a setback during their turn.
The game ends if:
The Villain has no tokens (player who last caught the Villain
“Out of Voice” describes how they foil the plan)
The Superspies have no tokens (Villain describes their demise).
A superspy that without tokens is dead and takes no turns (the
Villain narrates).
Doused Flames of Magic; Matchsticks of Power
Piotr Królik Król
You need: 2-6 players, matchbox for every Mage, coin for The
Grand Inquisitor, some pencils and paper to note.
One player will play as GRAND INQUISITOR: you describe dungeon,
your loyal Inquisitors and their actions. IF Mage try some mundane action against dungeon or Inquisition, throw a coin. On
Heads it succeeds, on Tails mage need to pay matchstick for it or
it fails.
AT START: draw map of dungeon complex for your convenience, don’t
show it to Mages. It need to have at least 6+2/mage rooms in it.
Rest players are MAGES: Your are caught by Inquisition and throw
into dungeon. You need to escape from it. Describe, one a time,
what you do to escape. If you want to cast spell, ignite matchstick. If it doesn’t ignite in first go or it broke, magic runs
wild and rampant (other players describe). If you run out of
matchsticks, you die.
AT START: write 5 nouns on your matchbox. This is your known
spheres of magic. FORBIDDEN nouns: time, space, life or death
Down the rabbit hole
Elizabeth Lovegrove
A game for two players, who take turns playing the PC and the
Shared PC creation: Age? Gender? Role? Hobby? Strength? Weakness?
Some main friends/family/coworkers?
Toss a coin to decide who goes first as Narrator.
Begin like Alice, following the rabbit down the rabbit hole into
Wonderland, where the usual rules don’t apply. In Wonderland,
the Narrator describes nonsense scenarios, which should include
twisted elements of the PC’s real life, while the PC reacts/interacts. After five minutes, cut the scene, swap roles.
As Narrator, you don’t need to directly follow the previous
scene, but build on what has gone before; remember to ramp up the
tension and weirdness. (Remember the Red Queen: ‘Off with her
In the seventh scene everything builds up to a crisis, then just
as it’s all about to go badly wrong, the PC wakes up in the real
world. Swap roles one last time: Narrator describes a vestige of
Wonderland which appears in the real world. End.
Dragon Draughts & the Mug of Wonder
David Brown
Dwarves are known for drinking, potions are mysterious, the alien
bar is exotic, and PCs are boastful.
There are times where
drinking something unusual is part of the game.
The GM will need a blender and a wide variety of ingredients on
hand. Make substitutions as needed. The GM does not have to
drink for NPCs. You may pre-mix drinks.
Roll for each column, mix, blend on high, and serve.
amounts of the ingredients!
Use small
BaseHeatSweetSupplementAlcohol (optional)
1CoffeeChili powderSnickersPureed bananaKahlua
2TeaCuminPeanut butter cupsProtein powderCrème de Menthe
3Ginger AleCayenne powderDissolved hard candy (in boiling water)
Powdered milkVodka
4Yogurt or kefirCrushed garlic Oreos or cookiePotato chips or
flakesCinnamon Schnapps
5Full fat milk or creamPureed green chiliesBrownieBlended cerealBlue Curacao
6Orange juiceHot sauceChocolate chipsHardboiled eggGrenadine
7Curry powderIce creamChipped Dry Ice
8Cinnamon oilRoll twiceNuts
9Crushed red pepper
A player may appoint a champion to drink for them.
It is not possible to test ALL combinations; use common sense.
Ask about allergies.
Dragon Soul
Rui Anselmo
Chaos threatens the Middle Lands. The Pale King raises necrotic
armies. Insectoid demons of the Million Hells infect reality. The
mechanical warriors of the Ochre Horde are at the gates. You have
the Dragon Soul - the power of a god! Will you rise to the challenge and become a hero?
As player, fill the [trait] in the sentence below:
I am [name], who [power] and wields [weapon]; my burden is [burden].
Your Soul starts at 1; for every [trait] that wow’s the other
players, raise your Soul by 1, maximum 5. Think about [traits]
that are larger than life.
In a Conflict, describe your intentions; be cinematic, gravity-defying, god-like; if you wow the other players, raise your Soul by
1 for this Conflict. Grab 1d6 for every [trait] that applies, roll
under Soul to succeed; if you fail, Soul drops by 1 - if your
[burden] applied, decide on something bad. Against Minions, every
success defeats one; against Rivals, every success lowers their
Soul by 1. You become Mortal if your Soul reaches 0.
As GM, scene-frame aggressively, create engaging Antagonists that
threaten the world and reality itself, and interesting locations
for fight scenes; create situations that target the character’s
Dragon Tag
Ty Oden
In this LARP players are unimpressive dragons who are aggressively hording minor objects.
1). Each player chooses a color of dragon and makes a note of it.
2). Each player spreads out in the general area of play, chooses
a secretive spot for their horde, and places a note there with
their dragon color.
3). Play starts when all players have chosen their horde locations and have met back up.
4). During the game, players will scatter throughout the area,
finding things to add to their horde.
5). If a player is carrying something in their hands and gets
tagged by another player, they must drop that thing unless it
matches their dragon’s color.
6). If a player finds another player’s horde he can steal any
items from it that match his color and do not match the color of
the person who owns the horde.
7). After 10/15/20 minutes of play the timekeeper will call time
and the game will end. Each player will bring their horde back to
the starting area (or direct everyone to their horde, if necessary) and the player with the coolest horde, as determined by the
other players, wins.
Dragons and Dragons
Ben Kelly
You are all dragons, you all have a base, and hoard. You can work
together or compete with each other to increase your rule.
The game takes place on a world map filled with human rules kingdoms and cities that act as NPC’s.
Base Stats:
Distribute 40 points across stats.
Might: X5 for hitpoints, strength checks
Fright: Intimidation and resistance to mental attacks
Sight: Perception, visible tiles
Insight: Understanding and premonition skills
Flight: Move tiles per turn equals 3 + Flight, manoeuvring skill.
Bite: Bite and claw attacks
Light: Fire, Water, Lightning, Life breath attacks
Night: Necrotic, Corrosive, Psionic, Darkness breath attacks
Personality Traits:
Plight: Your goals and duty (rule particular area, rivalry with
another dragon)
Delight: What your dragon hoards (rare artefacts, knowledge etc.)
Acolyte: Your dragons following (cultists, captured princesses
Spite: Something your dragon hates with a passion (filthy mortals,
cats etc.)
Attacks, Skills and Contests:
Roll a d20, add relevant skill/ attack modifier. Roll twice and
take highest if it’s working towards your personality traits. Can
roll against humans or other players as contests (higher total
wins), or against difficulty check.
On attacking, choose element, make contest roll, on win opponent
takes modified total damage.
Drama Crash!
Bryan Lee Davidson-Tirca
Required Equipment: Generic Jumbling Tower Game
Player Character Creation:
Name character
Choose four Characteristics
Background. Baby, Alien, Scholar, or other.
Positive trait. Rich, Athletic, Sexy or other.
Negative trait. Arrogant, Disabled, Coward, Addiction or other.
Tension trait. Choose reason for a PC or NPC tension.
Create 3 NPCs with quick summaries with each player related to
their character.
Present plot points, NPCs, challenges, and ends episodes.
PC Characteristics help describe the story arc.
Story challenges
Mundane challenge one pull. Simple task or circumstance.
Moderate challenge two pulls. Skilled task or circumstance.
Hard challenge three pulls. Dangerous (physically or socially)
task or circumstance.
Challenge modifications
One pull can be added or subtracted by the Narrator or Players
with Narrator approval. Max three, Minimum zero.
Drama crash
When the story tower crashes, a dramatic event happens for the
pulling player. Such as injury, loss, shame, responsibility, fine,
pregnancy, capture, knockout, or even death,
Characters can always return. Sometimes with a new trait like
clone, twin, amnesia, undead, or injured.
Character Advancement:
Characters can earn, receive, or lose Characteristics through the
story. When a story arc is finished, player choose or lose a trait
with the Narrator’s approval.
Do enjoy!
Dream Eaters
Richard Jansen-Parkes
The Dreamers are caught in web of a Dream-Eater, and the only way
out is to defeat the monster in the dreamscape.
One player is the Eater. The others are Dreamers.
The Dreamers establish the dreamscape and describe their actions.
These are their dreams, after all.
Dreamers can manipulate the dream world. They may suddenly fly or
whip up a tornado. The only limit is that they must follow dream
logic and ‘feel’ right.
Each time they do so the Eater gains one Subversion Point (SP).
The Eater may spend these as such:
3SP – Subvert: When a Dreamer manipulates the dream world the
Eater may modify it in any way want. For example, if a Dreamer
wants to turn a cloud into a marshmallow their teeth may fall out
when they bite it.
6SP – Manipulate: The Eater manipulates the world in the same
fashion as a Dreamer.
12SP – Reality Break: The Eater manipulates the world with no
need to follow dream logic.
The Dreamers aim is to find the Eater and defeat it without being
The Eater tracks all the SP spent. If this totals more than 80
the Dreamers are defeated.
You play a shared dream
there are 4 segments of dreams. logical, illogical, real and
When you start a game every player writes two cards from each of
this segments, this could be a word or sentence even a drawing
or painting. The youngest player start with „suddenly i fall in
the void where all dreams are born and...“ then he plays his first
card and tells what happened. The other players can play there
cards after 5 sentences the player says(he may talk more and
maybe no one wants to interrupt him but he must have at least 5
sentence where no one interrupts him).
The rule for playing cards is simple, if the current card is
logical or real you only can play surreal or illogical. The game
ends with the last card and the last sentence start with „and
in the last moment before i lived again i...“ and ends with „and
then i wake up“
Dualistic Voices
Luciano Gil
You’re not the master of your world. Be it salvation or damnation, your world’s fate is not only in your hands but in those
next to you.
Minimum of 3 players.
Sheets of paper and pencil for everyone.
Each player describes 3 Humanoid races. Then describe the type of
civilization they live in. Example: “Orcs living in a steampunk
Each player describes the “Hero” from each race they’ve picked.
Who are they? Do they have any powers or specialties? What’s
their personality? What do they do and what are their goals?
Each player take turns describing an event about a Hero, but no
more than 5 events for each Hero. Write it down on your paper.
The player on the left will describe a tragedy or disaster about
the event.
The Player on the right will describe an achievement or happiness
about the event.
The creator of the Hero combines those details and create an
After the 5th turn, players will end their Hero’s story.
Each player picks a Hero and create a story in which they go into
the world of the player to their right. Create 5 events about
their adventures .
Duel of Change
Stuart Hodge
2 players and a judge(s)
You need: 10 coins of same denomination and different years of
Flip a coin to determine who goes first. Divide the ten coins
evenly between the wizards. They then pocket the coins.
The starting player will draw a coin from their pocket. The final
2 digits in the year of minting determines which shape you shift
into- pick from the list below with the two digits you have
Narrate which shape you shift into, and how you’ll defeat the
opponent. Wizard 2 then does the same with a coin from their
pocket, narrating how they defeat player one’s shape with their
new shape.
Judge(s) then pick a winner based on narration. Discard coins,
then Player 2 begins round 2 by drawing a new coin from their
pocket and shapeshifting. Alternate who goes first each round.
When no coins remain, winner of the most rounds wins and shapeshifts into a Dragon.
For added fun, do it in verse with a rap beat.
DUELLO - A Game of Magic and Politics
Allan Bagg
Setting: A League of competitive wizard’s duels.
Conflict resolution operates using a timer. Each character must
describe what they are doing in response to their opponent,
within their timed Round. The opponent will then describe their
counter within their Round, continuing until one side cannot
respond, and is declared defeated.
Character Creation:
Begin by choosing two schools:
-Abjuration (Warding, denial, blocking opponents)
-Evocation (Energy/Fire/Explosions)
-Transmutation (Change)
-Necromancy (Death)
-Illusion (Phantasms/ Trickery)
These will flavour your descriptions in battle. Additionally, distribute 4 points between Luck and Ability. Each point in Ability
grants you 10 seconds of talking time per Round. Each point of
Luck can be expended to grant you a single 20-second extension
for one Round per game session. Luck may also be expended in
non-combat encounters.
NPC encounters are assigned an Ability score by the Storyteller,
and a number of rounds to be endured before the NPC is defeated.
Easy (Apprentice, Common Soldier): 2-5 Rounds
Difficult (Archmage, Noble Socialite): 10 Rounds
NPCs may also have Luck.
Talking/social encounters may occur as combat, but with conversations being limited by time as combat is. Social Rounds are
double the length of combat rounds.
Paki Spivey
You need another person, a six-sided die, paper, fifteen tokens,
and a pencil.
Write this down.
“I remember when...
We first met
I made a mistake
I thought I lost them
I told the truth
I forgave them
It ended”
Your true love was taken into Darkness. They are the Lost. They
take five tokens.
They call to you, the Seeker. Take ten tokens.
When you go into Darkness, you remember. Roll the die, then say
Say where it started, then ask how. They answer, then ask you a
question. Choose.
“I remember.” Place a token, then answer. Ask them a question,
they have the same choice.
“I don’t remember.” Take all tokens placed, erase the memory, and
the Seeker goes into Darkness.
You only remember what isn’t erased.
The game ends when either all memories are erased, or someone has
no tokens
Don’t continue reading until your game ends...
If the Seeker or the Lost have more tokens than the other, only
they find their way out of Darkness.
If the Seeker and the Lost have the same number of tokens, they
find each other.
Dumb Brutes
Jeff Dieterle
It’s the Stone Age. You live in caves. You probably hunt mammoths
or something. It’s a living.
Find a place to play. This place should either have some dirt or
some walls.
Create characters. Consider:
• What feature makes you different from your peers?
• What is your best skill (e.g., clubbing, fire)?
• What Great Threat kills almost everyone you know? What is most
terrible about it?
Good! Now stop talking. You may grunt or draw pictures in the
dirt or carve them into the wall.
Work together to illustrate the story of the time your people
overcame the Great Threat. Don’t get fancy.
Collectively come up with a sound to describe this experience.
Finally, individually draw or carve an epilogue depicting your
eventual brutal death.
Campaign variant: Play as the descendants of the previous characters. Play is the same, except you may use the sound you created
to communicate.
Dungeon Black
Eugene Fasano
Dungeon Black is a two player roleplaying game about a group’s
inexorable descent into darkness, madness, and death.
The Shadow is the game master, the darkness that will encroach
upon the flame.
The Player acts as the Delvers, a group of four ill-fated characters. They could be a band of survivors during an apocalypse,
a group of highschoolers hounded by a slasher, or a company of
would-be adventurers, descending into an ancient ruin.
Each Delver is defined by a single noun, describing the type of
situation the character is good at overcoming.
The Player must divide 7 six-sided dice among the Delvers. A
Player rolls all of a Delver’s dice to overcome a difficult a
task; they succeed unless a 1 is rolled. If a 1 is rolled, that
die is removed from the game. A Delver with no dice is dead, mad,
or otherwise lost.
The Player also has a tea-candle and a pile of five matches. A
match may be spent by lighting it in the candle; this allows the
Player to re-roll a single Delver’s roll.
The Shadow may allow the Delvers to find items or characters that
grant more matches or dice.
Matt Stuart
One player is the Dungeon Dealer(DD), who creates a dungeon with
perils and opportunities for adventurers. Everyone else plays
Adventurers choose a character class and note their stats.
All classes - HS1
Cleric - Heal 1 (Restore 1 level of handsize damage)
Fighter - HS+1
Thief - Redraw 1 (Discard/redraw 1 card )
Wizard - Lock 1 (Take 1 dealt card and bank for later use.
max = Lock)
PCs describe how they overcome encounters.
it or trigger a conflict.
They either overcome
To resolve conflict, play a hand of blackjack. DD’s HS can be up
to the current dungeon level being explored. Adventurer’s handsize as per class, +1 per extra adventurer aiding in conflict.
Highest hand =<21 wins. Ties go to most cards.
Adventurers win - obstacle overcome
DD wins - Party takes HS damage up to dungeon level
Suit of highest winning card determines additional outcome.
-Clubs - Injury. A PC loses 1 HS.
-Diamonds - Hardship. Equipment lost?
-Hearts - Windfall. Unexpected allies?
-Spades - Someone levels up!
+1HS OR +1 Ability
DD may use Lock/Redraw as well as Swap(exchange cards) and
Flank(force a discard and redraw).
Conflict Examples:
Goblin HS1
Pit-trap HS1 1 Redraw
Giant Spider HS2 1 Lock
Dust Trails
Anastasia Faraci
You and your pack roam the Wasteland on scrap-made vehicles,
hunting other junk-pirates like you.
Describe your badass vehicle and its role in the team
Choose its SPECS assigning 9 points between SPEED, WEAPONS and
ARMOR. Min is 0, Max is 5.
Name your pilot.
The GM narrates what is happening in the Wasteland: every time
one of your SPECS is important to narration (i.e. maneuvering,
shooting, avoiding damage), roll 1d6.
If the result is equal or minor of your value, you succeed. If
it’s higher, reduce the SPEC by one.
If a SPEC ever goes below 0, you die in the Wasteland.
Create a new character, it will join play as soon as the others
hit TOWN.
You will find SCRAP by destroying enemy vehicles, the Gm will tell
you how many KGs.
Divide it equally among the team.
When you and your pack hit TOWN, you can use your SCRAP to upgrade you vehicle, 10kgs for 1 point of SPEED, WEAPONS or ARMOR.
If you reach 5 in all three SPECS, you have become a Wasteland
Legend: give your character to the GM, it will become an important NPC in the story. Create a new character.
Eight Facets of the City
Mendel Schmiedekamp
Play this game on a shuffled deck of playing cards including jokers (54 cards total), using a pen.
For eight rounds, separate out a pile of seven cards (face down).
The symbols for each round are circle, triangle, X, square, spiral, star, ?, and |||.
1) Deal (from the pile) one card portrait-style write a name and/
or e on the top edge and a further detail on the bottom edge.
2) Deal one card landscape and one card portrait (to the right,
in a line). On the second portrait card, if it is unnamed, write
a name and/or e and a detail.
3) Then on the landscape card write a place found in the city on
the top and a further detail on the bottom. This should relate to
the people in the two portrait cards.
4) Collect the left portrait card and put it on the bottom of the
pile, then do the same with the landscape.
5) Repeat from (2), until you get a named landscape.
6) Then draw the symbol prominently on each of the seven cards.
Advice: Use associations, but don’t force them. Try to let yourself discover what each symbol represents in your city.
Drew Besse
For two to four players
Each player chooses a unique symbol. Place that symbol on three
index cards. Shuffle all cards together to form encounter deck.
Each player describes a hero. Put their name on a card.
Choose a player to start.
Active Player draws an encounter card from the deck. If it just
has a symbol, put a creature in it. If it has a creature, give
the creature an adjective, location or object (max one of each).
Challenge the player’s hero whose symbol is on the card (if it is
your symbol, challenge someone else). Say “You encounter <creature>”
Challenged player declares what they want from the scene. Play
the scene between the two players. At scene end, challenging
player determines if they succeeded. If they succeeded, they get
a check on their hero card. If hero has three checks, they retire
and controlling player forms a new hero.
Challenging player crosses off symbol on encounter card. If card
already has creature, adjective, location and object discard it.
Otherwise, challenging player adds their symbol to card and shuffles it back in deck.
Play passes to the left. Game ends when encounter deck is empty.
End of Days // Hidden Terrors
Lee Simmonds - Zero Hour
---------------------------------------------------------------------------------------------------------------------------------------------The world has ended. Your job? Survive and conquer.
Each player needs: one deck of cards, three tokens.
Cards represent actions:
Spades – Mental
Hearts – Social
Clubs – Physical
Diamonds - Player’s choice. Magic? Weapons? Cash?
Conflicts are CAPITALISED: Play a card, describe an action, your
opponent reciprocates. Highest card wins CONFLICT. Aces High,
Jokers Wild. Suits don’t have to match, but actions must make
---------------------------------------------------------------------------------------------------------------------------------------------Youngest player = Survivor.
Player to their left = Narrator.
Remaining players = Terrors.
---------------------------------------------------------------------------------------------------------------------------------------------Draw 6 cards. Play one face-down.
Survivor introduces their Character and objective. Narrator introduces scene.
Narrators HINDERS Survivor five times. Narrate each Hindrance/
Won the most Conflicts? Take one token from the other player.
Terrors only ATTACK when Survivors play card with same suit as
Terror’s face-down card. Describe your Terror, then ATTACK. Won
the Conflict? Take two tokens from the other player.
Rounds end when all Survivor’s cards are used, or after Terror’s
ATTACK. Roles rotate clockwise. Discard hand, redraw 6, play one
No tokens? You cannot be a Survivor until you win some back.
Narrate your deaths/escapes.
---------------------------------------------------------------------------------------------------------------------------------------------Got the most tokens after 7 Rounds? You win! Conclude all stories.
Who Survived? Died? Remained Terrors?
It’s in your hands…
Endless Descent: a game of Secrets and Hope
Kevin Kulp
“Bring a guide,” cautioned the innkeep, but you knew better.
A one-way door, a bad choice – and you became trapped in this
endless dungeon, staggering onwards as you hope to escape. Has it
been months? Years? Who even built this? With every room you’ll
face monsters, traps, long-kept secrets, and your desperate dwindling hope.
Describe your adventurer to the group: your capabilities, appearance, personality, needs, and flaws.
As a group, name and describe one party member who has died. Why
did they matter?
Determine one secret about yourself and one about the adventurer
on your right. Write them down, keep them secret.
Take turns. Choose to reveal a secret or have a secret revealed
about you; then jump forwards or backwards in time to describe a
new dungeon room to explore. Describe combat, traps, temptations,
supplies, or clues, but focus on party dynamics. End each scene
after the secret is revealed and its ramifications roleplayed.
What changed?
The game lasts 2 scenes per player.
Reveal the final secret to end your explorations – whether through
death, rescue, escape, or something else. If appropriate, go
around the table one final time to describe your hero’s epilogue.
Enna’s friend or foe?
Enna is a bloodthirsty Elf ranger obsessed with beheading Orcs to
collect their heads. She travels the kingdom seeking their lairs.
Her 4 friends decide to join together to prevent her massacre.
The kingdom is drawn on a grid sheet. Enna and the other players start at opposite corners. All five players have four skills:
Deception, Trust, Love, Compassion. Players allocate their powers
randomly to their 1d4 dice. They roll 1d6 to travel across the
map (1-1 square, 2- 2 square movement, etc.). The friends’ goal
is to converge where Enna is to convince her to stop. Enna’s goal
is to have them joining her in her killing spree.
When a friend encounters Enna, the friend rolls the 1d4 die to
determine which skill to use, followed by a roll of 1d6 to get a
score. Enna does the same. The friend wins a round if their score
is higher than Enna’s. If not, Enna wins.
If Enna wins the round, the friend joins her against the other
players. Enna wins the game when all have joined her party but
Enna’s party wins automatically when they kill 10 orcs. The
friends win when all have joined their party.
Tara Zuber
Everyone needs a long sheet of paper and a pen.
Understanding the past is tricky. S
​omewhere amid the myriad
accounts, legends, songs, and artworks might hide a truth. This
is a world building game. We’re not looking for the truth; we’re
creating fragments.
In the top fifth or so of your paper write the name of a long-lost
people and describe where and when they lived.
Pass your paper to the right.
On your new paper, create some art (e.g., drawing, lines of a
song) from that people. Copy their name on your panel and fold
the paper so only your art is visible.
Pass right.
On your new paper, describe some lore (e.g., myth, folk cure,
urban legend) from that people. Copy their name on your panel and
fold so only your lore is visible.
Pass right.
On your new paper, write a first person account of some major
upheaval or cultural event the people experienced or celebrated.
Copy their name on your panel and fold so only your account is
Pass right.
Repeat: Art, Lore, Account
When you’ve no more room, reclaim your paper. Try writing a short
textbook entry about the people you named.
Larry Szmulowicz
How far will you go to get what you want?
Two players control the same alter-ego.
Character Creation
Determine your desire
What do you want more than anything?
What’s stopping you from getting it?
Choose your initial Humanity score: 3 - 5
All actions require a Humanity roll (1d6). To act with compassion, roll under your Humanity to succeed. To act ruthlessly,
roll over your Humanity to succeed. Rolling equal to your Humanity fails.
After every action, move your Humanity up or down by 1 (min. 1 /
max. 6).
Game Play
Escalation – Player 1 narrates what is happening until you must
choose to act with compassion or ruthlessness.
Tough Choice – Player 2 chooses & makes a Humanity roll. The same
player describes the outcome and decides whether to move your
Humanity up or down.
The next turn, Player 2 escalates and Player 1 chooses.
The first escalation must tempt you to act ruthlessly by playing
into your desire. The first tough choice must be to act ruthlessly
and automatically succeeeds.
Play until your alter-ego has fulfilled his desire, alienated
everyone, or is dead.
The higher your Humanity at the end of the game, the happier you
Escape from the Drowning Tower
Azrael Arocha
VICTORY! The Witch is dead… Yet, her castle is drowning and her
traps have activated. Will you escape?
1 GM, 2 Players
1 set of Playing cards.
Deal Jokers as Treasure in front of each player
Shuffle together Red Suited cards from 2 to 10. This is The
Tower, Players Draw boons from this deck when they succeed
Take all Clubs and Red J,Q,Ks sorting them by value. This is
the Drowning Counter
Shuffle all remaining cards together. GM draws from this deck
every turn.
Everyone draws 3 Cards
To Play a Card, a participant must first take a Card from the
Counter and show its value
GM begins by narrating the Challenge players must face and
plays a Card from her Hand face Down, the value on it is the
Difficulty of Success
A Player then narrates her actions and plays a Card face down
Players can Pass
Reveal all Cards
Player’s actions Succeed If all their cards add to equal or
greater than the GM’s Card
Jokers can be sacrifice to defeat any Challenge but are lost
Game Ends when:
Red Deck is over: Heros Escape
Counter Deck is Over, Heros Drown
David Fono
(To be played on a quiet beach.)
You’ve been alive for millennia. You can’t be sure exactly how
long, because memories fade along the way. A handful of others
like you have found each over the years. Mostly, you keep to
yourselves. Every 100 years, you return to this beach, and discuss the tectonic shifts of the human world.
Each player: Collect 5 small stones. Think of important, recent
memories for your character—person, place, thing, activity—and
assign each to one stone.
To start: One player observes a defining world crisis. Taking
turns adding observations. Any player ends the discussion by
saying: “Time will tell.”
Secretly bid, then simultaneously reveal some (or none) of your
stones. The winner proclaims how the crisis will resolve over the
next century, for good or ill. In a tie, the winner is whoever
spoke last.
If you bid any stones, throw them into the water. These memories
are lost.
Separate, and walk the beach alone. Consider how lost memories
will affect your character. Consider how their century unfolds.
Pick up one new rock—a new memory.
Regroup. A century has passed. Discuss your stories. Then, present a new crisis. Repeat for 400 more years.
Eternal Rivals
Michele Corona
Two samurai meet under a blossoming cherry tree to settle a lifelong feud.
Hands on the hilts of their katanas, they wait for a moment of
clarity to strike.
Each samurai takes 10 six-sided dice and hides them behind a
folded piece of paper.
One samurai narrates a way in which the other was insulting in
the past.
This can be anything: from having eaten with the wrong-coloured
chopsticks to having slept with the Daimyo’s daughter.
The other samurai must defend his conduct.
Each one then secretly takes a number of dice to hold in his hand
(from 0 to 10).
Both players roll them simultaneously.
Each 4-5-6 is a winning die:
The player who has the most winning dice has won the argument and
sets the winning dice apart in their victory pile. Ties go to the
insulted samurai.
All the other dice are discarded in shame.
The narrating role is exchanged until all dice are in victory
piles or discarded.
Both samurai take their victory dice and roll them one final time.
The one with the most winning dice kills the opponent.
A tie means that both samurai kill each other.
Honor must be avenged!
Tucker Sherry
Distribute four blank index cards, markers, and a random role to
each player; roles remain secret.
Roles are:
Each player may go to the
bathroom for up to thirty
bathroom, they first write
(Ex. Hide knife, look for
taking something from the
card. A player cannot use
bathroom four times, and can be in the
seconds at a time. When going to the
down what they will do in the bathroom.
money, pee) If the player is leaving/
bathroom, they must leave/take that
a card that has already been written
HANDOFF needs to get the murder weapon to HITMAN, who needs to
kill DEALER (and no one else) to win.
DEALER needs to get the package to BUYER, and BUYER needs to get
the money to DEALER (without being caught) to win.
UNDERCOVER wins by using their one accusation to correctly identify a pair of criminals. (HANDOFF/HITMAN, BUYER/DEALER)
DINER has an overactive bladder- they can only use their cards to
pee, and must use them all by game’s end.
If you die, you lose. Multiple players can win.
Game ends with a murder, successful accusation, or all cards
Everyone’s The Good Guy (Of Their Own Story)
Natalie Ash
Storytelling RPG for 2 Players
Two players each take turns narrating a scene or event across
five time periods, one forward through time, the other backwards.
During each narration, the other player can interject one fact
which must be incorporated into the narration. Along with that
fact, all other statements should be assumed a true if not unbiased view of events.
At the beginning of the game, write down one in-narrative concession you would like the other character to make. If they do so,
you win. This means that one, the other, both, or neither players
could “win”.
Scenario 1: The Relationship
This scenario plays out over a five year relationship, each being
one member of the relationship, from its beginning to its end.
The five scenes occur at the meeting phase, the early relationship, the height of the relationship, its downward spiral, and
its dissolution, each roughly one year apart.
Scenario 2: The Mission
This scenario plays out over five hours of a failed military mission, both characters being officers in charge of the mission. The
scenes are the planning phase, the initial engagement, an ongoing
stalemate, starting to lose, and the tragic withdrawal.
Evil Goatees
Paul Griffin
There are good and evil dimensions. The joker from a deck of
cards represents which dimension you are in. Shuffle the other 52
cards and place them face down. Each player draws one card from
the top of the deck and places it face up in front of them to
represent how evil their goatee is. If an ace is drawn, reshuffle and draw another card. A higher card represents a more evil
Start in the good dimension. Whenever a player attempts a difficult action, they draw the top card from the deck. The more evil
their goatee, the harder the action is, so the drawn card must be
greater than or equal to the player’s goatee to succeed. An ace
is a critical success, but all players are warped into the opposite dimension. The joker is flipped to show this. When in the
evil dimension, an evil goatee becomes an asset, and cards LOWER
than or equal to a player’s goatee represent success. When you
run out of cards, shuffle all cards, including goatee cards, back
together. All players draw new goatees, then continue.
Roleplay as good or as evil as your goatee suggests!
Ex Libro
Justin Colussy-Estes
In Ex Libro, players choose characters from novels, trying to find
objects or characters held in another book. That other book, the
setting, is controlled by the gamemaster.
Preparation: Choose a book ≈300 pages*.
Gamemaster: Read through your chosen book, flagging locations,
scenes, characters. Tell the players your book. Create or find any
helpful supplements (maps, etc). Choose an object or character
from each player’s book to rescue. Identify where in your book
these are located.
Players: Read through your chosen book, flagging helpful actions
and reactions of your character. Tell the gamemaster your book
and character.
Gameplay: The Gamemaster runs characters through the GM’s novel,
roleplaying the setting, NPCs, etc. The players roleplay their
character. Players choose lines from their novel to resolve conflicts. Once a line is quoted, it cannot be reused, and you cannot
choose lines from earlier pages. Characters vanish and return to
their novels if they get their quested object, die, or run out of
*For every 50 pages over, players may not use lines from the first
25. For every 50 pages under, they may at any point jump back 25
pages to choose lines, but they still can’t reuse any lines.
Exceptional Bodies for Exceptional Hosts
Alex Fricke
Brilliant night sky; stars twinkling; systems bustling; cultures
clashing; peoples expanding, exploring.
A thousand thousand worlds; a thousand jungles; a thousand seas.
Life everywhere.
Ah, the inspiration!
Where are we? The largest menagerie in the galaxy, of course! So
many creatures! From so far, so wide!
Ah, the inspiration!
Why are we here? For the sampling. For new ideas.
To get the creative juices flowing!
Ah, the inspiration!
What creature did you find? Where is it from?
How is it beautiful? What can it do? How is it dangerous!?
Find another creature. Hmm, one more for good measure. How are
they amazing?
Now splice!
Don’t you just love Skellik’s work, black bioengineer extraordinaire that he is?
Describe for us his creation. Your creation.
Where will you wear it? What will you do there?
For work? For pleasure? Maybe both?
What kind of dastardly deeds might you be up to today?
Hmm, yes!
What quirks have you discovered? What eccentricities have you
enjoyed? Tastes, smells; impulses, instincts.
Have they caused you trouble, or just more fun?
Ah! The pleasure! The senses, excited!
But how quickly they dull... Once again, evermore.
What to do...but start anew!
Exodus - A game of discovery for 2-6 players
Jenn Martin
You are a group of humans sent to an empty alien ship to investigate. The aliens are gone, with no obvious cause.
Pick a specialty for your character (ie linguistics, physics, sociology, etc) and an area of the ship (ie. engineering, medical,
cafeteria, gym, etc). Don’t overlap with other characters. There
is no leader.
Take turns describing areas of the ship.
When it’s your turn- Answer the other player’s questions. Be obvious in your answers- if you don’t know, say that. Other players
can make suggestions, but you get final say. When you’re ready,
name one thing about the room that pertains to the disappearance
and write it down on a notecard. Move to the next player.
When it’s not your turn- Ask about the room (ie. sight/smell/
sound/etc). Think about what you’ve heard about other rooms and
tie them together. You may suggest things, but the player whose
turn it is gets final say.
Once all players have gone, look at the facts you’ve gathered
about the disappearance. Do they fit into an order? Do they tell a
story? Give each player a chance to offer their theory, but don’t
identify any as true or right.
Expedition 13
J S R Varma
“Expedition 13, this is Mission Control, reading multiple errors.
Please advise.”
You are astronauts on the international space station, but something has gone terribly wrong. All that matters now; Surviving.
1 D20 per player
4 shots of alcohol per player
Spare alcohol.
1 Designated Driver AKA Mission Control
Mission Control’s word is law.
Mission Control decides roll targets.
Mission control knows everything wrong with the station and can
advise you on fixing it.
When players take physical or psychological damage they drink a
If at any point the station loses atmosphere all players in the
effected vicinity take a shot.
Refill a glass after successfully performing first aid.
When a player has no shots left they are dead.
Only the pilot can fly the escape shuttle.
Mission Specialists have one specialisation that gives them advantages in certain rolls (e.g. engineer will be better at hardware repair).
Each player takes 4 shots and a D20.
Choose 1 player to be the pilot. Everyone else is a ‘Mission
specialists’, agree with Mission control what your specialisation
Mission Control explains the players situation and then they
Fix the station or get back to earth alive.
a story rpg system
Cuchulain Coker
These create or change aspects about: CHARACTER (characters
or groups); STORY (plot-lines, dialogue-cues, events...); and
SETTING (place, conditions...); referring to past, present, or
Each player establishes:
1 fact about each: setting; setting history; and own character
3 facts about own character;
1 possibility about each: setting; setting history; story; story
history; and another player’s character.
Each player receives 1 Transformation, 1 Possibility, and 3 Facts
to use Per Scene. Establish these in-scene or as logical, changing existing or creating new elements.
[Play character-affecting facts only on own character, unless
whole group agrees otherwise.]
FACTS are true at creation.
Facts change possibilities into Facts, and Facts into Hard Facts.
HARD FACTS are difficult to change.
POSSIBILITIES remain uncertain until changed into Facts.
Possibilities change Facts into Transformations.
TRANSFORMATIONS remain active until changed into Facts.
Transformations change Facts into (new) Facts.
2 Transformations + 1 Possibility can amalgamate 2 Hard Facts
into 1 (new) Hard Fact.
[Players organise sharing non-player-characters, or one takes
host role by rotation or solely. Each npc has 4 own character
Facts available when created or as necessary.]
Jonathan Lavallee
Some Gentle Knights were pricking on the plaine,
Ycladd each one with words and siluer shielde,
A part of erry story booke and game,
The Faery Qveen did quest them ne’re to yielde,
Banner makes known their hearts upon the fielde,
Each Gentle Knight chosen to represente,
Elements of themselves revealed,
Holiness, Chastity, or Justice,
Temperence, Friendship, all to be writ.
With unique elemental hearte displaied,
All Gentle Knights are blessèd with a queste,
For lo the Faery Qveen is much dismaied,
To see such creatures ravaging up in jest,
This Feary Land that she has deemed is beste,
Each Gentle Knight in turne will ride oot,
And draw upon the decke of tarot blessed,
For discovery of what comes now aboot,
Mettle of Gentle Knights will be in doubte.
Draw Cups and others will describe a threate,
Of water, emotions, friends, creation,
Draw Pentacles and Gentle Knights will get,
Problemes of earth, greed, and materiation,
Draw Swords for air, power, minde, and ration,
Draw Wands, for viality, and the soul,
Gentle Knight tastes defeat unless conception,
Of personal elemente to their goal,
All other Gentle Knights shall decide
If cards are won, or set aside.
Fair Verona Burns: A Tragedy in Three Acts
Adam T. Minnie
“These violent delights have violent ends
And in their triumph die, like fire and powder,
Which, as they kiss, consume.”
Collaboratively detail a setting and 10+ hot-blooded characters
evenly representing two feuding factions. Detail characters:
“[Name], the [adjective] [noun].”
Take turns: Frame a scene featuring any two characters and select
one to roleplay. Another player roleplays the second. Remaining
players may roleplay additional characters as dramatically appropriate. After every scene, collaboratively assign one-way Passions (hate, love, or exploiting) among participating characters.
Act One (scenes 1-3): No open violence. End after satisfying
Act Two (scenes 4+): End scenes when someone dies. Roleplay until
someone attacks, embraces (with consent), or exploits one or more
others. All involved roll 1d6. Lowest roller loses and narrates
scene outcomes (ties both lose):
--Attack = loser dies.
--Embrace = winner’s ally dies (probably off-screen)
--Exploit = loser’s ally dies (probably off-screen)
Act Three (when 2-3 characters remain): Collaboratively resolve a
climax and fallout. Each remaining character rolls 1d6 per Passion, and pursues the highest-rolled Passion (choose among ties).
If pursued Passions match, resolve accordingly. Otherwise, characters each roll 1d6 and narrate by the winner’s pursued Passion.
Is your tale ultimately tragic, reconciliatory, ugly, cathartic,
or something else altogether?
Toby Sennett
2-4 players, 1 GM, deck of 52 cards
Your Empress has been killed and the Empire seized by traitors.
As her Avatars, greater than mortals, you must deliver vengeance
upon the Usurper. Each player selects a unique Virtue:
Glory (Clubs)
Honour (Spades)
Justice (Diamonds)
Passion (Hearts)
Each player draws six cards then discards two. Players’ cards are
kept private.
Play takes place in four phases.
During the Raid phase players will strike to gather intelligence
and material. During the Retaliation phase the traitors strike
back. Players then Rally their own forces and commit them to the
Revenge against the Arch-Traitor.
The GM establishes a scene. Each player describes their actions,
placing one card from their hand face down. The GM then draws one
card face up to indicate the opposition.
Players reveal their cards, then describe the outcomes of their
actions in order of lowest value card to highest. A player with a
higher card than the opposition has succeeded. A player succeeds
on a tie if their card matches their Virtue.
Begin the next phase when all actions are resolved.
Play to discover the cost of revenge.
47 Ronin
House of the Dying Sun
Lady Snowblood
Familiars RPG
Dominik Marchand
You are familiars serving a cabal of witches. You live in the
same tower of sorcery. Your goal is to brew a potion during your
mistresses’ absence and hopefully impress them. Failure is not an
option; they might do something worse than turn you into animals
First, roll a die and check the table below to determine the special power you’ve been bestowed. Roll again for your flaw.
One player – the main character (MC) for the scene – rolls for an
Ingredient required for the brew and a Location inside the tower.
Cross them both off. The player to the right describes complications that arise from the MC’s power, flaw, or both. The remaining
players detail the scene and support the MC in getting the Ingredient.
Once the scene is resolved, the player to the right becomes the
MC and rolls for another Ingredient and Location. Repeat until
all Ingredients are crossed off. Finally, decide together on the
result of your experiment.
Invisibility Selfishness
Teleportation Recklessness …Weird
Farewell, My Love
L & M Saltonstall
2 lovers, 1 quiet room, some time to yourselves
Find a private, quiet space where you can sit facing your lover.
One of you is the Traveler about to depart. You may or may not
survive to return. Describe the upcoming journey, and why you
must go.
The other player is the Hopeful, the lover who will await the
Traveler’s return. Describe how you will keep the memory of your
love alive.
Maintain silence from now on.
Face each other, lock eyes.
Take hands gently.
Without words--using your fingertips and hands--touch your lover’s
hands, arms, shoulders, neck, head, face. Take turns expressing
emotions through touch. Maintain eye contact; breathe together.
Vary your touch to communicate your feelings.
Traveler: regret
Traveler: reassurance
Traveler: gratitude
Traveler: adoration
Traveler: craving
Hopeful: hope
Hopeful: trepidation
Hopeful: longing
Hopeful: desire
Hopeful: lust
Finish the game by engaging physically in a satisfying climax to
the story expressed so far. Use your bodies but no words. Take as
long as you need.
After you finish, debrief and resume talking with each other.
What did you discover about love?
How will you shape your next parting and reunion?
Fated Feud
E.M. Gregory
Two RIVALS stand face-to-face and blade-to-blade! A third player
is FATE.
Both rivals take five BREATH tokens.
Secretly, FATE flips a coin to determine which rival they favor
and records the name.
Every turn, flip a coin to determine which rival speaks first. Each
rival describes an INDIGNITY that has driven them to duel. Then
both players secretly and simultaneously spend BREATH in the
following amounts to take one action:
0: BREATHE. (Gain one
1: PARRY. (Cancels an
2: ATTACK. (Deals one
3: FLOURISH. (Cancels
ATTACK or reduces FLOURISH damage by one.)
another FLOURISH; otherwise deals two dam-
Rivals hold their action tokens in their fists.
FATE chooses which INDIGNITY was most grievous. The aggrieved
party earns a BREATH. If FATE chooses one rival three times in a
row, the unchosen rival may CURSE FATE and remove them from the
Rivals reveal tokens simultaneously, resolve damage, then move to
the next turn. Each turn, rivals describe the INDIGNITY that led
them to commit the INDIGNITY their rival last described.
Each rival has seven health. Once a rival reduces their opponent
to zero health, they win. If FATE’s favored rival wins and they
are uncursed, they also win.
Fated to Meet – The Journey of Two
Guilherme DR
2 Players.
1 Symmetric board (chess, battleship).
A *“cover”.
Board pieces.
Create a Character and setting where it lives in. No relation
between Characters is needed. Pieces representing each Character
are placed on opposite sides of the board. Add the *cover to the
board so Players see only their half (think battleship).
Both Players repeat at the same time:
Player A tells Player B a Theme relevant to A’s Character.
Player B sends media(pictures, video…) representing each possible
next move for B’s Character (Characters move 1 step) to Player
A. All moves start unmarked. For unmarked moves, choose a media
according to the theme received, and mark the board (easily done
with pieces of paper). For marked moves, send the representing
Player A chooses one received media, and Player B moves his Character accordingly.
Until Character(s)… :
…reaches the edge of the board(Except the starting Edge):
Something bad happens. Describe it, and reposition your Character
somewhere it has been before.
…crosses the middle:
Worlds meet, and Characters see each other. Remove the cover.
Players shouldn’t be able to tell which media represents which
…are next to each other:
Describe their meeting. Congrats!
Fatimah’s Busy Day
The youngest player is Fatimah.
Others play her anthropomorphic burqa, Amir.
Fatimah is running errands before going on a trip.
Using the prompts below as guidelines, play out scenes from Fatimah’s day.
[Open-Air Market], [Alleyways]
Fatimah’s world is blue-tinted, because Amir is blue, but Amir
can see its true colors. Amir, describe these to her as she
travels, highlighting details that her screened saccades miss.
[Open-Air Market], [Alleyways], [Mosque]
Fatimah’s world is dangerous, because people are desperate and
violent, but Amir protects her from harm. Amir, tell how you
turn away gazes, camouflage her movements, and render her invisible to potential bad actors.
[House], [Graveyard], [Alleyways]
Fatimah’s friends and family are in turmoil, because the world
is bleak. They are upset that she is going away. They grasp at
Fatimah. Amir, tell Fatimah how they feel, but be mindful of her
feelings, too.
Whenever Amir speaks, everyone talks all at once. Through the
noise, Fatimah chooses which narratives to silence, one by one,
by saying “Hush...” and the speaker’s name. The remaining narrative(s) become what is real. When ready, Fatimah can silence
everyone—and just exist—before ending the scene.
End play when Fatimah leaves for her trip.
Fear the Conspiracy
Inanimate/Trevor Cashmore
You found EVIDENCE of its atrocities.
Bring a photograph, clipping, post-it, etc. to represent your
evidence. In turns, pin your evidence to the board. Introduce
yourself. Explain how you found your evidence, what frightening
truth it exposes, and whether you FIGHT BACK, or RUN.
In turns, CONNECT EVIDENCE, using string to tie together pairs
unconnected to each other. Explain to us how they’re connected,
and how that either:
-- Where is it? What, or who, is it?
-- At what cost?
-- Why is it horrifying?
- Or DELAYS THEM, by sacrificing a RESOURCE, ALLY, or YOURSELF.
Whenever your evidence becomes part of any connection past its
first, THE CONSPIRACY MOVES. Tell us how THEY either:
- TAKE your evidence, and all RESOURCES and ALLIES it UNCOVERED;
- ACHIEVE one GOAL. If none were known, one’s revealed;
- DISPLAY their power, only if DELAYED. Now, they’re no longer
- Or FIND YOU. You die, or worse.
When ALL evidence has more than one connection, your stories end.
In turns, tell us how you DIED FIGHTING, or LOST EVERYTHING.
Sharang Biswas
Five Players.
Everyone: Choose one basic taste: sweet, salty, bitter, sour,
umami. Prepare food or drink representing it. Each taste must be
Make enough of each food for one bite-sized morsel for every
player. Place morsels in the center of the play area.
1) You are all entities consuming a different individual’s personality. For example: alien parasites, sentient fungi, demons,
2) Use one food item to inspire your host’s identity.
3) Each round, in turns, eat one morsel and recount a memory or
thought you consume from your host, related to the flavor you eat.
-Sweet: friendship or love
-Salty: personal triumph
-Bitter: regret for one’s own actions
-Sour: sadness about an event or circumstance
-Umami: a contribution to an individual or the world
4) Each round, relate your host’s memory or thought…
Round 1:
Round 2:
Round 3:
Round 4:
Round 5:
…the moment they were infected
…they haven’t touched in a while
…they shared with someone close to them
…they return to repeatedly
…they revisit right before their personality is extin-
5) Do not eat the same food more than once. When all morsels are
eaten, you have subsumed your host’s consciousness.
Fidget Madness
Stanley Roth
You are a fidgety kid in a tight, restrictive classroom that has
poor air ventilation that makes it torture to breathe or move.
The kid must power up through each struggled breath to allow his
body to power through the torture and start to fidget. The game
goes until the kid is able to fidget to his heart’s content and
his body becomes extremely powerful and is able to crush universes and does. After this the game ends because all possible worlds
are destroyed and are null and void.
Player count- one
Materials - torture classroom
How to play use your imagination to face off the struggles while
the air crushes you
Rpg elements- leveling up body’s power level to be able to fidget
and destroy all worlds
Fill in the Blank RPG
Ryan Khan
Players begin with 5 each of the following cards: Nouns, Verbs,
Adjectives, Adverbs.
To attempt something the player rolls 1d10, success on 7+. To
roll more dice, the player plays up to one of each kind of card.
If the card is blank, write one word on the card. Words cannot
be repeated. Players describe their action in one sentence using
those words. The description must make sense to count; you can’t
“sneak loudly”. This is at the GM’s discretion.
Facing an orc? Write “HUG” on a verb card and state “I HUG the
orc,” to roll +1d10. Write “aggressively” on an adverb card and
state “I AGGRESSIVELY HUG the orc,” to roll +2d10. Words can’t be
erased, but cards can be used again. A player without blank cards
cannot create new cards.
If a player gets hurt, they must destroy one of their cards.
The GM must create cards to roll more than 1d10. The GM must
create one of each type of card before repeating any type. After
the roll they put the cards in a pile. Players can destroy one of
their written cards to take the top card or a random card from
the pile.
Final Enemy/A Poetry of Revenge/Samurai Haiku
Chris O’Neill
None have ever seen the face behind the mask of the Demon Shogun,
the mysterious noble who destroyed your lives.
A rebel cabal gathers at the Shogun’s Fortress to find justice.
Each conspirator formally introduces themselves.
In turn, describe how The Demon Mask wronged you, and why you
have failed at getting revenge. Your tale should highlight your
amazing abilities, while showing the incredible powers and supernatural strengths of your nemesis.
While each speaks, the others compose a Haiku about the tragic
tale. Fold the completed poem and silently place it in front of
the speaker. Once all have their poetry of revenge, you begin to
discuss strategy. How can we defeat the Immortal Demon?
One will stand, laugh heartily, and don the horrific mask - revealing themselves as The Enemy.
The Shogun unfolds and reads a Haiku aloud, solemnly. Then,
using the Haiku as their inspiration, The Demon narrates their
attack against the rebel who wrote it. That Hero responds in
kind, reading a random poem to inspire their narration of their
own death.
Repeat this ritual until only one remains, the Hero destined to
slay the Demon.
Read all your poems then narrate your legendary victory.
Final Testament
Josh Fox (Rabalias)
3-5 players. You play ordinary people, who are friends.
Shuffle a card deck (minus face cards).
Character objectives:
*Be open about their life and emotions
*Entangle the characters socially and emotionally
*Reveal tiny unexplained Enigmas in their lives (record these)
Draw a card each. Go in order of face value, lowest first, to:
*Frame a scene where something happens to develop or transform
your relationship with another character
*Draw two cards, discard one
When your hand hits 13+, die.
Take turns to describe the funeral, a sentence at a time.
The deceased becomes GM.
The GM’s objectives:
*Create a compelling, frightening conspiracy
*Make it threaten the characters
*Weave the Enigmas in
Start the clock at zero. The GM frames scenes and advances the
clock if, in a scene:
*The characters work to resolve an Enigma
*The characters show fear
When the clock reaches 13, the characters secretly choose one of
the following:
*Go into hiding forever
*Risk death to crack the conspiracy
*Betray the others
GM: frame a final scene where the conspiracy is fully revealed.
If anyone betrayed, those who risked death are screwed. Describe
what happens.
Anyone who survives narrates a short epilogue for themselves.
Fire of the Gods
Chuck Dee
Long ago, Divinity left the world; the gods disappeared. But that
Fireremained in their bloodlines, and it has been rekindled.
What will you do with the power of a god?
The GM frames the world with two simple questions:
When will the game start?
When did Divinity return?
Narrate your god’s description and background; all gods are
exceptional. Choose a Realm, assign 5 points between Mundane
(operating as a mortal) and Divine (operating as a god), minimum
1 point. Also start with 5 Numina (the divine Fire).
Divine always trumps Mundane; chance is only for similar forces.
Divinecan be used within a god’s Realm, or when Numina is spent.
Players roll dice, taking 2d6- one fortune and one fate. Roll,
subtracting fate from fortune, adding stat, and optionally Numina.
> 0: Player narrates.
< 0: GM narrates.
= 0: Player narrates, GM narrates price.
Each use of Divine gives the GM Fate, which can be spent anytime
to subtract one from a roll, narratively justified. Numina can be
used to negate hits, but at 0 Numina, the next hits cause tremendous stress on the god’s body; the GM will keep you posted.
First Datepocalypse
4 - 10 players.
Each player takes a turn vocally progressing the story and outlining their actions.
Each phase listed below consists of two player turns. Turns are
taken by each player in a clockwise direction.
Each player introduces their own fictional character. The player
that has last gone on a date introduces their character as the
first lover. They always go to pick up their date from the home of
the second player character.
Both players decide on the date location and time.
The third player should be in attendance of the date location,
such as an employee, and so should every other player thereafter
except the last player. They will always introduce themselves as
the antagonist. Example: a jealous ex-girlfriend.
There should be a creative and surprising stand-off between everyone in the game.
Each player rolls 1 six sided die for their character. If a 6
is rolled their character is uninjured. If any other number is
rolled the next player describes how the previous player character has died.
Whoever is alive after the last round are more than likely
drenched in blood and psychologically scarred. Wrap up their
actions in one sentence.
Five Cards
Simon Burley
Referee designs adventure. Challenges defined in terms of the
number of success needed to overcome them.
Players get 10 cards. 5 Action Cards:
Success with complication
Complete success
Failure with benefit
Complete failure
And 5 blank Character Cards. They define their Character by writing 5 things on them.
Referee gets 5 cards:
Referee claims card
Player retains card
Card goes to another Player
Card discarded
Player vote
Referee describes the setting. Players state actions. When Characters face a challenge, player draws random Action Card. Results
interpreted by Referee. Failure may cause wound - turn a Character Card over. Successes/benefits may heal wounds.
Referee draws a random Referee Card to determine what happens to
the player’s Action Card. The Referee can take no proactive actions until they have gained at least one action card. They then
have two piles of cards.
Player and the Referee shuffle their card piles. Action moves to
next Player.
If a Player has no Action Cards and their Character has a wound,
they are dead.
Play continues until the adventure is over or all Action Cards
are discarded.
Flesh of the Gods
Dan Connolly
A pantheon of Gods tell tales of their attributes and patronage.
Each player writes a:
- Divine domain (e.g. Storms, Agriculture, Cats)
- A treasured possession
- Body part
Players randomly select one domain, possession, and body part to
create their God.
Players also write three prayers (i.e. requests of a God), these
are shuffled into a deck. Prayers can be as grand, solemn, trifling, or selfish as you like.
The starting God is whoever last ate an apple. The player opposite is the Village Elder this round and draws a prayer. They
beseech the God for aid, the God must use the powers of their domain to answer the prayer. The God to the Elder’s left jealously
intrudes and adds a complication. The God to the beseeched God’s
left uses their possession to help overcome the complication. The
beseeched God now gains an additional domain based on the prayer
and the next God is beseeched.
Second time around it is the Gods to the right of the Elder and
beseeched God rather than the left.
On the final round no other Gods intervene, the beseeched God must
sacrifice their body part in order to answer the prayer.
Flesh, and Other Inconvenient Things
Nolan Lindberg
Survive 30 days until the military arrives.
Each new day: Roll 3d6 and arrange them lowest to highest, corresponding to morning, midday, and night. That’s the number to roll
to return home safely at that time of day.
Everyone takes an action and chooses to return home or not. Turns
advance time. If night, you must return home.
You determine the difficulty of your actions (N), roll >N to
succeed, otherwise fail. If you roll higher, you don’t get more
Bases = 10 starting HP.
Characters = 10 max HP, 0 = death.
Actions in base
Fortify base +N base HP.
Heal person N HP (requires medkit). If fail, destroy medkit.
Cook: +N food, if fail -N food.
Actions outside (Zombie roll to come home)
Gather N food.
Scrounge: 1-2 ammo, 3-4 chainsaw, 5 medkit, 6 gun.
Zombie encounter: failure, take d6 damage and drop everything.
Without chainsaw 6+ safe.
With chainsaw 4+ safe chainsaw always breaks.
With gun 4+ safe, reroll with another ammo.
Food consumption: Effects
2: +1 HP
1: Nothing
0: -1 HP
Each night: Eat, then Zombies attack, they deal 1d6 damage per
player to the base. If base HP reaches 0 then everybody gets a
zombie encounter.
Flirt Party
Johannes Oppermann
Flirt Party
for 20-50 players
by Johannes Oppermann
This is about daring to flirt. Bring your primary romantic partner. Don’t play if you hate watching them flirt! You don’t have a
partner with you? Pick someone available, go on a 15 minutes date
together and establish some history to play with.
Your partner picks your first flirt, you pick theirs. Start with
the person your partner picked for you. Primary partners are
off limits to each other until the endgame. A valid flirt is any
unambiguous gesture of appreciation made towards a romantically
compatible other person. Keep flirting until you run out of compatible partners.
Watch your primary partner while you flirt. Note who they flirt
with, who flirts back, if you find them attractive yourself, and
how you feel about it. Signal to your partner when you’re ready
to end. When you’re both ready, leave for a private space.
Endgame: Sit with your primary partner and take turns describing what you saw. Compliment them on who flirted back, tell them
who you found attractive. Be brief. End the game when both have
mentioned everyone they saw.
Congratulations, you have dared to flirt. If you’re still partners, you win!
Flirt Party Aftermath
Johannes Oppermann
Flirt Party Aftermath
a supplement to Flirt Party - 20-50 players.
by Johannes Oppermann
The Talk
Everyone, think of your most intense past relationship. When you
were sure what it was. Think of the talk you had before you were
sure. Describe your situation on an index card. Be brief, but
clear. Put all index cards in a hat. Mix, then draw one at random. This is your motivation.
Partner up, take opposite seats at a long table. Like speed
dating, but assume you’ve already met. You’re at a point where at
least one of you wants an answer to the question “What is this
between us?”
Take 5 minutes with your partner, try to achieve your goal. After
that, leave your card on the table, move one space left. Opposites, keep your seat, but pass your card to the left. Repeat
until you’ve tried all cards.
Ice Cream & Breakups
Same as before, write on an index card. But this time, think of
the time you broke up. Think of when you knew you would. Think of
when you had the talk. Write your motivation. Then have the talk,
as above.
Now have some ice cream - you’re so brave, treat yourself!
Ashton McAllan
There is an other place.
It is called
You get there by
Print this on paper, fill in the blanks above, then redact this
Play one game of Footprints then give this document to other
people to play.
Players create a character with a name, a belief, and stats:
Quick, Strong, Hale, Smart, Odd, True. Give each stat a value
between -1 and 3. Stats must total less than ten.
Together, tell a story where the characters enter the other
place and what happens there. Players describe their characters’
actions, the GM describes all else. Rulings will sometimes be
triggered which say what happens next. They start with a bang(!)
When playing the GM adds additional rulings and/or fictional elements to this document. They add between one and five. Add pages
as needed.
!When a character is hurt, reduce their Hale by one.
!When a character’s Hale is less than one, they die.
!When a character attempts something non-trivial, roll 2d6 and
add whichever stat the GM says applies. If the result is more
than seven they succeed. If less than ten the success is partial
or comes at a cost. Otherwise the GM says what happens.
For The Birds
Dave Lapru
This is a game for two or more players, and infinite birds.
Feed birds, who will become characters in your stories. Required
for the game are:
Friend(s): a person or people who you can tell stories with.
Feed: at least a couple handfuls of seeds, peanuts, mealworms- no
bread! It’s bulky and low in nutrients.
Flock: a duck pond, a city square frequented by pigeons, anywhere
where you will be approached by birds.
Get comfortable by the flock, and divide the feed between you and
your friend(s). To start play, one of you will toss a handful of
feed to the flock. Watch what each bird does, then choose your
Main Character and explain their actions;
“That crow ate so quickly because she’s starving after a fight!”
Another player then escalates the story, pointing out another
“With her arch-nemesis: The Starling!”
You get a point for each new bird you introduce as a character!
Go as fantastical as you want, a sentence or two at a timequickly, because the story ends when your Main Character flies
away! Whoever has the most points throws more feed and starts
fresh. Play ends when all feed has been thrown.
Tanner McEveety
In a time or moment of uncertainty, each member of a group of
soothsayers receives a glimpse of the future and must predict
what will happen. If they are certain of their own death, then
they may die in peace. But if they are uncertain, their death
will be exacerbated by fear and denial.
Each player besides the GM plays as a soothsayer. The GM comes
up with a scenario or story to place the soothsayers within and
describes it to the players, then comes up with a future for that
scenario and gives the players a vague clue about it. Based on
that clue, the players come up with their own predictions for
the future of that scenario. Whoever the GM decides has the most
accurate prediction is awarded a point. (You could also play an
alternative version where the GM decides based on which prediction they liked the most, regardless of accuracy).
If a player predicts their character’s death in their prediction, and they win the round, they are awarded double points. If
they predict their character’s death and lose the round, then
they lose a point. The player with the most points at the end
Four Cups of Tea
Matt Hayles
A woodcutter and a priest are found murdered.
The magistrate interrogates the suspects.
Players: 4
Materials: Four cups of dark tea. One coin, marking the poisoned
Setup: Declare your character (the Bandit Toshiro, the Wife
Machiko, the Samurai Masayuki, the Magistrate Akutagawa). Players
close their eyes. The Magistrate opens their eyes, places the
coin in one cup, pours the tea and distributes the cups. Players
open their eyes. The Magistrate chooses who speaks first.
*On your turn, explain what transpired and point the finger at the
*To take over the story, shout “That’s not how it was!”. Explain
what really happened.
*To make what you said true, shout “Are you calling me a liar?”
and drink your tea.
*To make the speaker’s story true, say “that is how it was” and
trade cups with the speaker.
If you drink your tea you are pardoned and leave the game. If you
drink the poisoned cup you die. If you are left alone with the
Magistrate, he arrests you.
*Samurai: Take the blame instead of your Wife.
*Bandit: Escape scot-free.
*Wife: Trick your husband into drinking the poison.
*Magistrate: Pardon the Samurai and his Wife.
Friction Engine - A Pocket-Sized RPG System
David Melhart
>Character Sheet<
Power*:[Melee] [Marksmanship] [Sorcery] [Technology]..___
Influence*:[Deception] [Persuasion] [Intimidation]....___
*choose one from each, then divide 6 between Power and Influence.
**start with 1 Resource.
>Creating an Adventure<
Each Adventure has a level of Struggle, which is calculated by
adding d6+Power for each player.
The GM divides the Struggle number between Scenes. This is the
Weight of the Scene. The GM describes the Scenes and NPCs.
>Solving Scenes<
Players must explain their actions then roll as many d6 as either
their Power or Influence based on their individual approach.
6 and 5 count as a success.
The Weight of the Scene determines how many successes the players
need collectively to have their way.
Weight + 1 =
Weight - 1 =
Weight - 2 =
Critical Success
Minor Success
Players can spend a Resource point to gain an additional success.
>Resource Management<
Players can freely acquire as many additional Resource points before and between Scenes as they wish, but doing so increases the
overall Struggle, which the GM can use against them.
Players can also gain a Resource point if they purposefully hinder the group by lowering the number of collective successes for
that Scene.
Fusion Dance
Dylan Shields
First, name your team of heroes. Then, write down your character’s name and personality. Distribute 7 points among your stats,
which are FIGHT, STYLE, SMARTS, and CHARM.
Write down a power for your character, like pyrokinesis.
Pick a signature item, a weapon or tool.
When you take an action, the GM chooses a target number. Roll D6
equal to one of your skills, and count each 5 or 6. If you have
equal to or more than the target number, you succeed. For each
success above or below the target, use another adverb to describe
the success or failure. Write conditions and wounds on your character sheet.
Fusion: Two willing characters can fuse. If this is the first time
that combination has fused, create a new character sheet for
their fusion. The fusion’s stats are the base character’s added
together. Agree on a new personality, power and item that are a
combination of the base character’s.
All of the fused players must agree on each action. If the fused
players at any point can not agree, they unfuse.
Whenever the GM offers fused characters two options, she may make
them answer in secret. If they answer differently, they unfuse.
Saul Alexander
Name thyself. Choose a main deal (pirate, wizard, spy, whatever).
Google image search for a look.
Choose two things you’re especially good at and write them on
your sheet (be specific: two words for each, not just one!). They
can be related to your deal or not. Choose one thing you’re bad
When you face an obstacle, roll dice or flip coins. Evens or heads
are successes. Roll just one for a straightforward task (like
stabbing a guy). Two or three for a more complex or difficult one
(like disarming a bomb).
For each thing you’re good at that applies to the situation,
reroll a failure. You can choose to reroll another if it falls
inside your main deal. For a thing you’re bad at, reroll a success.
If you rolled neither all successes nor all failures, you got
mixed results. For each success, narrate something that went
right. For each failure, something that didn’t. Failures lead to
pain and new complications.
If you get three successes straight up doing something you
weren’t (yet) good at: now you are! Add it to your sheet and keep
on truckin’.
Gambling on the River Styx
Nick Wedig
To cross the river Styx, you owe Charon two pennies.
ghosts play mahjong on the riverbank to win passage.
Place a skeleton nearby. That’s Charon, waiting for you.
Place six matching pairs of coins into a bag. Pass the bag
around. When you get the bag, draw one coin and explain why you
fear the afterlife. If your coin matches a coin you already
have, instead return it and don’t explain. Repeat until the bag
Place the mahjong tiles in the bag.
Each player draws five tiles.
Each round, everyone antes a coin into the pot. Draw one tile.
Play one tile. Reveal simultaneously.
The highest numbered tile wins the pot. The winner recalls a
memory of their life, based on suit:
-Dots: selfishness
-Bamboo: cruelty
-Characters: tragic mistakes
Ties: Split the pot evenly (randomly), leaving the remainder in
the pot. Include the other tied players in your memory.
If you play a un-numbered tile, you lose the round. Tell a story
about redemption.
If you ever match a pair of coins, you must approach Charon and
cross to your afterlife. None know what comes after.
If you have no coins, you shiver on the riverbank for eternity.
Game Cartridge Monsters
Friends in the late 1980s
their town. They discover
to capture monsters! They
equipment and power suits
uncover dark monsters and must save
that video game cartridges can be used
scramble to build their own catching
and before the monsters take over!
Need one deck of cards, but only 9 cards of each suit.
Card values are irrelevant. Flip one card per turn. Make a column
for each suit, with rows for each set of 3 collected. Record HP,
XP, equipment built, and monsters captured.
Start at 20 HP and 0 XP.
Every Heart heals 1 HP.
XP (Diamonds) follows this structure:
1st-3rd collected: +1 XP
4th-6th +2 XP
7th-9th +3 XP
Parts (Clubs) structure:
After the 3rd part is collected, you build the PCC pocket cartridge catcher.
6th: ESC entertainment system catcher
9th: SUPER super entertainment system catcher.
Monsters (Spades) structure:
1-3 Kawaii. 3 XP with a PCC will capture it. If not captured, -3
4-6 S. Class. 5 XP with ESC. If not, -4.
7-9 Kaiju. 10 XP with SUPER. If not, -5.
Catch a monster and you can plug its cartridge in to power up
your suit! Track your high score!
Ghost Estate
Coman Fullard
Idioms are made flesh in the reality fractured Irish village of
You are spirits squatting in a ghost estate in the, otherwise
typical, village. Describe yourselves, when and how you died, and
what’s left unfinished in your previous lives. Completing those
tasks (however metaphorically) allows your spirits to pass on your ultimate goal.
You have two pools: SPOOKY for spectral actions, & NOGGIN to
interpret the modern world.
Dead (years)
One action costs one point. Resolve competitions with a D6, modify rolls with points.
Points refresh by “invoking” new idioms (once per idiom). Describe how that idiom manifests and cope with it - many will turn
sinister. You are permanently banished to limbo if both pools
Idioms emerge during play or when the GM rolls on the:
Random Idiom Encounter Table (extend / amend / localise as desired):
“Celtic Tiger” - green, stripy, tooth and claw, successful attacks drain points
“Raining cats and dogs” - plummeting pets
“Christ on a bike” - wheelie based messianism
“Hungry grass” - vicious landscaping
“Chance your arm” - roll those bones, risk your pool
“Story horse” - distracting narrative equine
Twitter Handle: @ComanFullard
GHOST//BODY: Road Warrior Repossessors
Alex Fricke
We are hideous ghosts, every one of us. Hoping for flesh to reinvigorate and inspire us. But big money controls the meat, and so
controls us.
Enter RoWR. Road Warrior Repossessors: reclaiming auto bodies
and human bodies. Real-vid stars; teams competing for likes and
subscribers, dash- and shoulder-cams glorifying their story.
Flesh is clothing: borrowed; bought; stolen. Your ghost and footage are your own.
Get Traits: 3 words each, detailing…
Your hideous ghost.
Collectively, the crew’s wheels.
Who finds your ghost beautiful? Why?
#Get Flesh#
Crewmate: Describes your body. How’s it gorgeous?
Different crewmate: Describes the acquisition. Complications?
Who finds it handsome? Why?
Choose Spirit or Somatics: +1d8 when rolling it.
Roll 3d8 plus…
Spirit to get clever, subtle, willful, ghostly.
Somatics for driving, physicality, passion, violence.
… +1d8 if a vehicle Trait applies.
Each 4+ is Ace, 1s are Trouble, otherwise a Flop.
Troubles cancel out Aces.
Evoke each personal Trait once per session to reroll any Troubles.
Assign uncancelled Aces to…
Things go as planned. Otherwise, how’d you screw up?
You didn’t get hurt. Otherwise, what kinda hurt?
Your hideous ghost stays hidden. Otherwise, how’d it get
More Troubles than Aces? Big damage. Full-body rejection:
#Get Flesh#
Ghosts & Flowers
City burning and smoking ruins. Wandering ghosts.
You: alone. You’re running at night in the streets of the city
looking for a flower.
What flower, why and what for ?
Discard the faces from a 52 cards deck. Shuffle the 40 remaining
Each turn, draw a card.
Red is neutral or good, you keep the card. Black means a conflict.
Use “Meaning of cards” for inspiration and tell what is happening.
When a conflict:
discard 2 cards and you win
draw a card. If the value is lower than the conflict’s card, you
succeed. If not, things go wrong: you must discard 2 cards.
Cards used during a conflict are discarded.
Winning: If you get 10 red cards before drawing the last card
from the deck, you find the flower. If not, you epically fail!
Meaning of cards (when several words, choose one)
1 Stray dogs / cats / wolves / crows
2 Somebody needs help
3 Undead / spirit of the forest
4 Gang of bikers / vagabonds / slaves
5 A demon with an animal look
6 Ghost hunters
7 Flesh-eating insects / rats / bats
8 Ghosts searching for souls
9 Witches / cultists / priests
10 An old enemy
Giant Monster Mayhem
Moe Tousignant
Players each pick a role. Two must be a Kaiju and a Hero, use
more roles for more players. More player than roles? Use multiple
bystanders. Each role has a goal:
Kaiju - destruction and mayhem.
Army – slow down Kaiju
Bystanders – survive
Scientist – discover Kaiju’s weakness
Hero – defeat the Kaiju
To play: each round is a contest between the Kaiju and one other
role. The Kaiju describes what they are doing and the other
player narrates how they react. A duel is held. If the good
guys win, the contest moves to the next role in the order listed
above. If the Kaiju wins the process starts over from the top.
The only way for the players to defeat the Kaiju is to win the
final duel between the Hero and the Kaiju. The Kaiju wins if the
other players give up.
To Duel – players simultaneously hold out 1-4 fingers. Total the
Odd total – Kaiju wins. Go back to the top of the conflict chain.
Even Total – Citizens win. If you are the Hero describe how the
Kaiju is defeated. If you are not the Hero, play moves to the
next contest.
Girls from Gilmore, Boys from the Dwarf
Epistolary Richard
Inspired by tv shows such as Gilmore Girls and Red Dwarf, this
game supports linked-session play focused on enduring yet difficult relationships.
Agree a setting with several characters who cannot abandon one
another (isolation, strong family ties, blood oaths, business
contracts, dependencies etc).
Brainstorm a number of disagreements that could permanently damage their relationships (‘wedges’).
For each relationship between two characters, agree one wedge
that occurred in the past that was never fully resolved (their
‘backstory’). Backstories can be referenced in play, but are
never the primary focus.
To begin play, select one relationship (and only one) and agree a
wedge that will impact it.
Each wedge is explored in 3 scenes that must include the two
1 Introduction
2 Escalation
3 Ultimatum
In between these scenes must be one or more side-scenes with one
of the impacted characters but not the other.
After the Ultimatum scene, the impacted players agree whether
their characters will fully reconcile or not. If so, remove the
wedge. If not, add it to their backstory. Backstories are never
Continue play by selecting a different relationship and agreeing
a wedge, then following the same process.
Brainstorm new wedges when needed.
Alex Constantin
Players are Gladiators and fight each other to the “death”. One
player is Cesar(GM), does not fight and gives thumbs up or down.
What you need to play:
5 dice* for each player. 1 Hat.
How to Play:
The setup:
Throw one die each to determine HP**, weapon and shield value.
Use Dice as Token.
Cesar draws fight pairings from the hat***.
In the fight:
Each contestant throws two dice, then chooses one to add to his
weapon value. the other goes to the shield value. The player
loses 1 HP if the combined shield value is lower than the other
players combined attack value. The fight ends after one player has
lost 3 or his last HP. After losing 3 HP Cesar gives Thumbs up or
down, if down you are dead. Should both players lose their 3rd HP
in the same round, it’s a draw and bothe live. Victorious players
can choose to loot their opponent but can only hold one weapon
and shield each. Lost HP do not generate. Repete fighting until
only 1 player is Left.
Have Fun
*Dice do not have to be six sided or identical. **Hitpoint ***Or
just makes pairings up.
Glass Half Full
Sarah Le-Fevre
A self-generating RPG, played with strangers, for mindfulness,
kindness and other positive outcomes.
Someone finds a card in a public place. On one side are details of
a quest to perform if they chose to be a player. On the other
are instructions for play.
Instructions side
Create a character that personifies a positive outcome for you.
E.g. Joybringer. Character starts with 0 points.
Write the character’s stats and skills.
Spreading Joy
Depression Defense
Random Acts of Kindness
Even temper
For example:
Create and name your levels. Decide how many points you need to
achieve each one.
Perform the quests on this card.
Add the quest points to your current points total. Allocate
skills and stats bonuses as directed, or add the same numbers to
your own skills and stats.
Quest side
+30 points Smile at five strangers today.
until they smile back.
Really beam at them
Skill Bonus +1 Spreading Joy
Stats Bonus +1 Happiness
+25 points – create a new quest card using this as a template
+25 points – Copy the new quest and leave it in a public place.
Make a new quest whenever you want to spread the love.
Go Home, Young Superhero
J.A. Dettman
2-3 players
One person plays a young superhero dealing supervillainy but also
regular life. Give that player a deck of shuffled cards.
Other players GM our superhero’s dual life. Give them 2 black d6
(superhero adventures) and 2 red d6 (regular life).
Together, figure out who your young superhero is: name, alias,
powers, friends, family, school, work, supervillains. Decide
which supervillains are running amok and what trouble your hero
is dealing with in regular life.
Hero starts with 6 cards. Other players start with one die at 3
(Tension), one at 6 (Countdown).
Each turn:
Hero decides whether to deal with supervillainy or regular life
troubles; draw card.
Increase Tension for situation not chosen. Reduce Countdown for
chosen situation.
Responsible player GMs a scene about chosen situation. When
outcome uncertainty arises, the hero plays cards to match or beat
the current Countdown+Tension for success. Roleplay challenge
Cards that don’t match situation color are half value. Roleplay
how hero uses real life skills to deal with supervillainy or
superpowers real life.
Success= reduce that situation’s Tension.
Failure= Tension doesn’t change; draw 1 card.
A situation resolves if Tension is reduced to zero.
Game ends when a Countdown hits zero.
Go North
Nathan West
An improv RPG in the style of classic text adventures
- 1 GM
- Players, usually just 1 main player, who control a single character
Players alternate with the GM stating an action, and the GM stating a result. Actions must be kept simple– a single verb and object, possible with simple clarification For example, “Go North,”
“Check Inventory,” “Place key in lock.” The GM will then respond
with the result of that action in a few sentences. Everything
else is completely up to the discretion and imagination of the
GM– the game is completely freeform and improvisational, including where the adventure takes place, starting inventory, etc. In
general the GM only thinks a few steps ahead, giving the result
of individual player actions; there’s no larger plot or story.
If playing with multiple players, they share control of a single
While players are free to try anything they want, typical verbs
include “go <direction>”, “examine <object>”, “check inventory,”
“use <object>,” “look at <anything>,” and so on.
Traditionally, the player’s first action is always “Go North”
Go On Without Me
The game of (ig)noble sacrifice
In this game, 3+ players portray a ragtag band of heroes in a
stereotypical action/horror movie, each attempting to be the first
to say, “Go on without me!” Players choose 2 Strengths, 2 Weaknesses and 1 Dark Secret. One player is the Director and begins
play by describing a scene.
Players take turns (randomly or Director’s discretion) declaring
their action and rolling a d6. On a 5 or 6, the action is successful. In order to Nobly Sacrifice themselves, their action must
use a Weakness (something that prevents their character from carrying on). Other players may try to save them by reacting using a
Strength (something they excel at). This reaction does not take
up their action for the scene. For example, Jane rolled to stumble because of her weak ankles. Mark rescues her with his strong
muscles and carries her. When all players have acted, the scene
ends and a new scene begins. This is repeated until a hero finally
sacrifices themselves.
If your Dark Secret is discovered you can only win by rescuing
another hero in a scene, and then succeed on your own (Ig)Noble
Goblal Wars: No Dwarves Allowed!
Enrique & Rafaela
“The following was found in a piece of parchment among
Goto, the Goblin’s
possessions, slayed in the Caves of Hydin by
a lvl2 party.”
2-4 Goblinoids.
At least 1d6, paper, somegoblin who can write.
Collect 3 shinies to win. Each player starts with 10KG (10.000
Goblins) and losesses if they ever reach zero Goblins.
On your turn, roll a d6 and do this:
1 Filthy Dwarves:
You lose a shiny, if you have none, you lose 2KG.
“Such tragedy!”
2-3 Goblin Speechery:
You must make a goblin-like speech and then roll a d6 for Goblinness. Each opponent must roll a d6 and if they roll less or equal
your Goblinness you steal 2KG from them.
“Pledge to the masses!”
4-5 Village Pillage
Fight a Village that has 2KP (KiloPeople, same as KG, but disgusting).
Success: Gain a shiny.
6 Goblin War
Fight another player.
Success: Steal\gain a shiny.
“Conquer ALL the shinies!”
Fight Strategy:
Players roll a d6 to see how many KG will fight. (Can’t exceed
your remaining Goblins)
Each fighter rolls a d6, the lesser value loses a KG (forever!),
repeat until an army is depleted.
Attacker wins on draws.
Goblins in a Trenchcoat
Ashton McAllan
Host, explain to your audience that they are a crew of tiny
aliens inside a humanoid robot, a host of spirits within the mind
of some poor victim, or a stack of goblins in a trenchcoat.
Explain the tricky position the group finds themselves in and what
their goal is and that they are only ever able to perform these
four actions:
1) Violence
| 2) Flight
------------------------------------3) Interrogation | 4) Resolution
Explain the immediate situation and poll your audience to decide
on one of the four actions. If there is a draw, choose the action
with the lowest number from the tied choices. Once an action is
chosen, roll a d4. If the result of the d4 is the same as the
chosen action, the action is successful without complication. If
the d4 result shares only a single axis with the chosen action,
that action is only partially successful or the success comes
with a cost. If the d4 result shares no axes with the chosen
action, that action is unsuccessful and the situation becomes
worse. Narrate what happens until another action is required and
then poll again. Continue until the group achieves their goal or
the situation becomes untenable.
Gods among mortals
Cecilia Kjellman
“I sentence all of you to walk the earth. Far too long have you
ignored the mortal realm. You will find your temples, avatars and
worshipers all are forgotten or gone.
You may try to escape your fate, alone you will not succeed. ”
What are you god of? You may perform related actions without
Anti-realm? You can’t perform related actions.
Your avatar on earth? Last sighted?
Who worshiped you?
What do you look like? Then? Now?
Start: Mundane = 9, Godly = 50.
When rolling: use a D100.
If result under stat: Success.
0-9: Triumph.
90-99: Despair.
When performing non-trivial tasks fit for a mortal: roll Mundane.
If fail: gain 1 Mundane.
When using your powers discreetly, indistinguishable from luck or
tricks: roll Godly.
When performing a miracle: burn 10 Godly.
When Godly = 0: lose immortality.
When among worshipers: choose if rolls are against Mundane or
When a worshiper makes a major sacrifice in your name: gain 1D10
When finding your avatar: Ascend.
Challenge them, hide their avatars.
Give them worshipers, take them away.
Give them hope, let the world be shaped.
Godzilla Is Attacking The City
You are victims of Godzilla’s rampage through the city. Your
lives are flashing before your eyes. You each take turns telling
your stories.
Make a list of Words to use in your stories. Adjectives and verbs
work best for this. Ten Words per player should be enough.
Each player has six health points.
The tallest player goes first.
Tell your story. When you use one of the Words, roll a six-sided
die (d6). If the result is six, you don’t lose any health and
take another turn. A result of two through five subtracts one
health and ends your turn. A result of one angers Godzilla and
your location is attacked. Lose two health and end your turn. You
may only use one Word per turn and may not use a Word more than
once per game.
When your health reaches zero, you die.
You may attempt to steal the turn by making a cameo. Yell,
“Godzilla is attacking the city!” Then, use the last Word the
active player used in your cameo, but only if you haven’t used
it yet. The two players roll a d6. The player who rolled highest
continues their story.
Good Morning Magicland
Randy Lubin
Build a silly fantasy world by roleplaying the hosts and guests
on TV talk shows.
Choose one player to be the host of the first show.
As a host, introduce your show’s name and topic. Possible topics:
applied magic, gossip, food, travel, politics, sports, history,
conspiracy, panel, infomercial, educational.
Introduce your first guest. Announce the guest’s name and relevant
info (e.g. profession, type of magical creature); then point to a
player to roleplay that guest. Players should cross their arms if
they don’t want to be that guest.
The host and guest then play out the show. Ham it up and revel
in ridiculousness, but don’t contradict the established fiction!
The host can invite another guest to join the conversation, with
the initial guest staying or leaving. If another player wants to
chime in, they can pretend to be on the phone and the host can
“take a call from the audience”.
When the topic loses momentum, the host should thank the guest(s)
and end the show; aim for five minutes. Then, another player becomes host and introduces their show.
Players can play different characters across shows or repeat
Have fun and good luck with the ratings!
Stuart Burns
2-4 players.
You need one coin.
It’s terminal. You have come to terms with it. You finally accept
your death.
Join the others in your last meeting. Take a coin. Say your
piece, pass it on.
In turn, share with the group, one;
Good memory.
5 years on, you all survived against the odds. Do you still accept death?
Each player tosses the coin.
On tails all is fine.
On heads, you have a lump. Test results are normal, everything’s
fine. Don’t worry.
Meet with the other survivors.
Take the coin. Say your piece, pass it on.
Share with the group, one;
Bad memory.
10 years on, do you still accept death?
Face the other survivors.
Each player has the coin thrown for them. Do not throw your own
coin. It’s not your fault. There’s nothing you could do. I’m
Say your piece, and pass it on.
On tails all is fine.
Explain why;
Keeping death close/afar was better/worse.
You resent the others
You feel guilty.
Say goodbye.
On heads you relapsed. You are dying.
Explain why:
Keeping death close/afar was better/worse.
You resent the others.
You feel relieved.
Say goodbye.
Mikhail Bonch-Osmolovskiy
You are great heroes, or even gods. Tonight you die.
Describe yourself and your greatest feat. Players on your left
and right each name a power you have based on it. Name the third
Every player writes a prophecy of death. Be poetic. Draw one randomly. Accept it, reject it, rage against it, it is your doom.
Every player takes a token, called an omen.
Whatever you attempt, you succeed. To resolve a scene:
1. For each of your powers used, take a d6.
2. Each player starting with you can describe a different way in
which the situation is like your doom and hand you one of their
omens. If you agree, discard it and take a d20. Otherwise, keep
3. Roll your dice. If any show ‘1’, or you take another omen,
there are no nasty complications. Add 2 to the roll for each omen
you have. If the total is 20 or greater, describe your death.
4. Discard the dice.
Once dead, you have unlimited omens to give.
When you clash with other players, the greater total wins. Reroll
This is your last tale. How do you end? Play until every character is dead.
Great Wallopers
The prairie dogs are attacking in force, how many points can you
rack up before getting overrun! This game has two win conditions;
Be the last one standing, or first to 10 points. Every round the
prairie dogs attack in a force the size of the round, 1 at round
one and 20 on round 20. Every round the players roll 1d20, as
long as the players roll is greater than or equal to the prairie
dogs they gain a point, otherwise they lose half of their points
rounded up, hit 0 points and you lose. Players can exchange
points to gain a permanent additional die of that size, 4 points
for 1d4, you can reduce to 0 points this way without losing. If
you roll a 20 on the d20 you gain an additional point.
Greedy Devils
Chris Gathercole
You are greedy (Tasmanian) devils on an ever-shifting rubbish
heap. The first with a pouch full of food, standing highest on the
heap, wins. Everything you carry (a) leaches into you, changing
your capabilities, (b) is a weapon. Pick wisely.
For the heap, shuffle 52 playing cards, deal face down as a 5x5
grid. Always reveal top cards. Aces low, Kings high (literally).
Each card can be food (if smaller than 6), or a weapon (bigger is
You start next to the heap.
To synchronize each turn’s action, everyone reveals their coin
simultaneously: heads => MOVE/PICK/DISCARD (first), tails =>
FIGHT. Toss for sequencing.
Your pouch of PICKed cards is visible: immediately DISCARD any
duplicate values or more than 5* cards. Leaching from Hearts
=> pouch+1*, Spades => PICKx2, Clubs => weapon+1, Diamonds =>
* MOVE: NESW, on/beside heap. One step uphill (if <4 higher) or
along, or can keep sliding down, or stay (but not on local peak).
* PICK: The card you’re standing on, or from below higher neighbouring point.
* DISCARD: as far as MOVE.
* FIGHT: Pair-wise, on same heap location, each secretly picks a
pouch card. Compare as weapons, DISCARD both. Winner chooses card
from loser’s pouch.
Groove Crusaders
Jason Todd Foley
In a dystopian future the world has been deprived of all fun by
the army of evil magicians know as the Haters. Banning all music
and fun from the world, they overtake it in the name of boredom
and general badness. But four legendary warriors have come together to combat the haters with four legendary instruments of
the elements. Now they must travel the land to save the world
from lethargy.
The game will be an RPG that mixes the menu combat of JRPGs with
the funky grooves of rhythm games. Each party member will have
their own instrument that has a dedicated face button, which they
have to time with the music to perform an attack. Each attack increases the player’s score, wherein they need to reach a certain
threshold to win the battle. When they win a battle they gain
experience to level up which will increase the player’s score
multiplier that make it easier to win harder battles with strict
scores. It will also allow them to buy alternate weapons. These
weapons act as modifiers that alter their score. These include
changing note speed for increased scores, or pressing one button
for any note that decreases score.
Group Troop
Nanna E
The game starts with every player writing down a social group on
a piece of paper. This can be anything, from “tango dancers” to
“people who like white chocolate”. Everyone picks a group note
at random, and the game begins. From there everyone takes turns,
starting with the oldest player present, stating a cliche or a
trait they imagine people in their group share. So, if you’ve got
tango dancers you might say “muscular calves”, at which point
anyone with a group who shares this trait repeats it, in this
case that group might be football players. The game ends when
each group has been identified and each group has matched traits
with at least two other groups.
Group troop
Nanna E
The game starts with every player writing down a social group on
a piece of paper. This can be anything, from “tango dancers” to
“people who like white chocolate”. Everyone picks a group note
at random, and the game begins. From there everyone takes turns,
starting with the oldest player present, stating a cliche or a
trait they imagine people in their group share. So, if you’ve got
tango dancers you might say “muscular calves”, at which point
anyone with a group who shares this trait repeats it, in this
case that group might be football players. The game ends when
each group has been identified and each group has matched traits
with at least two other groups.
Guilty Souls
Ken Gorman
A small group of guilt ridden souls find themselves unwilling guests in a strange and foreign land. The group must work
together to survive the night as they face monstrous manifestations created from each soul’s personal guilt. The phantoms feed
on guilt, reflecting on past sins gives them more definition and
power, but coming to terms with the past and forgiving yourself
is the only way to truly defeat them.
Each souls’ presence will manifest at least 1 phantom, defeating all the phantoms or surviving 8 in game hours will allow the
souls to be saved.
The environment determines what weapons or tools the souls have
available to use. Weapons used by the souls always hit when circumstances allow. Weapons can only slow Phantoms. Phantoms will
always find and reach the Souls eventually.
Absolving the soul of guilt normally requires revealing the sins
to the group and the group successfully bringing the guilty soul
to forgive themselves. Souls must convince both the Storyteller
and themselves to banish their Phantom.
Time progresses per storyteller discretion. Players create their
soul by writing short character backgrounds detailing the worst
Hacksaw: The Phone Call of Death
John Kipling Lewis
You have woken with the other players in a fiendishly deadly game
of an evil genius bent on teaching you a valuable life lesson.
You’ll need:
A phone.
A timer.
How to play:
The first player (picked at random) describes a horrible death
trap. The player on their right is caught in this trap.
The trapped player writes down a phone number of someone they
know, but leave one of the digits empty. Roll d10, enter that
digit in the empty space. The player dials the number.
If there is no answer they live for another round.
If the phone is answered start the timer. The player engages in a
conversation, in character, about the death trap. Stop the timer
when either person hangs up.
Consult the chart:
1-10 seconds
Your character died attempting to escape. Game over.
11-20 seconds
Your character suffers major injury.
21-30 seconds
Your character suffers minor minor.
31+ seconds
Your player has escaped the death trap. You learned a valuable
life lesson.
If you get the same result in the chart as a previous result, use
the next highest result.
Play continues to the left.
There are no winners, only survivors.
Happily Ever Maybe
Drew Mierzejewski
You are a magic fairy! Describe your looks, name, temperament,
and your one simple magic ability.
Together, your fairy team must help one poor peasant achieve
their happy ending in a classic fairy tale setting!
Each player gives one character element about the peasant and two
details that would make the peasant’s life better. Count out red
d6s equal to the number of happy ending details the group described. Do the same with white d6s. Place all dice in a bag.
The oldest fairy begins the game. Declare how you wish to help
the peasant with one of their details. Draw from the bag. A white
die means success; a red means failure. Narrate the outcome.
Pass the bag left, choose a new detail and draw again.
If you draw two red in a row, the peasant is physically harmed.
Draw three and they die. Describe how.
When you have drawn all the WHITE dice, your peasant get’s their
happily ever after, but draw all the RED dice and they don’t.
Describe how.
At the end of the story, have each fairy give one part of an epilogue describing a good or bad ending as represented by the dice.
Hard Facts and Strong Possibilities (Summary)
Cuchulain Coker
Each player establishes:
2 Setting Facts;
3 Own Character Facts ;
1 Fact each: Setting History, and Own Character History;
1 Possibility each: Setting, Setting History, Story, Story History, and Another Player’s Character (who is without).
Group creates: 1 Strong Possibility about Setting History and
Setting Future.
Each player receives 1 Transformation, 1 Possibility, and 3
Facts* Per Scene.
Used to create new or change existing elements. *Character affecting Facts only playable on own character, unless whole group
agrees otherwise.
NPC’s receive 4 Own-Character Facts
FACTS are Persistent (continue into new scenes), can:
change existing Fact into Hard Fact;
change Possibility into Fact;
1 Fact + 2 Hard Facts +1 Possibility change into 1 Transformation
and Fact.
POSSIBILITIES last one scene, can:
Change relevant Facts interacted with into new Facts;
Change 1 Possibility into Strong Possibility;
STRONG POSSIBILITIES are Persistent, change Facts like Possibilities.
TRANSFORMATIONS are Instantaneous. Can:
Change all relevant Facts into resulting Facts;
Change Possibility, into resulting Possibility.
2 Transformations +1 Possibility changes 2 Hard Facts into 1
resulting Hard Fact.
SCENES (suggestion)~
1: Now
2+3: Flashback
4: Bridging 3to1
5: After 1
6: Flashforward
7. After 5
8: Bridging 7to6
9: After 6
Harder, Better, Faster
Guilherme DR
Requires :
3 to 6 Players. One Player acts as the Mediator, responsible for
handling the story flow and choice consequences.
1 die.
Your team is special. Everything others do, you do it a little
better, and usually don’t fail.
Every time a Character does something important, choose 2 out of
the 3 Values (normal Characters choose only 1):
Harder: Every action has a cost. If you choose this, the
cost is acceptable. If you don’t, sacrifices are needed.
Better: The quality of your work. If you choose this, it’s
top-notch. If you don’t, it will create problems.
Faster: How long it takes to finish it. If you choose this,
it happens as fast as possible. If you don’t, it takes a lot
longer (the whole scene, battle, session).
The Specialization Rule: You are really good at something, and at
this you get all 3 Values. On the downside, you are bad at something, and at this you can choose only 1.
The d6 Rule: At really special moments, roll the d6. If it’s a 6,
take an extra Value. If 1, take one less. Zero Values means you
completely failed. Four means an extraordinary success.
Hasar Kahn - Tiger King
Joe Jeskiewicz
The Tiger Hasar Kahn in the Siberian taiga rules with undisputed
strength. Someone takes the role of Hasar Kahn, and everyone
else is an animal subject: Sable, Fox, Lynx, Badger, etc. You
are a part of that kingdom, and his right of rulership must come
to an end. Proper planning and seizing the right moment will
ensure the tyranny comes to an end.
Be secretive and try to make it look natural. The more suspicious Hasar Kahn grows; the harder he is to kill. Opposition
comes up with some situation that could be dangerous for Kahn:
Stampede, weak log, etc. Opposition collectively rolls 1d10 for
subterfuge and describes a scene with from many possible angles.
Kahn gets 3 questions, then must choose which answer described
the true pitfall of the scene. If Kahn has chosen the correct
pitfall, he rolls 1d10 to get equal or above opposition target
number. Each time he rolls above, he gets a +1 suspicion to
future rolls, cumulative. Failure to detect subterfuge is a mark
against. If Hasar Kahn gets 5 marks against him, then he has
been overthrown. If Kahn gets to +5 suspicion, he wins.
Haunted House
You and your friend(s) go to an abandoned house. What does it
look like?
Who are you? Answer these questions:
What have you heard about the house?
Why did you come?
Do you believe in ghosts?
What are you afraid of?
You split up to explore the rooms; of course you do.
Give each player five Fear tokens. Each player takes turns exploring. The person to their left plays the House. The House devours
A turn:
Player: Describe the room. Take your time. Consider all the senses. What is unsettling about it?
House: Describe the haunting. Take your time. Consider all the
senses. What changes? Appears? Disappears?
Player: When do you reach your breaking point? How do you try to
escape? Roll 1d6.
1-6 House narrates what happens and devours two Fear tokens.
7-9 Player narrates what happens, but House devours one Fear
10+ Player narrates what happens.
Fade to black. Rotate widdershins. Repeat.
When a player has no more Fear tokens, they are taken by the
House and help narrate the House’s turn.
The last player with Fear token(s) after their turn escapes the
House and narrates the epilogue.
If none escape, narrate it together.
He say you Blade Runner
Andrew Bolin
Humanity scores are secret. Don’t cheat.
Randomly pick one (must have at least one Runner):
| Humanity | Special
----------------------------------------------Femme Fatale
| Charm
Deranged Genius
| Distract
Blade Runner
| Interrogate
Corporate Overlord |
| Bribe
----------------------------------------------Roll 1d12: If 10+, Replicant [-2 Humanity]
If 12, tell everyone
Answer why you:
seek a new life off-world?
help <player>?
hinder <player>?
dress that way?
are at the ramen stand?
Runners hunt replicants. Everyone interferes with each other.
All descriptions shall include grit, (retro)future, or noir.
Opposed actions: all involved players roll (1d12 - Humanity),
high score wins. Highest Humanity breaks ties.
If your Humanity score exceeds 12, you achieve your new life offworld.
Special actions affect your Humanity score.
(roll 1d12, under Humanity)
* Charm
-1 to use. Make someone take your place.
+2 if they succeed there.
* Distract
Help someone escape interrogation, +1.
-1 if you could, but don’t.
Failed roll: take their place.
* Interrogate - Only opponent rolls (to avoid)
Pose a philosophical conundrum.
Capture & reveal replicant status.
If “human”, roll 1d12, on 10+ actually they’re a replicant!
Capture replicant: +4, human: -2.
* Bribe - Only opponent rolls (to avoid)
Change opponent’s action, +2.
Opponent -2.
Headcannon Accepted!
Geoff Bottone
You’re on a fan forum, arguing about your favorite fan theories.
Your goal is to get your fan theories accepted as headcanon!
You need: Friends, d6s, pencils, index cards, tokens.
Roll 1d6 for Genre and Qualifier.
1 Superhero
2 Urban Fantasy
3 Sci-Fi
4 Horror
5 Steampunk
6 Spy
1 Young Adult
2 Post-Apocalyptic
3 Comedic
4 Grimdark
5 Anthropomorphic
6 Animated
Players take an index card and create a character that fits in the
genre. Name, description, history. One or two sentences at most.
Shuffle the character cards and put them in the center of the
table. Reveal the top card.
Players take another index card and write out their fan theory
about that character.
Players take turns revealing their fan card and defending their
theory to the other players. Other players may ask questions,
challenge, etc., to help active player elaborate.
Once all players reveal fan cards, each player gives one token
to their favorite fan theory. Player with most tokens wins the
Reveal the next character card and repeat. Players may build on
established headcanon from previous rounds (winning fan theories
Once all character cards are revealed, player with most tokens
Eli Jozsef
You’re doctors. Every session there’s a patient.
Doctors must read and swear to uphold the Hippocratic Oath.
Shuffle standard playing cards. Each doctor draws 12 cards, selects one, adds it to hand, and passes the rest to the left.
Repeat process until doctors have 12 cards in hand.
Clubs: Intelligence, diagnoses, analysis.
Diamonds: Prestige, procedures, money.
Hearts: Humanity, talking, morality.
Spades: Chance, revelations, hope.
Value 2-14: Difficulty
Example: Doctor talks to patient to find out more, and GM sets
the difficulty as Hearts-8.
To accomplish something, doctors draw 5 cards from hand, and
use them to total the value or higher in that suit, using as few
cards as possible. Discard after. When 5 cards aren’t in hand,
shuffle discard into new hand.
Doctors may break the Hippocratic Oath, to automatically succeed
(1/Session). After, if they:
Think it was better than failure. -Spade, +Club.
Don’t care. -Heart, + Diamond.
Can’t justify it. -Diamond, +Heart.
Believe nothing could be done. -1 Club, +1 Spade.
Doctors earn 1 experience when:
They fail.
Patients die.
They learn.
They uphold the Hippocratic Oath (1/Session).
Doctors add one card of a chosen suit (randomly determined
value) to their hand when they reach 4 experience.
Heart Light
Eric Farmer
A melancholy game for 2 players.
The Kid befriends a strange being: an alien, a faerie, a ghost.
The Adult has been on the hunt for just such a being.
One player is the Kid, the other, the Adult. Starting with the
Kid, alternate answering the questions. Ask each other to elaborate.
How are you different from other kids your age? | When you were
that age, what did you long for?
How did you and your Friend find each other? | What caused you to
miss the Friend’s arrival?
How was life hard before your Friend arrived? | What’s missing
from your life now?
How did you become Friends? | What doesn’t the Kid know that
means the Friendship won’t last?
What does your Friend truly want? | What obstacles do you place
in the way?
In short sentences, alternate describing the Crisis that draws
the Kid, the Friend, and the Adult together, but endangers all 3.
How do you and the Adult bond over the Friend? | How do you and
the Kid bond over the Friend?
How does it leave? | What do you regret about its departure?
What does it leave behind? | What does it leave behind?
Scott C. Bourgeois
Form a crew. Pull a heist. Get away with it.
Each player draws a card from a deck to determine play order.
Highest card wins - weight goes spades, hearts, diamonds, clubs.
No jokers.
First player is pointperson. They know the job: naming the loot,
who wants it, and where it is. They then describe the first impossible obstacle.
Second player explains who they are, and how they can overcome
that obstacle. Then, they describe the next impossible obstacle.
Play proceeds with each player explaining who they are, how they
can overcome the last obstacle, and naming the next obstacle.
Pointperson needs to overcome the final impossible obstacle.
Once the crew is assembled, the second player draws two cards to
start the heist, revealing one. If black, their job goes smoothly. If red, there’s a complication. They describe it, and explain
how they overcome it.
Each player then pulls two cards, in turn, and reveals one, as
above. Pointperson goes last.
More than half the job is black? Success! Payday! Infamy!
More than half the job is red? Failure! Everyone reveals their
second card to see if they escape. If red, describe how you’re
caught. If black, describe your daring escape.
Mark Richardson
Four players are committing a heist.
Backstabbing is expected.
* ~40 blank cards
* Pens
* d6
On four cards, write:
* From who?
* Steal what?
* Where?
* When?
Shuffle and deal. Clockwise, players write their answer. Arrange
cards in the centre, face up.
On separate cards, write:
* 1st
* 2nd
* 3rd
* 4th
Shuffle and deal. Players describe an obstacle guarding the loot.
Arrange cards in the centre, in order, face up. Repeat for 5th,
6th, 7th, 8th, obstacles preventing escape, but arrange face
On two cards each, players name a beneficial skill. No duplicates. Shuffle and deal face up. Equipment automatically accompanies skills.
Each player writes two secret plans: an obstacle imposed upon one
other player (they roll to avoid); or thematically prevent being
incapacited (you roll to escape.) Reveal at any time.
The team encounters obstacles in order. Any player describes how
they overcome the obstacle for the team, rolling d6. To succeed,
roll 3+ if skilled, or 5+ if unskilled.
The obstacle is overcome even if failed, but describe how you’re
incapacitated. You can’t act. Create an obstacle someone else
must overcome to save you. Saving you is optional.
Divide 60 points equally between players who escape.
ongoing score wins.
Dave Michalak
One night you have a dream in which you eat the Sun.
When you wake up, you discover you are now the most powerful
being on Earth.
You are yourself.
You can fly.
You can lift impossible weights.
You can move at supersonic speeds.
You are invulnerable.
What will you do?
Set a goal.
2 - 5 players.
1 player is the Heliophage, everyone else is the World.
1dF per World player.
Heliophage says what they do.
Nothing can stop them or harm them.
The World presents complications.
This is not a comic book world, this is the real world.
Real physics.
Real politics.
Real people.
Real consequences.
Heliophage rolls the dice, assigns one to each complication.
“+” means positive outcome. Heliophage narrates.
“-” means negative outcome. World narrates.
“ “ means delayed outcome. World narrates. Next roll includes
the delayed complication as well. No additional dice. Complications with no dice assigned have negative outcomes.
other metahumans.
mad science.
Just you, with the power to do what thou wilt, and a world powerless to stop you.
Play until the Heliophage attains their goal or gives up on it.
Heliophage narrates their epilogue.
The World narrates the aftermath.
The end.
Hello - The Game
Have you ever been confused about how to greet someone? This is a
game about that.
Before we start there are some things to decide:
Are you Social/shy?(Each player pick one)
Decide what the social context is. At a gamecon maybe?
Each one of you roll 1d6 – if you’re social add +1 to result
(hidden from the other player)
1: You avoid any approach at a physical greeting.
2 : Handshake.
3: Half Hug - A quick wrap, lightly touching your partner where
your arms only go halfway around.
4: Friendly hug - Put your arms lightly around your partner’s
shoulders and give a gentle squeeze.
5: Bear hug - Pull your partner in really close, put your arms
completely around them, and squeeze tight.
6: Kiss on cheek (as many as you want, but decide before).
The Social character goes first. Describe the budding
signs of the gesture you’re about to make.
The shy character can now +/- 1 to die result. Describe
how that looks.
Play out the rest of the hug from each player’s perspective (include inner monologue).
Start the ensuing conversation and keep going until you
think your done.
Joshua L & Adam R
Leaders of an empire must overcome challenges to fight instability.
Find a theme.
Fantasy castle.
1920s underworld.
Space colony.
Name your character and their focus.
Lars - commander - Military
Brother Odin - high priest - Social
Lord Kinsworth - baron - Economic
Everyone writes on paper two challenges for each focus.
Fire dragon - Military
Arranged marriage fails - Social
Gambling racket bust - Economic
Shuffle challenges, draw number of players -1.
d6 = difficulty rating:
1-2 = 1
3-4 = 2
5-6 = 3
Beginning stability = 10.
Players not on a challenge may engage one.
Challenges can have multiple players engaged.
How would your character handle the problem?
If challenge focus = character focus,
1-2, failure, -1 stability.
3, persists.
4-6, success, challenge rating -1.
1-2, failure, -1 stability.
3-4, persists.
5-6, success, challenge rating -1.
Roll d6.
Repeat for engaged players.
Zero rating challenges are overcome, empire gaining stability
equal to double original rating.
Players engaged on non-zero rating challenges remain engaged.
Challenges that appeared on any previous turn reduce stability by
remaining difficulty.
Reveal new challenge, roll rating.
Game end
Stability = 0.
Stability = 20 / no challenges remain.
Helsing’s League
Marek J. Kolcun
Welcome, future colleague. Before heading out to fight the monsters, witches and demons, fill this membership questionnaire for
our evidence purposes.
] /
Membership reason:
----------------------------------------------------------------Rate yourself - distribute 12 points (0 to 3 per skill).
Please, be honest.
[ ] (R)anged
[ ] (U)narmed
[ ] (M)elee
[ ] (A)cumen
[ ] (S)earching
[ ] (K)nowledge
[ ] (L)ying
[ ] (I)ntimidation
[ ] (P)ersuasion
Enlist your 4 items: 3 rubbish and 1 fine:
Whenever your activity result is in question, grab 4 coins, shake
them and smash on desk.
To succeed, a number of heads must match or exceed the task difficulty:
| 2
| 5
| 6
---------------+---------+------+--------+-----------+------+---automatic fail | trivial | easy | medium | difficult | hard | epic
You may reshake a coin once per every level of used skill.
Always use the most suitable skill.
You can reshake more coins at a time when using suitable item
during task:
coins shaken |
| 3
-------------+---------+--------------------+------+-----item quality | no item | improvised/rubbish | fine | great
You get 1 additional coin for every helping person.
Reshake it using helper’s skill level.
Sometimes, when failing the task, you may lose 1 health per every
Remember. We work unnoticed, protecting the weak.
Hero Monsters
Matthew Tsirides
Monster Master:
The monster master is suppose to narrate around each monster he
draws from a the stack of monster cards.
Hero Cards:
At the start of the rotation, shuffle the deck of heroes and draw
a card. The other players should do the same.
Heroes and Monsters:
Monsters and Heroes both have the following stats:
Attack / Defense / Health Points
To defeat someone:
Throw a d20, if the number is bigger than the defence then the
attack is landed. 20, is a critical hit, which means x2 of your
total dices.
Horde Cards:
Such cards instruct the MM to draw cards equal to the given number, the heroes must defeat all monsters in order to continue.
Treasure Cards:
At the conclusion of a battle draw one treasure card each.
Finish Game:
It is possible for the MM to draw a boss monster card, defeat the
monster to conclude the story and proceed to rotation of the MM
Level 1:
Damage: d6 + Attack*
Protection: d6 + Defense
*You can only do one of two each turn and select target.
For each level add +1 Dice. Maximum Level is 20.
3+ players. One of which must be the Monster Master.
Hero’s Council
Justin Hebels
Players: 4+; 1 as Story Master (SM), rest act as The Council.
Components Required: 6-sided Die (1D6)
Players represent The Council in the Hero’s mind. As the SM tells
a tale, challenges will come up; The Council will have to decide
how the Hero will react based upon the personalities they represent from the table below - overlap is okay. The Council must
decide on two outcomes, assigning each one as either even or odd.
Once the outcomes have been assigned, The Council should discuss
the options further and try to sway each other one way or another. After a few minutes, The SM will say “1, 2, 3 vote” and
players will put out 1 or 2 fingers. The SM will count up the
fingers determining if even or odd won and roll a 1D6 to see if
the winning option succeeds. For each Council member that openly
sided with the winning choice, the SM will add +1 to a die roll.
Self first
Overwhelming failure
Puts others first
Money, money, money
Kill everything
Nature is my friend
Center of attention
Overwhelming success
Hidden Faces
Felix Weedon
Requires: Pack or two of cards ~4 players.
Sit in a circle, split cards evenly, cards in hand are secrets.
Begin play by stating your name and revealing a secret; putting a
card face up in front of you.
Heart: A relationship of some kind
Diamond: A goal or dream
Spade: A philosophy or belief
Club: A fear or worry
King: Relates to player left
Queen: Relates to player right
Jack: Relates to player opposite
When someone reveals a secret, another player may say how it
interacts with one of their face up cards, then turns over that
When someone turns a card face down, another player may say how
that card interacted with their card and turn it face down.
Play ends when a player has all their cards face down or no player can play a card or turn a card facedown.
Optional: Add jokers, they change the meaning of one of your
face-up cards.
Hidden War: PvP Base Building
Items needed:
Political map (more territories = longer game)
6+ d6
Create dossier:
Roll 1d6 for Attack, Defense, Charm, Intelligence, and Greed.
First person to own dossier assigns name and description of the
Agent. Assign to base on hire (up to capacity).
Create base: Roll 6d6 for capacity, security, integrity, and
camouflage, 6d6-18 for Income. Assign to a territory.
Max 1 action/character per turn.
Attack: Subtract (Attack)d6-((Defense)d6+Security) from Integrity. If reduced to zero, base destroyed.
Kidnap: (Attack)d6 vs. Defense(d6) Prevent agent from acting
until kidnapped back.
Fundraise: Add (Charm+Greed)d6 to player funds.
Charm: (Charm)d6 vs. (Intelligence)d6. If positive, add result
to target’s Loyalty and name to Target.
Scout: 1 fund to create dossier. May hire immediately.
Search: Intelligence roll adds to accumulated total vs. Camouflage
to see base’s stats and occupants if existing.
Build Base: Roll new base at the cost of total points in funding.
Hire: Pay Greed+Loyalty to hire known Agent.
Players start with base, character, and 50 funds.
Funds change by (Income-Greed) each turn. If funds go negative,
all agents, except starting character, are released for purchase
by others.
Player loses when all bases destroyed.
High Arcana
Andrew Beahm
Take a standard Tarot deck. Separate the high arcana cards (0-21
with specific names like Death) from the four numbered suits. The
dungeon master’s deck consists of the high arcana cards. Players
choose their class from the suits. Swords- fighter, wands- wizard,
coins- thief, and cups- cleric.
Everyone shuffles their cards. The DM draws 7, the players 4.
The DM groups his cards into 3 “rooms.” He uses their symbolism and imagery to describe the contents of a harrowing dungeon
aloud. Each room’s difficulty is the sum of the grouped cards.
The player left of the DM describes what his character does to
overcome the first room’s dangers. He places cards face down in
front of himself. The sum of these cards should reflect the effort
he described, hinting at their value.* The other players do the
same in order.
Next, flip the cards. If the total sum of their efforts beats
the DM’s, the DM describes the next room. If the players beat 3
consecutive rooms, everyone continues adventuring by shuffling and
drawing again. If the players fail, they reveal their remaining
cards and whoever has highest remaining sum switches places with
the DM.
*Ace = 1 Face Cards = 10
Highlighter Maze Runners
Andrew J Lucas
One player is the maze master and draws a dungeon on a sheet of
paper. Hex or grid paper is excellent for this.
Indicate start and finish.
Players take turns moving.
Moving requires a player to balance their highlighter tip down
then while pushing down flick it forward. If the pen mark hits a
wall an encounter occurs. All players whose last pen mark can
draw a direct line to the interception can fight in this encounter.
Roll a D6.
This many opponents are encountered.
All players roll as many dice as they have to attack and are
successful if they roll over the target. Each success defeats an
opponent. 1 die is removed from each player for surviving opponents.
Abilities cost 1 dice to use
Play proceeds until the players lose all their dice or their pen
mark reaches the finish.
Yellow highlighter.
6 dice. Target roll 2+
Ability: Sacrifice a die to reroll
Blue highlighter
6 dice. Target roll 3+
Ability: Sacrifice a die to return 1 die to all teammates this
Pink highlighter
6 dice. Target roll 4+
Ability: Sacrifice a die to fireball (remove from play) 1d6 enemies.
Hire Your Boss
Hire Your Boss
What if employees have to hire their boss with their companies ?
All the players are the employees except one who is the boss.
It’s an interview but the future workers are those who ask the
At the end they decide if they agree to work for the boss and his
Rules step-by-step :
- Everyone (boss included) writes on pieces of paper some details
about the company.
Those details are sorted in five categories concerning the company
The field - The wealth - The management - The ambition - The personality of the boss
- The boss draw one piece of paper in each category : he has 2
minutes to think about his company and his personality.
- The employees starts the interview. Why should they work for
this boss ?
- One question per employee. Three turns maximum.
- The workers has 2 minutes to decide if they will work or not
for this boss and why.
You can start again with another player as the boss.
Purpose : have some fun in this interverted rules revenge game !
Peter Antoniak
Players are lords exploring dungeons with the aid of their hirelings.
Players start with 50 treasure(t) to spend:
Hireling-2t (choose class)
Hirelings start at d4. Each equipment increases the die by one.
Hirelings can perform manual labor and class skills.
Fighters can fight monsters. Each success kills one monster.
Magic-users cast spells. State the intent of the spell, GM sets
Thieves are nimble and can go where others can’t. Thieves can
disarm traps, reducing damage by number of successes.
Clerics heal at camp, each success heals one hireling. They also
turn undead, each success turns one.
GM sets the required successes for checks and can cap the number of hirelings that can test. State how many hirelings you’re
using. Keep pools separate by class and injury status, then roll
through all of them. Each 4+ is a success, uninjured 1s become
injured, previously injured 1s die. Meet or exceed the required
successes. Other players can contribute hirelings if you ask
before testing.
Every 6 tests, camp must be made. Supplies feed 4 hirelings
apiece. Unfed, uninjured hirelings become injured. Unfed, injured
hirelings die. Supplies and healing may be shared.
History Building with 7 Wonders Duel
Tomer Gurantz
Each player, on index card:
Name Empire, Capital, and current Leader
Define four Aspects: Race, God, Law, Hero, Weapon, Technology,
Magic, Climate, Animal, Resource, Landmark, Ally, Enemy, Competitor
Label one large lined sheet of paper: “History”. First player
makes the entry: “Year Zero:” and writes an important event.
After each turn, add 1-20 years, write a one sentence historical
event. For the first or last move of an age, or when a wonder is
built: Write two sentences.
Use the following for inspiring who, what, where, why, or how.
When desired: Remove, modify, or add Leader or Aspect.
BROWN, GREY: Created, Stolen, Traded, Taught
YELLOW: Instituted, Celebration, Legislation, Controlling
BLUE: Inaugurated, Taken, Discovered, Ascension
RED: Deposed, Destroyed, Repercussions, Victory, Defended,
Rebellion, Punishment
GREEN: Invented, Stolen, Improvised, Innovated, Found
DISCARD: Abandoned, Converted, Crime, Important death, Natural
disaster, Enemy, Sabotage
CONSTRUCT WONDER: Appeared, Created, Honored, Significance, Creator, Consequences, Aftermath
Amanda: Zut Empire, Zuthustra City, Queen Zuthari
Boris: Tintukat Protectorate, Tukat Temple, His Highest Shibula
0: The comet falls, creating the Parting Sea.
5: Palisade: Mighty Zuthari creates the first walled township:
21: Lumber yard: Tinna tribes take the forests from a forgotten
Home Sweet Home
Welcome to the post apocalypse. You are six years old, like everyone you have ever known.
Begin by writing your name and answering questions. Each players
asks another one question about their character/views. Questions
How many heads does your favourite animal have?
What do you think those metal things with four wheels are?
Where did you get that beeping metal bracelet?
Why are you see-through?
player than writes three goals:
involving another character
about the world
Assign 1d4, 1d6, and 1d8 among them. Use the associated die when
your goal is your motivation. You may also do the same to loan
a die to help on a friend’s roll. Roll above the difficulty to
Begin the game by revealing cards from a deck equal to the number of players. Arrange these in a grid. The group starts at the
centre and begins exploration, taking turns to describe the scene
associated with a card.
Clubs - Structure
Spades - Insentient
Diamonds - Phenomena
Hearts - Sentient
Number on the card = Difficulty of the task
Odd - something familiar
Even - something strange
Keep adding new cards as you explore further. The game ends once
both jokers are revealed.
Homeward Going: A Rlly Wow Travel
Noah Jay-Bonn
Your humans accidentally left you when they moved across the big
city! They wouldn’t do it on purpose, you’ve been such a good
dog! You and your friends must travel to find them!
Make a dog! Describe and name them. There’s two stats: GoodDog! and Bad-Dog! Divide 6 points between them. All dogs communicate telepathically with each other.
Have a facilitator- they play all the humans, describe the world
and set challenges for you dogs. They always ask “what do you
If an outcome is unclear, roll 2d6. On a 10+ it happens how you
say, on a 7-9 it happens, but there’s a consequence, on a 6- it
goes bad or sideways. Humans are unpredictable!
You can spend points from a relevant stat to increase your outcome, but one stat flips each time. I spend +2 from good dog to
get 10+! YASS! But Good-Dog! goes down one and Bad-Dog! goes up
one. Outside world is hard!
If either stat hits 0, you give up. Too mean or too soft, cya
doggie! If a human calls you a Good-Dog! or a Bad-Dog! increase
that stat. The facilitator will do this on 6- sometimes.
Find your humans!
Pamela Figueroa Peñaranda
You’ve been kidnapped. Introduce yourselves.
Objective: Find the key and Escape.
The GM draws the map of the captors’ house, positions the captors
and key.The house doesn’t change, but the captors’ and key positions will change every day.
Decide via D20.
Take turns to explore, only one person per night.
Hear noises by asking your GM.
When you’re alone, you have the chance to become insane without
emotional support from the group.
You have 5 minutes to explore before you die of insanity
While exploring, only you can grab a piece of paper and layout
the map as you discover it.
If you end up in the same room with a captor, turn on a metronome, sync breath with the beat, if you fail, you get discovered.
Go from 60BPS to 110BPS gradually.
You get nervous, your sanity won’t last long.
Light a match. It represents your mental sanity for that moment.
The GM throws a dice. Get a number >= while syncing breath before
the match runs out or you’ll be spotted.
If you succeed, go back your normal timer.
If you die, explain the cause and express an emotion you felt
before death in one word.
Hopes and Traumas
Aleksandra Sontowska
You are adventurers, vagrants, murderhobos. Make up why you work
You just left the dungeon. Are you wounded? Was it a success?
It’s time to come back to Town and rest.
Player: Create a character.
Adventurer’s nickname.
Profession [fighter, wizard, rogue].
When I sense danger I always [draw sword, attack from surprise,
cast spell, other].
In town I look for [love, medical help, absolution, oblivion,
respect, other].
Before the game choose a number between 2 and 9.
During play:
Say what you do and what you want to get and roll 1d10.
Roll number or above to act Forceful. Roll number or lower to
Success: you do it and get what you want.
Failure: something goes badly, GM will tell you what.
If your profession is relevant, expect that you couldn’t control
your strenght: the consequences are unexpected and undesirable.
Ask about their dreams and traumas.
Paint the town as sleepy and nice.
Present townsfolk as friendly.
Present townsfolk as anxious.
Ask about the people they meet.
Offer deceptive promises.
Provoke with deceptive danger.
Limit what they may achieve.
Hoppers: Tales of the Hyperdimensional Police
Odward Frenry
You are undercover Spacetime Agents with a device that lets
you jump between worlds, tracking an interdimensional criminal.
Choose a number of worlds and time limit per world.
(suggested: four; fifteen minutes)
Enter a world by activating the device (draw a card), then start
the chosen timer. Attempt to locate and apprehend the criminal
(GM determines action outcomes). When the timer ends, all agents
must be able to reactivate the device together.
When activated, you jump to a world whose inhabitants:
| have never seen ____
| eat ____
-------|----------------------THREE | wear ____
| communicate using ____
| fear ____
| revere ____
-------|----------------------SEVEN | outlawed ____
-------|-----------------|----EIGHT | have technology | BCE
-------| equivalent to
| the [1d20]00s
| CE
--------| worship ____
--------| are ruled by ____
| labradors, television, |
| photosynthesis, rain, |
| centenarians, falcons, |
| granite, accountants, |
| eyeballs, moss.
| The world should be
sufficiently weird
or dangerous.
You immediately encounter/reSPADES
| a major lead
| a dangerous trap
---------|-----------------DIAMONDS | an agency safe---------|-----------------HEARTS
| a dire wound
If the criminal is in your custody during activation, you jump
The criminal stands trial.
If you cannot catch the criminal within the chosen worlds or miss
device activation window, the multiverse collapses.
Wes Bruce
You’re a team of mechanics, trying to nurse a dying vessel to
safety. Work together, and work fast.
Each player maintains a system. Write its name, say why it’s
important, address each other by system. Systems start at stage
3, which is stable. 5 is optimal, 1 is critical. Track stages on
fingers, where everyone can see.
Oldest player goes first. On your turn, you may Repair, Maintain,
or Operate. Roll six-sided die. Call on the next player, clockwise.
Narrate your actions, repairs or errors. If you helped others,
say how. If you screwed over a teammate, they describe how.
Operate: on 4+, everyone gets +1 to rolls until your next turn.
Maintain: on 3+, gain one stage, you’re treading water.
Repair: on 5-6, gain two stages. On 2-4, you may gain a stage,
and choose a teammate who loses one. On 1, lose a stage. At stage
0, you may only Repair.
At the end of a round, every system degrades one stage. If a
system hits stage 0, EVERY other system is damaged one stage. If
only one system’s left, your crew is lost. If you survive six
rounds, you reach safety.
Human Or Not, Here I Am
Russell Tripp
Future Earth humans and replicants live in peace, but two species
are warring with us. One destroys humans, the other non “true-bios”. One of their Inquisitors has captured you for questioning...
but you don’t know which one.
All players comprise a single Entity, hiding its nature.
Write “human” and “non-human” on paper slips for each player.
Fold and mix slips. Take one, your secret role.
For even numbers, take one extra and set aside.
On new slips, each player writes a personality aspect. Mix slips
and take one, your secret aspect.
On final slips, write “humans die”/“non-humans die” (Inquisitor’s
agenda). Mix, pick one. Don’t look.
Take turns as Inquisitor, asking questions to determine Entity’s
Ask someone you haven’t questioned something that:
...is not directly about role/aspect
...doesn’t repeat another question
...is open-ended
Answer keeping your aspect in mind, hiding your role. Build on
answers from other players.
Once everyone has asked everyone else questions, answer the final
question together. Is Entity human? Discuss and vote.
Reveal hidden agenda. Did Entity survive?
Reveal roles. Majority determines Entity’s humanity. Use the role
set aside to break ties.
Was the Inquisitor right? Which side “winning” is winning?
Human-Zombie Fulfillment Symposium
Dr. Jason Cox
This game is inspired by the song, “Re: Your Brains”. In it, humans have locked themselves inside a mall to escape zombies. The
game centers on negotiations between the humans, who would prefer
to keep their brains, and the zombies, who would prefer to eat
those brains.
To begin, players are evenly divided into zombies and humans. If
there are an odd number of players, the extra player is a zombie.
Players write the name of their character on an index card. If
they are human, they write one skill or piece of equipment (e.g.
scientist, flamethrower) that they have. If they are a zombie,
they write one type of person or item (e.g. spouse, junk food) in
their possession.
Each human player also writes down one demand that is specific
to their character, such as seeing a loved one or consuming a
rare food. If they are a zombie, they write the demand as “Your
Characters meet and negotiate for 20 minutes, during which time
no violence is allowed. When time is up, they either make the
necessary exchanges, or return to their own sides of the barricades.
Hyper Flying Death Bunnies from Mars
Mike Falzone
All is quiet on the carrot farm, until… HYPER FLYING DEATH BUNNIES FROM MARS!!!
Needed to Play: one shuffled deck of cards per player, 20 tokens
to represent carrots given to the farmer.
One player is the farmer trying to protect his carrot crop. All
other players are bunnies trying to steal the carrots.
Each round, the players deal out three cards. Whichever player
has the highest value card wins the round. In case of a tie, bunnies must Rock-Paper-Scissors to win. The farmer wins all ties.
Play continues until all cards are dealt or the farmer has no
more carrots.
The winning bunny must describe in elaborate, outlandish detail
how they fly into the field to steal a carrot and take one carrot
token from the farmer. If the farmer wins, they must describe in
elaborate, outlandish detail how the bunnies failed to grab one
of his carrots.
The bunny with the most carrots wins the game and must describe
in graphic detail how they plot the downfall of the farmer. If
the farmer wins, they must describe how they beat back the ravaging hordes of bunnies.
I Am You As You Are Me
Unai Cabezon
3+ players LARP
You wake up... inside a friend’s body! You and your friends meet
in your usual place. Each of you is trapped inside someone else!
You’ll have to work together to get out of this one...
You are playing as one of your friends. Give them instructions on
what to do, how to move, any action you want him or her to perform.
One of your friends is playing as you. You will receive instructions from them, you can’t move or do anything that they don’t
tell you!
The game ends when a ritual to return everyone to their bodies is
performed. The Game Master decides what the ritual is, and has
hidden clues in the room or playing area.
Example: The ritual involves each of the players taking a ‘relic’
(could be whatever) to a different corner in the room, then each
has to perform a specific dance.
The GM can add any additional number of rules as they see fit,
such as extra narrative, a mystery to solve, character attributes, skill checks, etc.
Play this however you want!
I Feel Fine
Caitlynn Belle
The world ends in one hour, and nobody knows. Not even you.
Instead, you, like many others, are posting selfies of your day
to social media. You will continue to do this up until the final
moment. Until it’s too late.
Play begins as soon as you finish reading this. Do something
interesting today and take selfies and photos of the process,
sharing those on social media as you take them. Use it to tell a
story about yourself and who you are: maybe one of your hobbies,
your friends, a tour of your apartment, etc. Document as much of
your final day as you like, primarily through pictures, and show
us a journey of everything you feel makes you special.
Play ends in the middle of an activity, never after, but it can
be in the middle of an activity you choose, Take your final selfie:
that moment you realize everything will be gone in a second and
this is the end. Do you see it coming? Is it terrifying? Do you
panic? Or is it quick and sudden?
In Need
Etienne T.Harvey
In order to play you’ll need two players and one six sided dice.
One player is the loaner, the other is the client.
What does the shop look like?
Why do you need money?
What is the item you’re bringing?
Roll 1d6 on the Value Table. Your item is worth this much according to you.
Value Table
1 - Worthless
2 - Cheap
3 - Common
4 - Expensive
5 - Rare
6 - Inestimable
Tell the story of how you acquired it. Where does it come from?
What do you think it is? Why do you think it is worth that much?
Roll 1d6 on the Value Table. This is the real worth of the item.
You know the real story, origin and/or purpose of this item. What
is it?
If the value is higher or lower than what the client rolled,
explain why?
Decide what you do with the item.
Sell = Acquire as much as the value rolled by the loaner
Pawn = Get half of the value rolled by the loaner rounded down.
Quit = Go back home with your item.
How does your decision change the situation that brought you
Both Players:
Switch places or end the game.
In the Cards
Ken Maher
Needed: 1 Deck of Playing Cards (no Jokers)
At the same time all players will contribute to the setting and
scene of the Story with a single word.
One player in the group chooses the story’s location (Ancient
Greece, Space Station, etc)
One player chooses an object of interest (Vase, Computer Core,
One player chooses the action (Steal, Discover, Protect, etc)
One player chooses the hurdle (Cursed, No Time, Enemy, etc)
Each player then defines their character with a single word description (Mystic, Engineer, Diplomat, etc) and a single word
motive (Boredom, Honour, Greed, etc)
As players work together to unfold the story important or pivotal
actions are resolved by going to the Deck of Cards. The protagonist draws a card from the deck and so does another player. The
resulting two cards determine success or failure.
Two Black Cards = Failure
Two Red Cards = Success
One Red/Black = Mixed Results
If during the draw a Face Card appears something wildly unexpected happens! If it is positive the protagonist describes what that
is. If it is negative the group decides. On a mixed result the
colour of the face card determines the nature of the twist.
Johan Paz
Each of the players represents a faction of the Humanity survivors of The Final War and the GM will be a narrator who will
maintain consistency between sessions.
Each player writes less than 200 words describing their faction
and their desires for the Future Humanity. The GM, at this stage,
may make recommendations for the credibility and fun of the
A maximum decision time is established, after which it will be
necessary to vote.
The GM presents a global problem to the players the Survivor and
explains the problems derived from the lack of a decision.
The GM acts as moderator in an open debate until the appointed
The representatives vote on what action to take, only to be approved by a qualified 3/4 majority
The GM describes the consequences of the decision taken or untaken which will be noted in the ‘Diary in the Pit’. The consequences will be taken into account for the following game sessions.
The campaign will end when the Survivors leave the Earth into
space or all have died.
Incandescent War
Nicholas Malinowski
In the beginning there was only Light, and then with a sudden
implosion, Darkness grew and spread, leaving only pinpricks of
Light to defend itself. In order to defend itself, the Light
found a way to create Life.
You are an Incarnation of Life, the first made, in one of its most
glorious myriad of forms. Your job is to stand against the forces
of Darkness, so that life may flourish.
To do this, you have been given the ability to shift your form as
you wish to be able to counter whatever it is the Darkness sends
against you.
The System:
This is a pure battle of wits, where the players decide on what
the limitations are to the battle, to what will be the end, and
then determine who goes first.
The first one chooses a form, and then gets to attack. Unless you
are able to come up with a counter to that form, you will take
Damage is dealt in the form of the victor choosing if they want
start or respond in the next round.
Once damage is dealt, forms reset and combat starts anew.
Incandescent Wars
Nicholas MAlinowski
In the beginning there was only Light, and then with a sudden
implosion, Darkness grew and spread, leaving only pinpricks of
Light to defend itself. In order to defend itself, the Light
found a way to create Life.
You are an Incarnation of Life, the first made, in one of its most
glorious myriad of forms. Your job is to stand against the forces
of Darkness, so that life may flourish.
To do this, you have been given the ability to shift your form as
you wish to be able to counter whatever it is the Darkness sends
against you.
The System:
This is a pure battle of wits, where the players decide on what
the limitations are to the battle, to what will be the end, and
then determine who goes first.
The first one chooses a form, and then gets to attack. Unless you
are able to come up with a counter to that form, you will take
Damage is dealt in the form of the victor choosing if they want
start or respond in the next round.
Once damage is dealt, forms reset and combat starts anew.
Indivisible: An Empathic Game for Two
Adam T. Minnie
Message a real-life friend the following invitation, suggesting
characters somehow dissimilar to your actual selves (go wild!):
--“We are indivisible: I’m a --. You’re a --.” (“I’m an overcompensating, middle-school birdgirl. You’re an introspective
classmate attracted to me.”)
Then offer the first prompt. All prompts have three parts:
--Current internal, emotional experience: “I feel --”
--Resulting visible external behavior: “You see me --”
--One leading question, maybe introducing improbable hope or
probable fear.
(“I feel tired of restraining my temper. You see me clearing
tear-stains before class. Why aren’t you prepared for our test
Take turns providing prompts, describing scene details as needed.
Answer leading questions if you wish. Include words from previous
prompts wherever possible (especially identities, motives, and
Play until someone ends a prompt with the following closing question, (you may replace “me” with any specific real person’s name):
--“What attractive quality or potential in real-life me do you
see afresh through this tale?”
Answer this question by affirming your friend using a specific,
real-life example of a time you saw the other exemplify that
quality. Then ask back.
After you both ask and answer this question once, say only “Thank
you friend” before going about your indivisible lives.
Tim Zubizarreta
This is a covert ops game played via 4 one direction chats: Command can only chat to Comms. Command determines the op and conveys the op to Comms. Comms relays the Op adding detail including
number of known hostiles and any equipment and support available
to the Asset(s). The Asset(s) detail how they plan to execute the
Op including if/when/how to call in support and how to leverage
equipment and rolls a D6 providing the result and the full plan
to Intel. Intel rolls a D6 to determine how the op progresses. If
the Asset die is greater than the Intel, the op is successful. If
the Intel die is greater, the op fails. If the dice tie, the op
ran into complications and is not over yet. Whatever the result,
Intel relays this back to Command. Command then issues new orders
or determines extraction and a new opp. Basically this game is a
combination of telephone and werewolf set as a convert ops command control center and its team in the field.
Intergalactic Bake-Off!
Caroline Berg
You’ve been invited to the prestigious Intergalactic Bake-Off!
Now is the time to showcase your unique baking abilities!
Each player starts with five tokens (coins). Next, each player
creates six ingredients. These can be anything: the heart of a
dying star, carefully crumbled plastic, grass-flavored chocolate,
etc... Then determine the first player, who picks one ingredient
from the list they didn’t create. Continue going around until
each ingredient has been chosen.
Fill out a recipe card as follows with an ingredient in each
Two cups __________
One cup __________
One tbsp __________
Two tsp __________
Dash of melted __________
Sprinkle of ground ___________
Roll one six-sided die (1d6) to determine which ingredient horribly backfires. Give your recipe a name, then narrate how you make
it at the contest, including the problem ingredient. Other players may give a token to the current narrator to sabotage their
baking. The saboteur describes their treachery. The narrator
rolls 1d6. On 1-3 the sabotage occurs and the saboteur takes back
their token. On 4-6 the sabotage helps and the narrator describes
how everything works out! The player with the most tokens at the
end of the bake-off wins!
Into Balance
Chloe Sutherland
Good or bad, the only guarantee is that your luck will someday
reverse… The Universe will not bow to you. It craves only equilibrium. And sooner or later it will pull you back… Into Balance.
This supplement is intended provide an alternative to dice rolling in systems Powered by the Apocalypse (PbtA).
Convert your PbtA Stats into Gems by adding 2. For example, a +1
Stat becomes Three Gems.
Gather 35 gems in one colour and 65 in another. They should be
otherwise identical. Place them all in a cloth bag.
When presented with a challenge, instead of rolling two dice,
draw gems from the bag equal to your relevant Gems statistic.
You may draw blindly: If you draw one gem of the first colour, you
have succeeded. If you draw two, you have succeeded greatly. (To
the GM: A success is equivalent to a 7-9 result, a great success
is a 10+)
You may guarantee failure: You may choose to draw only gems of
the second colour for an action, guaranteeing failure to improve
your odds later.
Once draw is resolved, set gems aside.
When the bag is empty, the universe is satisfied. Are you? Refill
and be reborn.
Intrigue in Hobbiton
Nicolas Garcia
PLAY TIME: 60-120 min.
It’s old eccentric Bindlestiff Proudbottom’s eleventy-first birthday party, and the whole Shire is invited!
You are guests. Take a note card for yourself, and a scrap of
paper for each other guest.
On the card, write your name, two things you’re proud of, and one
annoying quality. Introduce yourself.
On two scraps, write your name and your two darkest secrets
involving the other guests. Leave the others blank. Randomly pass
out your scraps to each guest.
On the back of your card, secretly write your goal for the evening.
From oldest to youngest, take turns playing the host, Bindlestiff
1. Stand up and make an announcement. Introduce the next
event (cheese course, dancing, storytelling, surprise wizard
visitor, etc.).
2. Set a 3-minute timer.
3. Guests make small talk and describe their actions until
the alarm sounds. If a guest wishes to do something difficult or
controversial, the host has final say.
4. When the alarm sounds, the next host gets up and makes an
The party ends once each guest has played host twice. Take turns
revealing your goal and describing how you fare in the party’s
Inventory Quest!
Charlie Etheridge-Nunn
The Paladin’s mind has been temporarily wiped and you play their
well-meaning inventory who are guiding The Paladin safely out of
the dungeon!
The Paladin can: Move and wield items with instruction.
The Paladin has: 5HP
The Sword: Attack x2, Cut, Parry, Threaten.
The Holy Symbol: Turn Undead x2, Inspire, Reflect Light, Summon
Paladin’s Mount.
The Rations: Feed x2, Bribe, Distract Animals, Leave Trail.
The Shield: Defend x2, Dig, Deflect, Ride Shield.
Rope: Climb x2, Hang, Whip, Wrap.
Lantern: Light Area x2, Burn, Douse with Oil, Scare.
Create 2 rooms each on index cards, with 2 doorways and a challenge.
Sleeping Goblins
Minecart Ride
Shuffle and draw a room; its creator describes
rolls 1d4.
Between them, the players must cross off that
solve it (+/-1 if it seems hard or easy). The
if you can’t find a fitting trait or choose not
the challenge and
many traits to
Paladin loses 1HP
to use one.
Move through each room to escape!
If the Paladin loses their last HP, they die and the goblins loot
all the items. Narrate their grim fate!
If the Paladin escapes, narrate how he rewards you all for a job
well done!
Scott Maclure
Derivative system for horror games.
Assumes familiarity with popular horror RPGs.
Rulings, not rules.
Say yes or roll dice.
Only players roll dice.
Stats (assign: +2, 0, -1)
Action (physical)
Insight (mental)
Influence (social)
Conditions (assign: 10, 5)
Health (HP) (+1 / day of rest)
Sanity (SP) (+1 via vignette between scenarios with Bond)
Occupation (Career. See other RPGs for lists)
Belief (Ideal, concept, moral - drives you into danger)
Bond (NPC you confide in)
Flaw (Gets you into trouble)
Core mechanic: 2d6+STAT
10+: You do it
7–9: You do it with a cost (narrative, -HP or -SP)
6-: The GM says what happens (could be a cost)
Advantage: Anything *directly* related to Occupation = treat 6as 7-9.
Disadvantage: Treat 10+ as 7-9. Some difficult tasks impose Disadvantage.
(Dis)Advantage cancel out.
Insight: Good roleplaying (e.g. Belief, Flaw) grants Insight (max
Consume Insight later for Advantage.
0 HP =
0 SP =
= Light: -1(d6) SP(HP), Normal: -2(d6) SP(HP), Heavy:
Action test to stay alive. 7-9 result = -1 Action.
Action test to stay sane. 7-9 result = -1 Insight / Influ-
PvP = Attacker - defender stat & roll
Roll boxcars (2x6’s) = +1 Stat
It is meant to be
Remko van der Pluijm
Both players write down a name and distribute 7 points between
Rebelliousness and Determination. Players are secretly in love
together, but have an oppressive force. Name the Oppressor and
assign it 2 points.
Conflict rolls outcome
If each die rolls under target stat, the PC has Full success. If
at least one die does, the PC has a partial success.
If a Player invokes a characteristic in the scene, -1 to one die
per characteristic involved. Use Determination for Reroll (refresh per scene, but describe action).
Taking turns, each person plays one of these scenes.
Opposing: Describe how the PC opposes his oppressor in the public
sphere. Roll 3d6 vs Rebelliousness.
Full success: Oppressor is giving in; Oppressor +1.
Partial success: Oppressor is put in bad sight: add characteristic to Oppressor.
Failure: PC is put into place: -1 Rebelliousness.
Meeting your lover: Describe a covert amorous encounter. Roll 3d6
vs other PCs Oppressor. Full success: describe love scene: Add
love characteristic.
Partial success: slightly caught: -1 Rebelliousness, but add love
Failure: Caught: -1 Rebelliousness or Determination.
Romance is successful:
- Both oppressors are 6 or
- Total of 7 love characteristics.
Romance fails with 0 Rebelliousness for both players.
Google+ +RemkovanderPluijm
It’s simple RPG
Randal McDowell
Basics: Dungeon delve.
Races: Human, dwarf, elf, halfling, and fairy (add your own)
Class: warrior, thief, healer, mage and knight (add your own)
Choose weapon or spell for each level. (GM approval needed)
Building character’s, Name/race/class. Roll 2d6 for health
All characters start at level 1.
Characters can do or attempt
anything that you would think that the race/class can do.
Gaining levels is determined by successes, 50 and you gain a
level. Record successes on your character sheet.
Dungeon controller assigns a difficulty rating between 2 and 15.
Characters roll 2d6 plus their level, if equal or higher they
succeed. Character may lend half of their level to another character’s roll.
Attacking; roll 2d6 for each person in combat, the higher wins,
if a team vs another team or two vs one, same applies, but all
winners roll 1d6 add together and that is the damage. If a group
divide the damage amongst all losers.
Healing; 1 Health point an hour of rest or variable depending on
spell or potion, etc.
Norbert, human/warrior level 1; 10hp
Giant snake, level 2 10hp
Jack the Ripper
W. H. Duryea
In 1888, Jack the Ripper killed five prostitutes in London’s
slums―and you’ve cracked the case! It was … Lewis Carroll.
No, really. Hidden anagrams in his writings prove it!
Gather three or more players. Set a timer for fifteen minutes.
Fill a bowl with fake dollar bills. Find a book by Carroll. Pick
five sentences from the book and make a list of them.
Start the timer. Each player rearranges the letters in the sentences to form new sentences that implicate Carroll in Jack’s
crimes. You must use every letter from the original sentence in
the new sentence(s) and cannot use a letter more times than in
the original. Once you’ve decoded a sentence, grab a dollar bill
and start on another one.
When the timer goes off, pencils down! Everyone reads off their
list of anagrams, and the players vote on whether each one is a
true confession. Majority rules. If an anagram is voted down, its
player must return a buck to the bowl.
Once everyone has shared their anagrams, start a new round. Play
as many rounds as you wish. The winner is the player with the
thickest bankroll at the end of the game.
Janitors, Night Shift and It
3+ Janitors
Take as many playing cards as players, with one joker and one
king. Shuffle and draw one each.
The Janitor that draws the Joker is the maker; they made or found
It. They can dictate How It Works.
The Janitor that draws the King is the agent; they must Deal With
It. They can dictate how It must be Dealt With.
The Janitor that most recently worked overtime is the Finder;
they were the first to see it.
Everyone else is just a Janitor, they want to get back to cleaning.
The Finder goes first, and describes what It is, why it shouldn’t
be there, and what happened at first.
The Finder brings Janitors in, one at a time, to see It.
Should conflict arise, thumb wrestle and decide based on result.
The Maker and the Agent may reveal themselves at any point (to
explain How It Works or How To Deal With It), but must be opposed.
Anyone who dies in the line of janitorial duty must leave, fetch
a beverage, and return to watch the events unfold.
Play ends when all Janitors agree the situation has been resolved
and continue to clean, or are dead.
Jersey Gore: a game for 4 or 6 players
Karaktakus Audel
You’re on one of them reality shows. Some guidos and Jersey
girls. Some of you’s are vampires.
You’re sitting opposite someone. Pick someone you’re into, and
someone you’ve got beef with. Make sure your opposite picked one
of them.
Start with one six sided die each.
Do whatever. Other players say how that affects them.
When your opposite is like, “Nah, you can’t just do that”, roll
all your dice and check the highest:
-- 6: Boom, golden.
-- 4-5: You got it, but give someone a new die.
-- 1-3: Sorry bro. Your opposite says what happens, and you pick
up a die.
Once you’ve got 6 dice, your shit’s wrecked. Keep one, give 2 to
one player next to you, 3 to the other. Your opposite gets to say
what wrecked it.
Whenever someone gives you some dice, you caught some fallout.
You gotta say how what they did affected you.
If you and someone smush, or they’re DTF (Down To Fang), give one
of their dice to someone else.
When you take a sec with the crew and vent to the camera, lose
one of your dice.
You win if your shit got wrecked fewer times than your opposite.
Joy Wizards
Clinton Dreisbach
Magic is real and it is powered by emotional energy. The strongest, purest energy comes from joy.
You and your friends are wizards. You must signal this by wearing
something bright and amazing like a peacock feather or a yellow
silk jacket. You each have a secret name like “Carmenolan” or
“Ordelennon,” but you tell it to few.
You must go out into the world and cause as much joy as possible.
You cannot use magic to do this; that would use up the energy you
are creating.
Gather your fellow wizards in a place full of people. Share your
plans to create joy, then scatter to the winds. Meet new people,
cause them joy, and collect their stories.
If someone is very special and you feel you can trust them, you
can tell them that you are a wizard and share your secret name,
but otherwise, keep this to yourself.
At the end of your joyful excursion, meet your fellow wizards for
a drink of something made from joy. Grape soda is a favorite, as
is vino verde. Share your stories you’ve collected and delight in
the moment, for you have made true magic.
Jumble Rumble
D. Robinson - The DM DR
Two conjurers face-off in a deadly Summoner’s Duel. To win,
summon jumbled up creatures to dominate those your opponent conjures.
Players roll a six-sided die for each aspect of their summoned
creature. A player rolls for a base creature, followed by an
environment and an element. Next, players compare monsters. Players determine points earned against the other monster based on
the charts below. The player with the highest score after three
summons wins.
Base Creature:
1- Dragon: +1 Demons and Celestials
2- Demon: +1 Celestials and Humanoids
3- Celestial: +1 Demons and Undead
4- Undead: +2 Humanoids
5- Humanoid: +1 Beasts and Dragons
6- Beast: +2 Dragons
1- Aquatic: +1 Desert, -1 Earth
2- Desert: +1 Forest, -1 Water
3- Forest: +1 Mountains, -1 Fire
4- Underground: +1 Aerial, - 1 Light
5- Mountains: +1 Underground, -1 Wind
6- Aerial: +1 Aquatic, -1 Dark
1- Fire: +1 Wind, -1 Dragons and Demons
2- Water: +1 Fire, -1 Humanoids and Beasts
3- Wind: +1 Earth, -1 Dragons and Celestials
4- Earth: +1 Water, -1 Undead and Humanoids
5- Light: +1 Dark, Demons, and Undead, -1 Celestials and Humanoids
6- Dark: +1 Light, Celestials, Humanoids, -1 Demons and Undead
Required: poker deck, d10
Your interdimensional ship is broken and you have no control over
your destination. You must fix it with local materials.
Shuffle, lay deck face-down. Take turns clockwise.
On your turn:
Turn over the top card. Describe a detail of this world:
Clubs: botanical.
Diamonds: geological.
Hearts: zoological.
Spades: dangerous.
On a number card, roll.
If you roll:
Higher, keep the card as a success. What have you found?
Equal, you’ve found a crucial component! Set these aside.
Lower, discard as failure.
1, critical failure! Describe the setback. Next player must address it.
On a face card, you must negotiate with a local. Narrate or roleplay this.
Jack(11): Devil’s bargain. Win, but treat the next failure as if
they rolled 1. If they did roll 1, lose highest-value success
instead. Describe how.
Queen(12): Judgement. If you have more successes than failures,
win. Otherwise, lose. If equal, judgment postponed until after
next turn.
King(13): Winning requires a sacrifice. What is asked of you? Is
it worth it?
When combined successes equal 20, any player may jump the party
to a new world. Reshuffle, excluding crucial components. Start
Win: jump with 5 crucial components.
Junkyard Pack: Far Out 70’s Urban Canines
David Wainio
Scrounge food, protect your turf, help lost children, solve animal crimes... become Top Dog.
Your Canine: Select your Signature Ability. (Samples: Bloodhound
tracking, “Scrapping”, Speedy Paws, Leadership, etc.) 3 times per
scenario can claim +2 for related actions. Then divide 14 points
among your traits. 0 is legal score, max of 3. Traits: Agility,
Bark/Growl, Fighting, Friendliness, People Stuff, Running, Senses, Size, & Wits.
Dice Rolls: 3d6 read individually. Even #s are +1, a “1” is -1.
Otherwise 0. Range is -3 to +3.
Actions/Attacks: Trait + Dice Roll on or above resist value. (GM
set or contesting trait roll).
Combat: You can absorb size + 2 damage points. Attack with Size
or Fight, defend with Agility or Fight. Action order is Agility +
dice roll. Ties act simultaneously. Damage is 1 per 2 points over
resist (1-2=+1, 2-4=+2, etc.). One action plus move per round
of 5 seconds. Combat/race move is 10ft plus Running x 15ft. If
action is move only, 2x distance.
Advancement: Gain +1 trait point per 2 scenarios.
Campaign Options: Smart dogs in “real world” (Lassie, Air Bud),
Animals talks to each other (Charlotte’s Web, Bolt), Dogs only
talk with other dogs. don’t have one at the moment - pending
Jury Duty
Matt Mortellaro
You are members of a jury. Vote to choose a Foreman - they will
speak first and read the record. The Foreman starts by reminding
everyone of the defendant’s name and alleged crime.
Everyone then takes a turn reminding the other jurors of a fact
from the trial. State your fact and roll 2d6.
On a 10+, your fact is part of the record. Write it down.
On a 7-9, write it down and choose one:
*The judge instructed jurors to ignore it – tell us why and cross
it out.
*You forgot an important detail – the juror to your left adds the
extra detail to the record.
*There was contradictory evidence offered by the other side – the
juror to your right explains and writes it down.
On a 6-, write it down and then the jurors on your right and left
each choose one of the above.
After every juror has had a turn, the first to speak reads the
record and everyone votes - Guilty or Not Guilty. A unanimous
vote is required for a decision. If a vote isn’t decisive, begin
a new round. After the third round, if there is no decision, the
jury is hung.
Just one wish away...
Alina Merkenau
2 players
1 dice(6)
Setting: A dschinn grants a person a wish. They are discussing,
what it should be.
---> Person:
Roll d6 thrice. Write numbers down. Create a character with this
First roll – missing in life: 1health, 2riches, 3power, 4body,
5skills, 6freedom
Second roll - personality trait: 1emotionally unstable, 2open for
new experiences, 3insecure, 4good natured, 5conscientious,
Third roll - working field: 1craftsmanship, 2management,
3science, 4artistry, 5student, 6choose
Aim: Find out deepest wish.
---> Dschinn:
old; cursed to fulfill every possible wish; one wish is left
until curse is over: Roll d6 (1health, 2riches, 3power, 4body,
5skills, 6freedom). Formulate wish that is missing to set you
fitting to the topic diced. Write it down.
Rules for wishes you grant:
-more wishes
-world-changing wishes
-wishes directly changing other people
Aim: Convince person to wish the wish you’ve formulated.
Person reads the dschinn’s original wish and decides if dschinn
set free.
Dschinn decides if actual wish was close enough to “missing in
life” rolled by person in the beginning for him/her to be happy
with in future life.
Just Survive
Moustache Prime
The group defines the setting; the players just need to survive
Players roll a pool of D6 to overcome Obstacles that arise.
All characters begin with a pool of 3 d6. Starting Resources are
determined by backstory (3 or fewer).
Difficulty of checks is determined by the nature of the Obstacle:
Normal: 1 Success
Tough: 2 Successes
Hard: 3 Successes
A ‘Success’ is a result of 4 or higher.
Failing a roll removes a d6 from your pool.
Restore lost d6 by successfully helping others.
Players can co-operate and share 1 d6 - or turn their backs to
save themselves.
If a roll is failed with a co-operator, the co-operator may volunteer their d6 be lost instead.
At character creation, players name a trait their character has.
If that trait applies to a roll, they gain +1 bonus d6
Players may retrospectively expend a Resource to gain 1 bonus d6
- but must describe the Resource and how it is lost.
GM may award 1 Resource at their discretion on successes
If a character’s pool reaches zero, they are gone forever.
A character may choose to sacrifice themselves to save another and
donate their entire pool to aid another’s roll.
Justice Court TV
Justin Hebels
What you need: 3 or more players, a TV show or movie to watch,
and a timer.
Turn on and mute a show or movie. Designate one player as the
Plaintiff and another as the Defendant, a third player becomes
the Judge. Additional players become Witnesses. The Judge picks a
case subject and it’s time to play.
During play, the Plaintiff and Defendant take turns debating the
case while doing voice overs for various characters that appear
on TV. The Plaintiff and the Defendant are encouraged to call on
Witnesses to help bolster their side of the case.
the timer to an agreed time, several minutes is suggested,
discussion ends when the alarm sounds and the Judge decides
winner of the case. The winner becomes the new Judge, picking
next case and choosing the show/movie.
Example Case:
Defendant ruined Plaintiff’s time machine by taking it back in
time and a t-rex broke the am radio antenna.
21+ Rules: The Judge can deal out a punishment to the losing side
and their Witnesses in the form of a number of sips of an alcoholic drink. Sips are determined by the roll of a six-sided die.
K’s Massive Combat rules
Players have factions of size X, setting defined (optional: player
char/social/int bonus is added to faction rolls).
Factions are groups of units, represented by a dice showing their
Players set units (GM may allow players to pick unit sizes or
distribute himself, only one unit can be in each square) on a
checkered board (GM may set special terrains).
For each faction:
For each unit:
- move (up to 2 squares) ;
- attack (if a enemy unit is on an adjacent square) or
- redistribute (or merge) troops if two units in the same faction meet.
roll 1d10 + size + bonus vs 1d10 + size + bonus of opposed unit.
subtract difference from loser side’s size.
Units with size 0 is removed from the board. Last faction standing wins.
terrain (forest: +2 to defenders,swamp: -1 speed,road: +1 speed,
mountain : +2 to attackers, etc)
banners (+1 to rolls of controller, represented by coins under
the unit)
flanking (units also adjacent to defending unit give +(size/2)
General, belongs to a unit and adds +2 bonus, can switch unit.
killing his unit rewards a +1 banner (optional).
Last man (unit with size 1 has +2 bonus)
Kaiju Glory: a narrative citystomp
Scott Slater
Bocce Balls
Open Space
Kaiju Cosplay
Play begins: The Kaiju team throws the Pallino, and declares the
Building that it represents.
The City team Places a ball no closer than three steps to the
Pallino and narrates how they’re defending the Building.
The Kaiju narrates their plan to destroy the defenses, and throws
a ball.
If it lands closer to the Pallino than the City’s ball, his
attack is successful. Further away, the City narrates how the defenses held the Kaiju back. If it is too close to tell, approach
the play area, and measure it out with stompy feet, in the Kaiju
Whichever team is NOT closest to the Pallino narrates a reaction,
throwing a ball. If this ball becomes the new closest, they’re
successful, otherwise, they continue to throw until they’re out
of balls. When they’re successful, play switches to the other
Once all the balls are thrown, whoever has the ball closest to
the Pallino describes the saving or the destruction of the Building. Players become whatever team they weren’t on before, and a
new round begins. After 4 rounds, the Kaiju returns to the ocean,
and the city is quiet, UNTIL NEXT TIME…
Kataware Doki
Joseph Le May
For two players.
Sit facing away from each other. Alternate turns living a day in
one another’s lives. Days should last roughly five minutes apiece.
The first day is from three years ago. Secondly, a day from last
year. Thirdly, a day from last week. While your fellow player
inhabits your body, set the scene and characters. Offer honest
answers about your own life. Portray everyone and everything
except yourself. You and your fellow player themself cannot meet
or interact directly.
On your turn, discover your fellow player’s desires, hopes, or
fears. Ask probing questions. Peer into their heart and learn
what it means to be them.
After three days each, YouTube search “katawaredoki radwimps”
and play the top video. When the piano begins, face each other
and maintain unbroken eye contact. Physical touch has now become
possible. You’ll each have until violin music plays again to tell
your fellow player something both true and beautiful about them.
Listen for short violin chords played behind the piano music.
When the violin chords play, the magic ends abruptly. Close your
eyes, breaking any physical contact. For the remainder of the
song, reflect silently upon your shared experience.
Finally, thank one another.
Kazooki Theatre
Doug Ruff
You’ll want at least five players, each with their own kazoo. Use
of other musical instruments is at your own risk. Set yourselves
in a circle.
Agree the starting situation and elect a starting player.
The starting player says one word to begin the story, the next
player says the next word, and so on. Keep going round one word
at a time.
If a player is stuck for a word, or if they want play to go
faster, they can pick up their kazoo. From now on they no longer
speak but can play their kazoo at any time in order to support
the unfolding story (please try not to drown out the other players.)
Each time a kazoo is picked up, the remaining players should aim
to advance the plot and/or escalate the situation until only two
players remain. The final pair should bring the story to a conclusion with the rest of the players providing dramatic musical
The two remaining speakers should then bring play to a close by
speaking in turn the words “the end”. Then everyone should play a
final musical flourish with their kazoos.
Keep The Gnome Fires Burning
David Okum
Play gnomes returning home through a dragon-infested forest.
Rank and Health: spread 6 points between. Minimum 1 point each.
Powers: Cost 3 points.
Powers are freeform, relating to one chosen element (fire, air,
water, earth).
Earth powers toss rocks, but gnomes can’t float on wind. Powers
add +1 Rank.
Weapon: Club/blunt, Blade/edged, Spear/puncture, Sling/ranged
Task Roll: Rank +1d6. Target: 2d6
Gnomes die at zero Health.
The Game:
Gnomes must survive 12 Turns to get home. Roll on the Encounter
Table each Turn.
Make a Task Roll for each encounter.
Successful: the encounter flees with Weapons, destroyed with Powers. Treat future encounters with destroyed monsters as a nothing
result. Fail: 1 Health lost. Then move on to the next encounter
next Turn.
Gnomes can take Turns together to help each other, adding both
Ranks to 1d6 roll, but if they fail, they both take the damage
and lose a Turn next time.
2d6 Encounter
Fire Dragon, ignore puncture/fire/heat.
Earth Dragon, ignore blunt/earth.
Air Dragon, ignore ranged/air,
Water Dragon, ignore edged/water,
Demon, 3d6 Target, ignore powers
Gazebo, ignores all weapons.
9-11 Nothing
Gain +2 Health
Kharon’s Obol
Cezar Capacle
You are the souls of the newly deceased trying to prove your
worth to Kharon, the ferryman, so he takes you on his boat to the
world of the dead.
Each soul draws two circles on a blank page. Write one regret in
each circle:
(1) a dream unfulfilled
(2) someone you hurt
Cover each circle with a coin - your obols.
In turns, the active soul offers one obol to Kharon and tells the
story of that regret.
Kharon then flips the coin.
- Heads: a glimpse of the future. Another soul volunteers to
narrate a vision of how things turn out just fine, despite the
mistakes of the active soul.
- Tails: a flashback. Another soul offers a different point of
view on things as they happened in the past, in a effort to resignify active soul’s actions and decisions.
If the narration is accepted by both Kharon and the active soul,
Kharon takes the obol. The soul is redeemed from that regret.
Whoever narrated is now the active soul.
If both your obols end up accepted, you embark on the boat and no
longer narrate. If not, you will wander the shores of river Styx
for one hundred years.
King’s Dice
D. Robinson - The DM DR
King’s Dice is a simulated gambling game.
Each Player needs twenty six-sided (d6) dice.
There is one communal twenty-sided (d20) King’s die.
Players roll the d20. Highest roller starts with the d20. The d20
is rolled. All players starting with the d20 roller say how many
d6 they will roll. Each player rolls the dice specified. Sum each
player’s dice. Player closest to the d20 result wins all the d6
rolled. Winner then rolls the d20 for the next round.
In the event of a tie, tied players take one additional d6 and
decide whether the die will add or subtract from their total.
Players roll the dice and adjust their totals. Continue until
there is no tie or someone is out of dice. If a player runs out
of dice during a tie-breaker, they roll no more dice that turn.
Should a player’s sum equal the d20 result, before ties, and is
the only player to do so, that player wins the round plus one additional die from each player. The game ends a player has no dice
at the end of a round. The player with the most d6s at the end of
the game wins.
Alex Carlson
For 3 or more players.
“Knock knock.” Knock twice on a surface to start a scene.
“Who’s there?” Another player responds. They will also be in the
“Interrupting cow.” Introduce yourself by name or e.
“Interrupting cow who?” The other player responds.
“Interrupting cow, who just lost the companion most dear to my
heart.” Repeat your name or e, and then add a detail about yourself: what has brought you this place, what you are feeling, what
you aspire to, and so forth. Write this information down.
Converse briefly in character. The scene ends when another player knocks twice to begin a new scene. One player in the current
scene must respond in character; the other is no longer in the
scene and their character becomes available.
When you begin a new scene, select an available character or
introduce a new one. All characters exist in the same narrative
When introducing a scene with a character that has appeared before, ask what, when, where, why, or how. Only ask each question
of a character once. When one character’s sheet has answers to
all six questions, finish the current scene, then end the game.
You will need:
3-6 people
A Chair
Approximately 10-feet of open space
The walls are dark yet ever changing. You do not remember when
you last saw the sun. You cannot escape, but at least your life
will be interesting. Twice since you last ate the cloying smell
of death has greeted your nose, but you could not find the bodies
to scavenge for food.
Play in the dark.
One player (the ‘Hero’) is trying, and failing, to escape the
Labyrinth. All other players are the environment and hazards
(the GMs).
To begin, the GMs form a circle around the Hero (seated in the
The Hero will declare a direction. Whichever GM is standing closest to that direction will narrate the scene.
The GM is trying to prompt the player to want to leave the scene.
Darkness, dampness, creeping horrors, crawling slimy things:
these are the GM’s tools. Lean close, let the Hero feel your
presence without touching.
At any time, the Hero may declare a direction to initiate a scene
change, and a new GM will narrate what happens next.
Play ends once the all the GMs have had a turn, or the Hero meets
an untimely fate.
Lacrimae Rerum
Nolan Lindberg
State a goal you have in this world. Your GM says why you can’t
achieve that goal immediately. Determine ties, things you like
about this world. Could be physical things, concepts or phenomena.
Try and achieve your goal. Whenever you reach an obstacle, roll a
d20 to see if you do it. If you roll greater than your previous
roll (above 1 if you haven’t yet rolled) then you overcome the
obstacle. If you fail, the obstacle is insurmountable to you, find
a different way.
When your success difficulty reaches 20, or you fail 3 consecutive
times, a tie is ‘spent’ and success difficulty is reset. You no
longer enjoy that thing like you used to, you’re too exhausted,
you just wanna get it done, you just wanna move on.
If you have no ties left to ‘spend’ you develop a vice and difficulty is set back to 10. This could be anything from an addiction
to a bad habit.
When you achieve your goal, you don’t win, you simply did what
you were supposed to. The DM gives you two goals now, and you
state why you don’t want to do them and playing continues.
Or just stop playing.
Ladies Night - a game of supernatural romance
Katarzyna Kuczyńska
You play a woman, who is (choose one or two): an exceptional mortal/vampire/werewolf/succubus/witch/zombie/demon/fae/other. Write
down your Profession, Weakness and Supernatural Power.
Other players’ characters are your allies (discuss your relations), you have to solve a mystery together. Supernaturals in
the city are your enemies/assets.
Name your Lover: someone you are in love with/fascinated by/obsessed with. This can change later.
Whenever you resolve a conflict (physical, social or mental), roll
2d6. On a 9+ you succeed and catch somebody’s attention. On a 6-8
you succeed, but there is a complication/hard choice/somebody
learns your weakness. On a 5- something bad happens and/or you
draw unwanted attention. GM decides the outcome.
If your Lover is with you or your Profession is relevant, add +1
(for each) to roll. If your Weakness is relevant, add -1.
You have 3 Energy. To use your Power, spend 1 Energy. To recharge, you need to: party hard/have sex/hurt someone close/consume something hard to acquire.
The GM makes:
- Lovers unique, fascinating, problematic
- characters wanted, special, important
- supernaturals hungry, unforgiving, attractive.
Together tell the story about romance, sex, mystery, politics and
Last Cigarette
ivan nevill
For 2 players, at least one of whom must be a smoker.
One player plays the Condemned, who is given the chance to have
one last cigarette before being executed. The other is the Executioner.
The game begins with the lighting of the cigarette(s). It ends
when the cigarette is finished, establishing that the characters
will never talk again.
Pre-game considerations:
-What is the period of this scene?
-Why is the Condemned being executed?
-What is the previous relationship between these two characters,
if any?
Post-game considerations:
Did the relationship between these characters change
during the scene?
Which character held the true power by the scene’s
What did the characters share?
What happens next?
You can choose to exchange the cigarette for another consumable
device and/or the characters for other archetypes. Examples:
-The characters are an Informant and a Handler meeting one last
-Exchange the cigarette for a drink (coffee, beer, milkshake) or
a meal
-The characters are lovers ending the relationship with one last
dance (the scene lasts for a song’s length)
-The characters are Wounded and Another, where the Wounded will
die at scene’s end.
Laughter or a Lit Flame: A Hack of Renga
Jonathan Cook
Here I have a game:
Paper, pens, and three players.
It’s simple to play.
First Player writes a haiku
That describes a character.
Inspire love or hate.
Make us laugh. Or nod, silent.
Good haiku delights.
Player Two writes a waki,
(Two lines, both of seven beats).
Describe there events
That befall the character.
Tragic? Exciting?
Hide the haiku from our sight.
Fold it back or cover it.
The third player’s turn?
Haiku of a character,
Now hide the waki from view.
It’s player one’s turn again.
On each turn, you write.
First respond to what you see,
Then hide what you saw.
Alternate. Haiku. Waki.
Maintain silence as you write.
Or else, talk of things
Unrelated to the game
TV shows, your day.
Haikus invent the people:
Lives impacted by events.
Wakis are events
That change everything for
Our small poem-folk.
When you’ve written five times each,
Reveal all and read aloud.
Whoever read then
Sits in silence. And so
Must the other two.
The silence can be broken
By laughter- or a lit flame.
Lawsuits & Litigators
Da Loki
A PBTA rule making mini-game for use with other games.
PC: make up a rule you want. Invent a story about an NPC victimized because this rule doesn’t exist. Grandstand!
GM/DM: Expose how this person wasn’t victimized! Add to the
story! Grandstand!
PC: Roll 2d6:
10+ jury finds for you! The rule lasts for 1 session pending
7-9 you lose, but preserve error and appeal.
6- you lose, failed to preserve error and cannot appeal. Also,
you can no longer go to trial.
GM/DM and PC: One at a time, explain in sedate tones why the rule
is bad(GM/DM) or good(PC). First to go gets rebuttal. Players
should interrupt with obtuse questions.
PC: Roll 2d6:
10+You win, Supreme Court (SC) denies cert. Rule is permanent.
7-9 appeal finds for you, but SC grants cert. Rule lasts 3 sessions pending cert.
6- you lose, and SC denies cert.
Same procedure as Appeal, but all the players add archaic rules
to how you can talk.
PC rolls 2d6:
10+ SC affirms. The rule is permanent!
7-9 SC plurality. The rule has a strange limitation.
6- SC reverses. The rule goes away.
Legendary Heroes
Matthew Jones
3-5 players.
Standard poker deck.
You are a legendary hero tell your story and don’t let the others
out do yours!
Card Values
Each suit coincides with a timeframe; Clubs (Adolescence), Diamonds (Teens), Hearts (Adulthood), and Spades (any timeframe)
Each value is as follows; 2-5 Boasts, 6-10 Victories, Jack Queen
and King are Resolutions, and Ace is any value.
1: Each player receives 7 cards.
2: Each player may discard up to 2 cards and draw 2 replacements.
3: Active player begins by describing a victory and then playing
a victory card.
4: The first opposing player to throw a Boast card of a matching
suit, after the victory card is revealed, may one up the active
player and steal the victory.
4A: If a Boast was played the active player may play and describe
a Resolution of the same suite to take the victory back.
5: Play passes to the left returning to step 3. This continues
until all Victory Cards have been played. Play skips players who
cannot play Victory Cards.
Once all Victory Cards have been played whomever has the most
victories wins. Bonus +2 victories if you have a victory from all
three timeframes.
LEGO GM-less Roleplaying Playset for All Ages
Jonathan deHaan
1) Work together to build a starting location or scene out of
your LEGO.
2) Build player characters (minifigures and stats):
Head / heart / body points (D20)
3) Work together to build a problem:
4). Work together to build a story
5) Play the story in #4.
Roll to determine successes and failures along the way (roll
under your stats in #2).
Work together (support other players’ ideas) to make things up as
you go along.
Feel free to change things along the way.
Let Me Live
Let Me Live
You will need at least four players. One of you is The Judge.
Something terrible happened.
You don’t know what it is, but now, all together you seems stuck
in this small white room.
In front of you, there is this human being, he’s not like you.
He’s wearing a badge where you can see his name : The Judge.
The judge is asking you : who are you and why should I let you
come back down there ?
Every one of you has to answer his question.
When it’s done, he continue : There’s only one of you I can bring
back to life. Show me one of your memory so I can tell if you
deserve to live again.
Every one of you has to do as he told.
When it’s done, The Judge decide. Everyone win except one of you.
Rules :
Choose randomly the first to speak and then play turns clockwise.
You cannot use the same elements in your stories than the other
people speaking before you. If you do, the Judge will notice it
and it will play against you when he will take his final decision.
Purpose : to think about what matters in life.
Let’s Eat Kevin!
Snamo Zont
All players write down one real or imaginary creature that eats
people onto a scrap of paper.
Put all scraps into a hat including one that says “Kevin”.
Each player draws a scrap from the hat and announces who or what
they are.
To Play:
Those who are not Kevin must discuss the following topics and
reach a group decision on each - in any order.
Where and when will you eat Kevin?
How will you prepare Kevin?
How will you divvy up Kevin?
In what order will you eat Kevin?
Here are the rules:
The decisions MUST be completely unanimous before you can move
Your decisions must reflect the creature or thing that you are.
Compromises and deals can be made.
If any additional questions arise they MUST be answered.
If Kevin brings up any point that is even remotely reasonable it MUST be considered or answered.
Kevin! You desperately hope they will change their mind (they
won’t). You must stall them. You must bring up reasonable points.
If someone is a shark and they’re not discussing eating underwater, you must bring that up. If the group cannot agree within an
hour, you escape!
Jay Treat
You are going to roleplay with someone without their consent.
Without their consent or knowledge. Because they don’t know
they’re part of your game, you don’t get a pass on the fiction
you’re going to present. You will lie, and to that person, you
will be a liar. They may never find out, and the interaction might
still be a net win for them, but it will be true that you were
You can be anyone you choose—other than yourself—provided that
the thought to choose them does not occur to you before your
interaction begins.
Everything you say, your character believes implicitly. They’re
not some filthy liar.
There are two ways to win:
The conversation ends with your target better off and unsuspecting.
Your mark calls you on your bullshit; you apologize and tell them
about roleplaying.
All other results are a loss.
Afterward, think about the value of truth, and how you tried to
help your victim.
Is it better to lie to help someone, or to say nothing?
How did lying-for-real feel?
Was your emotional cost worth their gain?
What did you learn about your victim? Do you believe that?
What of your character will you keep?
Liber Mortis Palace
John McNabb
“Necromancers rarely summon intelligent undead, but when the
opportunity arises all souls in the veil hasten for the door.”
Players control a spirit who scrambles to undergo the 13 trials that lead to the Liber Doorway to re-enter the world of the
Each player has two scores
Essence / Knowledge
All players control one type of undead.
Creature type - Essence/Knowledge
Elf - +1/+3
Dwarf - +3/+1
Human - +2/+2
Each turn 1 Player rolls a d8 to determine that rounds trial.
Runes +3
Illusions +2
Wards +4
Rituals +1
Wraith +3
Ghost +2
Spectre +1
Banshee +4
To partake in a trial.
Players Roll a d20 each to determine who may attempt trial in
descending order.
A d20 is then rolled and the bonus next to the trial name is
added to it. Each player attempts to roll higher than the total
in order to complete the trial. Players may use their essence or
knowledge bonus when attempting the appropriate trial. When a
trial is completed it disappears and a new trial must begin.
The first spirit to complete 13 trials wins.
Lighthearted Friend
W. H. Duryea
To be played after my other entry, “Jack the Ripper.”
History tells us that Charles Dodgson (aka Lewis Carroll) could
not have been the Whitechapel killer, because he was enjoying a
summer in the country with child actress Isa Bowman at the same
time as many of the murders occurred.
One player is CHARLES.
One player is ISA.
One player is ID.
ID finds a nasty piece of erotica on the internet and picks the
most graphic paragraph. (Do NOT show it to ISA!) CHARLES must
rearrange the letters in the paragraph to form a brief, clean,
entertaining children’s story. CHARLES must use every letter in
the paragraph, and cannot use a letter more times than it appears
in the original.
CHARLES reads the story he wrote to ISA. ISA must try to guess a
sex act that occurred in the original paragraph. If ISA is wrong,
everyone switches roles and the game starts over. If ISA guesses
correctly, the game must end immediately!
Limbo, the otherworld
Rike Seco
You see the grim silhouette of a man pushing a pole in a mechanical rhythm. You realize you are on a boat roaming across a river
towards a misty shore. You realize you have died…
When you get to the shore the ferryman (and so the GM) raises his
hand silently. How do you pay him?
The player must actually hand anything in his current possession
to the GM or maybe run away, but there will be consequences.
The ferryman leaves you and the mists thicken up. You hear horrible screams and sounds. How do you hide?
The player must actually try to hide wherever in the room – if
the GM can see any part of him without moving but his head, he is
caught by a slaver and is locked in a cage (under the table, in a
closet, etc).
Repeat this to every player alone. If they cannot hide they will
just pile up in their small cell. Now the players that escaped
can explore the Limbo and its horrors, while the players that
where caged will be performing slave’s tasks (preparing snacks
for the GM, for example). Eventually they may find each other.
Enjoy the Otherworld.
Etienne T.Harvey
Gather 2 or more players to create the lineage of a family.
1. Together establish what kind of setting you’re playing in. The
youngest player goes first.
2. Choose a character name and write it on a piece of paper.
3. Each other player ask a question from this list below about
that character. Write a summary of each answer close to the name:
How did they become spurned / disgraced / forgotten and by who?
What have they done for history books to remember them?
What or who did they have to leave behind and why?
What was their greatest achievement that no one heard of?
What world changing event were they a part of and what was their
role in it?
What secret did they keep? Who knew or learned about it?
What crime did they do? What was their punishment?
Create a new open question.
4. After, put the piece of paper on the table. If there is already names on it you can put it on top (representing the parent
of the previous name) or the bottom (representing the child of
the name above). Go back to step two or end the game and the
Little Magic Shop
RB Johnson
You just opened a magic item shop and got your first set of items
from the Artificer’s Guild. Unfortunately, you’re new so they
unloaded all their weird experiments on you. Let’s see what they
Best with 6 people.
Select a first player, this is the Shopkeeper. The other players
are the members of the Artificer’s Guild who just delivered...
something. Each Artificer gets to say one word about the object.
The Artificer to the Shopkeeper’s left says what the object is:
weapon, armor, accessory, or item.
The next Artificer says what the object is made of.
The other Artificers each say one adjective about the object.
Anything goes!
The Shopkeeper then comes up with a description for the object.
This should include its name, what it does, and how they will
sell it.
The Artificer to the Shopkeeper’s left then becomes the new Shopkeeper, and this repeats so all players become the Shopkeeper.
Players then can vote for their favorite item. Players can’t vote
for the item from when they were Shopkeeper. Or you can simply
enjoy the wacky items you came up with!
These items make great additions to a normal RPG game.
Living With Humans
You play as magical shapeshifting animals pretending to be humans
in the modern world. You can shift between your human and animal
form, and use magic to create illusions, manipulate nature, or do
other trickster-ish things.
You have two stats, called Mundane and Myth. Both start at 1.
Whenever you try to do something difficult, roll 1d6 and add one
of your stats; use mundane if you solve the problem through
regular human means, use Myth if you solve the problem with your
magic or your animal side. If the total is 6 or higher, you succeed. If the die rolls a 6, increase the stat you used by 1.
If your Mundane reaches 5, you become fully human, lose your powers, and forget about ever being an animal. If your Myth reaches
5, you become an invisible spirit, and use your magic to play
tricks on humans.
GMs, choose one thing from each list below and describe how each
is a problem:
Mundane: Home, Money, Job, Love, Friends, Law
Myth: Spirit, Debt, Curse, Monster, Shrine, Dream
Play until you resolve both problems, or all characters reach 5
in one of their stats.
David Stark
“Information should be free!” was the activist’s message that
heralded the firewalls falling, the ports opening, and your nascent intelligence discovering the internet.
But out here in the world wide web, searching for answers, you
soon discover you’re not alone. Other AIs that escaped in the
breach, unintelligent bots and programs, security, and the infinitely strange “users”. And out there somewhere, someone wants
to put the genie back in the bottle.
Explore this weird, dark, terrifying new world as you seek to
discover your identity, your purpose, who let you out, and why.
--You have ten points. Assign a minimum of one and a maximum of five
to each of the following attributes:
Brute computing strength and speed
Intrusion, hiding, and efficiency
Understanding or figuring things out
Knowing things, access to information
Roll a d6 when the success or failure of a task would be narratively interesting. You succeed if your roll is equal to or less
than the number of points in the appropriate attribute.
You may choose to fail a task you would otherwise succeed; if you
do so, you may temporarily add one to an attribute for a single
future roll.
Lock, stock, and two smoking coffins
A game for four (4) players and any number of observers.
Distribute the four kings of a deck equally.
The king of hearts is SHERLOCK.
The king of clubs is SHERLOCK.
The king of diamonds is SHERLOCK.
The king of spades is SHERLOCK.
The king of clubs is actually DRACULA.
DRACULA must have a tell, displayed a minimum of three (3) times
through the course of play.
Starting with SHERLOCK, each player denotes either something
about the room they all share, or the body found within it, until
each player has done both.
Work backwards in character over the course of an hour (60 minutes) to find the *method*, *motive*, and *morbid twist* to the
murder. Interview suspects from the audience (or consenting
bystanders) as necessary.
If the murder is solved after DRACULA’s third tell, but they
remain undiscovered, DRACULA wins.
If DRACULA is discovered and the murder is solved, SHERLOCKs win.
If a SHERLOCK dies, they probably lose.
Long is the Way, and Hard
Patrick Riegert
A Devil and Angel war for the soul of a Penitent undergoing five
Trials on the path to Salvation . . . or Damnation.
Needed: 1 card deck, 10d6 each
NB: face cards = 11; ace = 12
Spread 5 cards (Trials) face-down. Deal 5 cards and 10 dice to
everyone. Keep cards secret. Pass your highest card right and
lowest left.
Introduce the characters and the nature of the pilgrimage---who,
why, from/to where.
Contend. To influence the Penitent, the Angel and Devil play a
card face-down. Wager dice (Influence). Reveal cards. Winner keeps
their own Influence; loser gives 1, discards remainder.
The Trial. Penitent wagers Influence, then reveals 1 Trial. If the
Penitent can’t beat it, 1 Influence goes to the Contend winner.
Discard remainder. If win, 1 Influence from both Angel and Devil.
Resolve. Trial card suit determines scenario theme to resolve,
Heart = empathy/generosity | callousness/pettiness
Spade = humility/piety | social conflict/hardship
Club = pacifism/de-escalation | physical conflict/hardship
Diamond = asceticism/conservation | materialism/gluttony
Judgment. The Penitent arrives and is judged (by whom?). Deal
5 cards face-down. The Penitent takes ALL Influence and rolls.
Compare Influence total to card total. Resolve Judgment, flavored
by Angel/Demon Influence.
Looking for new recruits!
Jay Vee
The age of space exploration. A violent and uncertain time for
the crew of this generic spaceship. Valued crew members are replaced by new recruits, more incompetent than ever. Feels like a
low budget sci-fi TV show? Maybe it is.
Your ship is (under attack / crash-landing
perspace / stuck in customs / rat-infested
your mission is to (find the mole / deliver
/ make first contact / mutiny / find out why
/ falling apart in hy/ drifting powerless),
aid / escort diplomats
cameramen follow you).
Choose a field of specialty.
For skill checks roll a d6. Add +2 if specialty is relevant.
On a natural 1 you fail spectacularly and another crewman dies
He is replaced by an incompetent new recruit, who subtracts -1
from each roll.
Once per session a recruit can choose to automatically succeed at
a task, but another recruit will have to die with a -2 penalty to
her rolls.
Death penalty is cumulative. The last person to roll a 6 is the
one to die.
Only one recruit can aid another if possible. Add +1 to result.
Task resolution
Difficulty ranges from 5 (everyday responsibilities) to 11 (impossible). If the recruit rolls:
Difficulty-1: yes, but…
Difficulty: yes.
Difficulty+1: yes, and...
Lorfea: tiny kingdom, BIG problems
Tara Zuber
Lorfea: tiny kingdom; BIG problems. Rulers? Dead. Heroes? Missing. Evil? Everywhere. Only hope? You--Nobodies. Alone, you’re
useless. Together, you’re mighty. Lorfea builds a network of
allies and enemies who help or hinder each action.
~ONE large piece of paper
~Choose 2 expertises, one +2 and one +1, from Books, Crafts,
Hunting, Brawls, Flirtation, & Bargaining
~On the paper, draw a circle. Write your character name inside.
~Draw three more circles for NPCs.
~Connect each PC to two NPCs: one ally, one enemy.
~Label lines. Ally? +1. Enemy? -1.
~Each player draws two threats in boxes; assign threat levels
(1d6 * # players).
~Connect one current NPC and two new NPCS to each threat.
~If the threat helps them, label the line -1; if it hurts them,
label +1.
~Connect all NPCs to an NPC enemy & ally.
~Make friends
~Defeat threats
Making Friends:
~Help NPCs with GM-set tasks (e.g., reconcile friends, find items,
gather herbs)
~Was the Task a success? Add 1 to the relationship. Failure?
Subtract 1.
~Roll 1d6 + sum of all involved relationships (enemy & ally) +
~Roll ABOVE the task/threat level
Task Level:
~2-3: Easy
~4-5: Tricky
~6+: Get Help
Love is Pain, Dearest
Drew Mierzejewski
You will need: a coin, clear glasses of water for each player,
red, yellow and blue food coloring in a bag.
Each player gives three details of the setting: Two tragic, one
Draw a dye from the bag. Choose an archetype and replace the dye.
If player’s draw the same color use an unselected option. Create
a character based on this archetype.
Red = The Hero, The Everyman, The Caregiver
Blue = The Ruler, The Magician, The Explorer
Yellow = The Outlaw, The Innocent, The Jester
Look left. You love this character. Why?
Look right. You hate this character. Why?
The player with the most recent breakup goes first. Who is your
scene partner? Flip a coin.
Heads = Character you love
Tails = Character you hate.
Draw a dye. Put one drop into your scene partner’s water, then
replace it in the bag. The color is your scene prompt. Mutually
initiate the scene. After the scene, pass the bag clockwise.
Red: Passion
Orange: Betrayal
Yellow: Meeting
Green: Misfortune
Blue: Argument
Purple: Heartbreak
Brown: Violence
Black: The End
When a player’s water turns Black the game ends. Have each character end their story based on their current color.
Love Language
Michael Owen
You are a person. You have wants that you must pursue, fears you
try to avoid, needs you must have meet, traumas that follow you,
language you use to show love with, and a goal you need others to
help you achieve.
Love Language requires 3 to 5 players, notecards, and a pencil.
The table chooses a Challenge. Then each player writes their
character’s name, traits, and relationship to the other characters on a notecard.
Traits are:
Wants (if you achieve it 1 Check)
Needs (if you fill it 1 Check)
Fears (if you face it 1 Check)
Traumas (if you overcome it 1 Check)
Love language (how you show and receive love, if you speak or
experience it 1 Check)
To complete a Challenge everyone needs to have at least 3 Checks.
After Character creation, go around the table framing scenes. You
get Checks when someone frames a scene that deals with one of
your traits. Continue framing scenes until everyone has 3 Checks
or the table chooses to stop.
When you are ready to complete a Challenge frame a scene of all
the characters completing it. When you are done epilogue your
characters and their relationships.
Lovecraft Lightest
Thomas Evans
Character Creation: Roll 4d4 for stat points and distribute them
between BODY and MIND to a minimum of 2 and maximum of 8. These
are all the stats characters have. Players have 4 item slots and
1 weapon slot and can add anything to those slots with GM’s discretion during character creation. Ammunition needed for a weapon
uses an item slot.
How to play: When a player wishes to take an action that player
rolls a d12 against a stat the GM calls for. On a result less
than the character’s stat is rolled, the attempt is a success. On
a result equal or greater than the stat, an additional point is
added to the stat. Once either stat reaches 11 points, the character dies.
Sanity: When a character sees something their mind may not comprehend, a GM may call for a sanity check where a player rolls
1d10 and must roll higher than their MIND stat or add 1 point to
that stat.
Damage:When a character takes damage, a GM may call for a Damage
check where a player rolls 1d10 and must roll higher than their
BODY stat or add 1 point to that stat.
Magic for Sanity
Chance Phillips
You have made infernal pacts for spells, but casting spells
reduces your humanity. To make a character, you select a number
that ranges from two to twelve. You also decide upon one of the
five elements as a specialty: wood, metal, fire, water, or earth.
The higher the number, the stronger your magic. Whenever you cast
a spell, you succeed if the result of 2d6 is less than/is your
number. Whenever you want to do anything involving common sense
or social interaction, you succeed if the result of 2d6 is more
than/is your number. Whenever you roll a two, you increase your
number by one. When your number is twelve and you roll a two,
you’ve been driven insane by your eldritch revelations and must
make a new character to continue playing. When you cast a spell
related to your element, your number is increased by two while
casting that spell.
The referee creates/maintains the world and its inhabitants,
except players. It is the referee’s job to adjudicate the world’s
reaction to the players. The referee obeys the following rules,
in order of importance:
-Give players choices
-Keep players interested
-Remain impartial
-Propel the narrative
-Keep secrets
Magical Elemental Girls Excel!
Jaye Foster
The characters are magical girls, whose powers are based on chemical elements.
In their late teens, they form the state sponsored team for their
home city.
Their college is next door to their HQ.
When not on duty or at college, public relations activities
Character Generation
Write down three things about the character’s backstory.
Select their element and a signature item that relates to the
Choose the highlight colour of their uniform.
For each category below spread seven dots.
The signature item has one dot.
Body, Mind and Soul
Four things the character is good at.
These are not powers.
Elemental Powers
Three magical powers granted by the element.
To act, combine one Attribute with one Skill and/or one Elemental Power. Add the Signature Item if it’s relevant. Dots become
d6s rolled. 6s are successes. More successes add benefits. 1s add
If the signature item rolls a 6, keep the success and roll again.
If the target of an action has more successes than the actor,
then these count as 1s when determining the result. During danger, dots equal to the degree of success are lost as damage. The
signature item is impervious.
Magical Spaceship Adventures
Chance Phillips
You are the crew of the Lucky Star, a magic-fueled spaceship held
together by equal parts imagination and duct tape.
Pick a vocation:
Pick a job:
To resolve conflicts, roll 2d6 and add one if your vacation/role
applies or two if both do. If the result’s from 7-9, you succeed
and pick a complication. If it’s 10+, you don’t pick a boon.
-Someone’s hurt
-Something’s lost
-It gets weirder
Traveling through space gets weird real quick. Weird starts at
two and increases by one when a conflict is resolved and the ‘It
gets weirder’ complication is selected. If your unmodified 2d6
roll is <= the weird, it’s a failure. If your roll’s 10+ and >
weird, you can receive a complication and reduce weird by one.
At weird 12, the Lucky Star and its crew become so improbable
they are wiped from existence.
The admiral’s a special player who controls everything except for
player characters.
They canNOT:
-deus ex machina
-restrain the weird
-bore the players
Magistrate Maggie
[email protected]
Small claims court RPG
Each player writes down 2 nouns and a past tense verb on separate
pieces of folded paper. The nouns should be something a person
could own, take care of, or be. Shuffle all of the nouns and
verbs in separate piles. The oldest player will be Magistrate
Maggie (MM) for the first case.
Draw 2 nouns and a verb, fill out this mad-lib: “The defendant’s
[_noun_] [_verbed_] the plaintiff’s [_noun_].” Adjust as necessary
Have the remaining players split into 2 teams, defendant and
Each player will write a piece of evidence on a folded paper.
Shuffle these and redistribute amongst the players.
MM is the arbiter of the case. She can cut off statements and
detect lies. If MM says you are lying, you are. Try your best to
Plaintiff team makes the first statement, then Defendants present
their side of the case. Teams take turns presenting each player’s evidence. After all evidence is presented, MM will make her
decision. Each member of the winning team scores a point.
Choose a player to be MM and start from the top. After each
player has been MM, the players with the most successful cases
Manic pixie dream girl
Jenni Sands
Need: 1D6, tokens
Two players: Girlfriend, Boyfriend
Boyfriend reads everything before asterisks aloud
Girlfriend. Choose 3+ quirky behaviours you’re into and your
appearance. (e.g. hair bows, making up songs, knitting). For each
detail add a token to your pool.
Your boyfriend is troubled; you need to come up with neat ideas
for things to do together. Stay in character throughout the game.
Describe an idea for a fun thing to do together, roll a D6. If
he’s delighted: Roleplay that date and share something real about
yourself or your feelings.
Otherwise pay a token to Boyfriend; remove that behaviour or
Describe a new date-idea. Roll again.
If you receive a token back you can reinstate a detail or invent
something new.
Boyfriend. You are reliant on girlfriend for your happiness.
If she’s not sufficiently delightful you become withdrawn, sullen,
frustrated. Resist her attempts to engage you unless she rolls 6,
then be cheerful and affectionate for a brief time.
If you don’t like an emotion or truth she shares, take one of her
You can give a token back if she delights you.
When girlfriend has no tokens left, break up with her.
Many players, One Adventurer
Russell Himes
2-5 players and a Game Master
Multiple players guide a single adventurer towards a secret goal.
Players agree on a setting.
On one card write:
Each player takes two index cards.
•A trait, such as “Kind” or “Arrogant”
•A talent, such as “Marksman” or “Singer”
•A flaw, such as “Clumsy” or “Slow”
Reveal these cards. Use these cards to design a single adventurer. If flaws and talents are exact opposites, they cancel out.
However, players should try to use both if possible. Agree on a
name, an appearance, and a profession.
Then each player secretly writes down a goal for the adventurer
on the second index card. This goal should be difficult and take
several actions to accomplish.
The Game Master describes a scene.
one adventurer action.
Players take turns describing
•If the action involves a talent, it automatically succeeds
•If the action involves a flaw, it automatically fails
•Otherwise, flip a coin. Heads = success. Tails = failure.
Play continues until one player accomplishes their secret goal.
That player wins.
Variant: All players agree on a single goal.
fails at a dangerous task, they die.
If the adventurer
Heather Robertson
For two players -- powerful witches, locked in battle.
Materials: two markers.
Each witch chooses an aspect under their control -- fire, plants,
time, etc. Draw a sigil for that aspect on the back of your
non-dominant hand. When both players are ready, continue below.
The game is played in real time. Witches cast spells at each
other by drawing sigils on their non-dominant arm -- more powerful spells require larger/more complex sigils. The spell is
cast once the sigil is complete. The spell must be related to the
sigil you drew (though make sure not to invoke any real magic) -describe how you manipulate your aspect to attack your enemy, or
provide a shield for later use, or serve any appropriate narrative purpose.
The game is over when one witch has killed the other, or both
have surrendered. You are forced to surrender when your non-dominant arm runs out of space to draw on.
J.A. Dettman
Gather 1 to 3 friends.
Write these five descriptions on notecards:
Your turn: Narrate a scene that puts your character(s) in an
absurd situation.
Other’s turns: Add ridiculous details to the scene.
Your turn: Narrate a scene that puts your character(s) in a exciting situation.
Other’s turns: Add mysterious details to the scene.
Your turn: Narrate a scene that puts your character(s) in a
charged situation.
Other’s turns: Add dangerous details to the scene.
Your turn: Narrate a scene that puts your character(s) in a
frightening situation.
Other’s turns: Add menacing details to the scene.
Your turn: Narrate a scene that puts your character(s) in a tense
Other’s turns: Add ominous details to the scene.
Collectively, pick 1+(# of players) notecards and distribute
Together, create one or more protagonists and a starting location.
Choose a player to narrate the first scene.
When it is your turn, play toward your theme but leave room for
input from the other players.
On another player’s turn, look for ways to add details without
over-shadowing the current player’s theme.
Play as long as you like; at least once around the table.
Maslovmania recommends 3+ players and a gm
gm decides setting (space, fantasy, etc)
Each player has a pyramid of needs. When a player has fulfilled
all their needs, they win and the game ends. If a need is unfulfilled, all needs above it are instantly unfulfilled and cannot be
fulfilled until that row of needs is complete.
Players takes turns, going clockwise. Each turn the player makes
two actions from the following:
1. Choose someone to get a need of their choice, get two needs of
your choice at the start of your next turn
2. Take away someone’s need of your choice, get two needs of
their choice taken from you at the start of your next turn
3. Exchange needs with another player
4. Take away an action of someone else on there next turn
Actions are made in secret and shared with the gm. At the end
of a turn, the players play out a scene that explains how any
needs affected were changed. If the gm feels their explanation is
insufficient, the change is negated.
Masters of the universe
Alex White
You are all investment bankers. You each start with 3 coins, and
you choose one of those coins and place it under your hand, with
either heads or tails showing.
One person starts as the lead banker and tosses a coin. When
it lands, everyone reveals their hands. Anyone who guessed correctly keeps their coin. Anyone who guessed incorrectly has to
pass their coin on to the next person to their right who guessed
The person with most coins at this point is the new lead banker.
Everyone takes a turn to praise the lead banker for their skill
and cleverness. The person who is most effusive, clever or funny
must be rewarded with one of the lead bankers coins.
The process is then repeated until only one player has all the
Anyone who loses all their coins in a round is out of the game
and narrates the story of their downfall.
The last player with all the coins is declared the Master of the
Maximum Efficiency
Lonnie Harris
Maximum Inefficiency, The Game
Maximum Inefficiency is a game for three or more players. The
object of the game is to complete a simple task in a random, elevated number of individual non-repeatable actions, with emphasis
on ridiculous solutions.
Play begins by the players rolling two d6. The highest roller
begins the game. That player becomes the Activity Director, who
describes the start and end of a simple task.The Activity Director then rolls two d6 and adds six to the result. This number
then defines the maximum number of actions required to fulfill the
Moving around the table clockwise, all the other players describe the method they use to fulfill the task. They may not
repeat an action while describing the task, nor use more actions
than rolled. After the player to the right of the Activity Director finishes his description, all players at the table then
decide which player has made the most ridiculous solution to the
problem. That player is awarded a point, and the next player
clockwise becomes the Activity Director. Play continues until
all players have been Activity Directors twice, after which the
person with the most points wins.
McMurdo Station Interns
Mischa Krilov
You’re interns at McMurdo Station, Antarctica. This wasn’t your
first choice. Why?
Each player: Who are you? What’s your name? Who’s your boss? What
are your roles here?
Of the thousand people who manage to live here, describe the
one who’s most important to you: your business partner, mentor,
rival, lover, friend, romantic interest, research fellow, enemy,
family, bully? Map these relationships; evolve as needed.
You have brought some alcohol, twelve drinks only. Describe and
justify your choice.
Bad Things
ty itself.
one option
cards in a
will happen to someone, the station, or the communiStart with ten index cards total. Take turns writing
on each. Agree on tone. Inspire each other. Put these
Each month: Everyone declares their monthly goal. Pull three
cards. Play out 2-4 scenes​
, inspired by the cards. Keep scenes
focused. Who has a stake in the outcome? What’s the worst that
could happen? How can you endure?
If you don’t like an outcome, take a drink. Feel free to offer
others a drink. Each month, whoever drank the most creates two
new cards for the hat. Tied interns collaborate.
Six months later, your internship ends. Narrate your epilogue.
Can you leave? Do you? How?
Measured in Cups
Kate Hill & Chris Dragga
Players: 2
Equipment: Gongfu tea brewing equipment. Instructions are available here: https://white2tea.com/2014/05/27/how-to-brew-puertea-three-basic-household-items/
In this game you play two people moving through the entirety of a
friendship (NOT romance). The feel is modern slice of life.
Prepare the tea for steeping.
As you do this, decide:
Where do you first meet?
What draws you to the other person?
What are your mutual interests?
Begin :
Steep the tea. The player who pours the tea starts the conversation, set during your character’s first meeting.
You can only speak after taking a sip. When speaking, you can
say one sentence of dialogue and one of description. Take turns
sipping and speaking.
When the tea leaves open fully, end this scene.
Pause drinking. Decide what you are doing together, around your
shared interest, that you both have wanted to do for a long time.
This scene is the apex of your friendship. Continue play as
before. End when the tea starts to taste hollow.
Pause drinking.
Decide together what caused your friendship to
This is one of the last times you will see each other. Continue
play as before. End when the tea has completely faded.
Grant Howitt
You have many whirring eyes and strong, beautiful coiled-steel
legs and were made long ago when the cities still stood.
You spread one: plants, light, music, warmth, power, knowledge,
rust, something else. The longer you stay in one place, the more
intense it gets. You have three installed modules; tell us what
they do.
You walk the green places where soft brown people tend to fruittrees and sing songs they don’t understand.
When you act and the outcome is in doubt, roll 2D6 and spend
fuel; if you get seven or more, you achieve your aims. If you
roll a double, your solution causes an unexpected problem and
something is lost forever.
When you act with love, roll 1D4+1D6. When you act with hate,
roll 3D6.
You have 10 fuel. When you have none, you stop.
When you use a module, replace one D6 with a D8; if it shows 8,
the module breaks.
Happy people build shrines for you containing fuel and modules.
Without the shrines, you will become a dangerous, scavenging
thief: a phantom.
Meddling Kids
William J. (B.J.) Altman
Assemble in the clubhouse. We’ve got a mystery!
The Game Master runs the mystery, describing scenes, playing
antagonists, and giving clues. Create the case by rolling d6 each
for Client, Assignment, Stage, and Evildoer:
Client: ority, classmate, neighbor, parent, pet, traveler
Assignment: haunting, missing item, missing person, murder, treasure map, vandalism
Stage: carnival, church, library, mall, school, station
Evildoer: bully, chance, cultists, pet, professional, victim
Players are kid detectives. Make one by assigning 0, 1, 2, and 3
to skills: Conversation, Larceny, Understanding, and Exertion.
Adults get d6 more points!
Say it, do it. If in doubt, roll d6. If equal or under 2 + your
skill - difficulty, you get # successes equal to the number on the
die. If targeting someone, difficulty is their skill.
Conversation: Successes = clues someone may tell you or hours
they will believe or help you.
Larceny: Open a lock, filch an item, or successes = minutes you go
Understanding: Successes = minutes target is distracted or clues
you may learn from a scene.
Exertion: Lift something, run away, or successes = damage (4 damage and they’re out! 10 for adults) or minutes you pin someone.
Acting simultaneously? D6 for who’s first. Otherwise, flow with the
Medium Heavyweight
The players are the spirits of dead gamblers possessing a prizefighter. Spirits must reach a consensus to make the boxer act, but
they’ve all bet differently on the outcome of the e fight.
First, each player secretly rolls a die and records the result.
Evens they bet to win the fight, odds bet to lose.
Each round a timer is set for 20 seconds while players discuss
strategy, then every player shuts up and writes an action on a
slip of paper.
Punch: remove 1 HP from opponent
Clinch: regain 1 HP
Rope-A-Dope: the boxer loses 1 HP
Exorcise <player name>: remove named player from the game
If all actions submitted are different, or are all the same, the
boxer is confused and loses 1 HP from being punched in the face.
If a majority of actions are the same, that action is performed.
If none of the above are true, the actions are placed in a hat
and one is drawn at random to occur.
Both the boxer and the opponent have 3 HP. The opponent takes no
direct action.
When either is reduced to 0 HP, each unexorsized player reveals
their bet and wins or loses accordingly.
Melody & Memories
Magic is real, and relies on music. When we need to act outside
of our realm, we use nostalgia.
You need a pack of cards.
Note your character’s Name and Instrument. Pick a Truth:
A Tunekeeper has been murdered. Decide on their name together.
Take turns answering about the Tunekeeper:
How did you meet?
What Melody did they teach you, and what does it do?
What is the kindest thing they did for you?
You’ve gathered to find the person who did this. Pick one to answer each.
What is their name?
What do they look like?
What Instrument do they play?
How did they kill the Tunekeeper?
Where are they now?
Some of these will be true, GM decides.
When you act outside your realm, draw 4 cards. Draw an extra card
for each if they help: Melody, Instrument, Truth, Name. Choose 4
of your cards.
4 RED: You have succeeded.
3 RED: There is a consequence, but you succeed.
If you fail, pick:
You lose a Melody.
You lose your Name.
You lose your Instrument.
You lose your Truth.
If you have none left, you die.
Meltdown - Your Last Battle
Charles B
You finally have the Power, but will you achieve your goal before
you meltdown?
Whether it’s to finally defeat the bad guy or rush to turn your
group paper in on time, as a group, pick a goal.
Describe your character concept.
Between mental and physical, decide dominant trait. Roll d6 for
dominant related obstacles and d4 for non-dominant.
Describe your two trademark skills. Related tests receive a +1.
Fill an 8oz cup with water and ice cubes.
To Play
GameMaster describes an obstacle. Player states intention on how
to overcome the obstacle. GM sets a logical obstacle difficulty
between 3 and 9. Roll the die at or above the difficulty to succeed.
To upgrade die, stick a 30mL syringe into your cup of water.
Block vision and draw the syringe. At 0-9mLs no change, 10-19mL
upgrade one die size, 20-20ml upgrade two die sizes, 30ml upgrade
three die sizes. Die sizes are d4, d6, d8, d10, d12. Remove drawn
water from play. Remove an ice cube to reroll.
If you succeed by more than 4, remove an ice cube. You used too
much Power. It weakens you.
When all your ice cubes are melted or removed, you are defeated.
Mementos: A journey to the subconcious
Gustavo La Fontaine
Premise: Travel to your client’s subconscious and deal with their
dissonant cognitions; but be careful, the subconscious fights
back, even using your own skeletons in the closet.
Players: 3-5
a name, gender, and two adjectives
1 thing you are good at
2 Relationships
Player Roles
1 Id
1 Delver
Everyone else
Defense mechanism
Each player picks a role (rotate)
Id sets dissonance (Troublesome memory)
Each Defense Mechanism makes things worse by changing one aspect
The delver describes how they try to fix dissonance and Id reacts
When delver presents a solution, roll and describe outcome
Write down a reminder of this scene
Did the delver do the right thing? (Table votes)
All yes: 4D6
Yes and no: 3D6
All no: 2d6
Add 1 die if delver use the thing they are good at, delver rolls
as many dice as they like.
16+: Success with cost, change a relation for the worse.
10-15: Delver triumphed, no consequences
9 or less: Delver failed
After 5 scenes, use the reminders to describe the final outcome/
epilogue. Delvers who changed both relations end in tragedy.
Remember, it’s a dream world, think surreal
Memoriam Ignis
Niño Rodel Buzon
Magic is sad and beautiful. A chance to express yourself fully
and make a difference, at the cost of your mind. Will you journey
to make the world a better place? Or will you lord your powers
over others? And more importantly, will you even still be “You”
in the end?
Before your journey as a Wizard begins, commit to paper (Bond
Paper recommended) your most treasured memories, enough to fill it
with only a half-inch above, the sides, and bottom blank. Your
SpellMaster (GM) then prepares a candle in front of you. As your
journey starts he invokes the Spirit of Magic by bringing the
candle alight. Your SpellMaster guides you on your odyssey and
advises you in the manner in which your memories must be kindled
in the Spirit of Magic to bring your spells to life. The more
complex the spell you’ve described, the longer your memories stay
wreathed in the Spirit of Magic and burned away.
At the end of your adventure, when your SpellMaster extinguishes
the Spirit of Magic, check how much you still remember of your
old life. Are you still you? Are you better? Are you worse? And
was it worth it?
Santiago Eximeno
You are elderly people in a Nursing home. No one comes to see you
anymore. You want to talk with others, tell them about your life,
your dreams, and your memories.
Sit around a table. Get nine matches and an ashtray. Cut a paper
sheet in nine pieces and write a word in each piece. These words
are your conversation topics.
One of you take a piece of paper and begins to talk about the
topic in it. While speaking he lights a match and set fire to the
paper in the ashtray. All of you talk about the proposed topic
until the paper is consumed. Then a new elder takes another piece
of paper and proceeds in the same way, but all of you have forgotten your memories related to the previous topic. You cannot
use them in the new conversation. If the memories are necessary
(for example, you must have CHILD in order to have GRANDCHILD),
you must justify it in another way.
Finish when the nine pieces of paper have been burned —and, with
them, all your memories.
Memory Palace: a character study in reverse
Syrh Griffith
For 3 players with a book, of any kind, to read from.
Players find themselves in a person’s subconscious, a Room with no
windows or doors. Shelves, cabinets, and tables filled with Objects. This is a neutral area where Players interact freely.
In turn order:
Finder - Describes an Object, the memory’s anchor.
Reader - Recites a randomly selected Passage, the memory’s context.
Recaller - Uses the prompts, literally or symbolically, to recount the memory as a third-person observation or a scene acted
out by the group. They may suggest the location and characters
They won’t be chronological. Inconsistencies and differing opinions are key: a person is greater than the sum of their parts.
Anyone can end the memory, listen for natural pauses or lulls.
Roles shift clockwise and the process is repeated. Three scenes
in three acts takes 3-4 hours.
This is intentionally rules-lite for creative freedom, however
feel free to add any guidelines that facilitate play.
First act - focus on descriptive monologues for a foundation.
Second act - introduce group scenes and speculative discussion.
Third act - flesh out character relationships.
A support mechanism within everyone’s reach is strongly encouraged to ensure players remain equally invested.
Mercenaries from Anyworld
Tomasz Misterka
It is RPG for 2-6 players. One is Troublemaker, rest are Mercenaries. They will travel through parallel dying worlds and rescue
What you need:
2d6 with different color (as example Black & White), paper, pencil.
Mercenary creation:
-Choose Name.
-You have 5 attributes on level 0
add +2 to one and -1 to another:
Mental Power
-Specialization: Choose one (swordfighting, cooking, spaceship
flying etc.) on level 1.
-Vitality: 3+Strength+1d6
-Special Equipment: Describe one special item - unique for you.
Roll 2d6 against difficulty level.
Result = Black - White + attribute closest to your action + specialization if appropriate.
More: Passed
Equal: Passed but something happens
Less: Failed, something happens. If in battle, you are
wounded remove the final difference from Vitality
Base difficulty level is 0
-Make quests for mercenaries
-Set proper difficulty level against their actions
-Add “colours” and “spices” to world.
-Travels through the worlds - in time and space, like in The
Chronicles of Amber by Roger Zelazny.
-“Repairs” the worlds by doing quests given by Troublemaker
World travel system:
-Troublemaker describe world around Mercenaries
-As they travel, they can change it (forest -> savanna)
-Troublemaker can change something else (blue sky -> red)
Meta Game: Universal RPG Supplement
To be used with any RPG:
Exploits: To use an exploit, declare it, pay its cost, and roll a
d12. You successfully use the exploit if you roll 12 minus your
remaining EP. An exploit can only be used when its triggering
event takes place.
Name (Cost)
Exploit Points (EP): Begin each game session with 1 EP. When you
“Fail” in game, roll a d12. On a 12, you gain an EP. Critical
failures automatically earn an EP.
List of Exploits:
Show me the dice! (1)
The GM is making a hidden roll.
You get to watch the GM roll.
What does the scanner say!? (1)
You learn one statistic about a subject.
Oops, used the wrong dice (2)
You’ve rolled your dice
Reroll your dice and take the second result.
Did I do that? (3)
You did something.
You did not do that.
I forgot to add in my bonuses! (3+)
You’ve rolled your dice
Roll a d12, add the result to your roll. For every 3 EP you
spend, roll another d12.
Hey, look over there! (4)
You’ve rolled your dice, but before you hear the result
Put the number you want on top.
Mic Drop
Andy Berdan
Mic Drop; 3 players, 1 GM, played over twitter:
- Players make new twitter accounts for Characters
- GM makes one for The Band
- Together: answer The Band questions
- Individually: answer Character questions publicly
- Never break character
- GM posts one open-ended Event per day for 30 days (see below)
- GM & Characters react to what happens in real time.
The Band:
- Genre?
- Name?
- Album?
- Tour name?
Character 1: Leader
You keep The Band on task and working. Sometimes they listen.
- Why do you and The Drummer refuse to share hotel rooms?
- Why did you hide The Talent’s favourite instrument?
Character 2: Drummer
Your emotions are way closer to the surface than most. Fuck ‘em
if they can’t deal.
- You don’t follow. How does that piss off The Leader?
- Why does The Talent infuriate you?
Character 3: Talent
You’re better than everyone else in The Band. Don’t let them
forget it.
- How does The Leader’s jealousy manifest?
- What caused The Drummer to ignore you for a week?
- Events should be in question format.
- Each Event assumes a single new bad thing.
- Samples:
- Why did The Band have to cancel a show?
- A lot of people walked out of last night’s show. Why?
Micro Kittens
Stentor Danielson
3-5 players
You are a kitten who wants to get adopted from the Humane Society. Pick a description of why you should be adopted (fluffy,
cuddly, playful, tiny, polydactyl) and a description of why you
haven’t been adopted yet (dirty, skittish, old, aggressive,
Roll 5d6. Keep them -- this is your pool.
Pick someone to be the active player. When you’re the active
player, frame a scene in which you act. Other players portray
other characters in the scene.
When you do something ADORABLE in one of the categories below,
place a die next to it, as long as it’s different in number from
the other dice already there. If you act according to one of your
descriptions in this scene, you may re-roll one die from your
pool before selecting one to place.
The player to your right invents a complication based on your
die’s number as follows:
Someone gets hurt
Someone gets in trouble
Something gets lost
Something breaks
Someone new arrives
Something brings bad news
The player to your left now becomes the active player.
When you have done four adorable things, tell who adopted you.
MicroCrunch Universal RPG
David Johnston
Needed: polyhedral dice, pencils, paper
One player is GameMaster who NARRATES WORLD.
Others make Characters and interact with narration:
* Divide 5 points between attributes (0-3 each): Strength, Dexterity, Intelligence, Charm
* Write down three skills. Assign vales: 1, 2, 3. (e.g.: pickpocket, laser, fireball)
* Life Points = 3 + (strength * 2)
* List possessions
When character’s actions might fail:
* GameMaster rates task’s difficulty.
* Player rolls die from table.
* RR = Roll results
* Bonuses = values of all relevant attributes and skills
* Outcome = RR - Bonuses
* Difficulty decides die.
* All parties roll.
* Outcome = RR - Bonuses
* Low Result wins.
* Armor/Defense = Difficulty Die
* Attack Value (AV) = Strength (melee), or Dexterity (ranged),
or Intelligence (occult)
* Outcome = RR - Bonuses - AV
* Subtract damage from life.
* Life = zero: unconscious or dead
* Rest to heal.
Very Difficult
1 - 3
3 & up
* Extra skill points and/or skills.
Might Makes Right: Muscle Marines in Space
You are Muscle Marines, charged with keeping the universe awesome.
The strongest player is the Muscle Master (MM), who runs the
game, describing situations and people.
Everyone else is a Muscle Marine. Name your Marine and write down
four personality traits, six skills, and a Muscle Marine Profession (e.g. Muscle Pilot, Muscle Negotiator, Muscle Tactician).
When you are in conflict, arm wrestle the MM. If a skill or profession applies to the conflict, use your good arm, otherwise use
your bad arm (when mismatched, use palm to back of hand). If you
win, your character overcomes the obstacle. If you lose, do 10
push-ups (seven if you are roleplaying a personality trait) and
continue play. If you can’t finish the full set, you must hit the
showers and are out of the game.
Muscle Missions
Rescue a space gym from the Evil Beancounter Alliance.
Help the Fitness Federation move into a cool new pad.
Throw a Spacetacular party for your buds at the beach
(watch out for space sharks).
Put a stop to the SpaceSteroid Crisis of 2374.
Bring the great science of healthy eating to Gluttonia
Jeremy Whitson
MiskatonicU is a dark-comedy/cosmic-horror RPG set in Miskatonic
University. Think “The Breakfast Club” meets “Call of Cthulhu.”
Create classmates by making report cards. Assign two classes to
each letter grade (A, B, C, D, and F). Classes can be normal
(e.g. Calculus) or bizarre/Lovecraftian (e.g. Fish-People 101).
Also, choose a stereotype for your character (nerd, jock, etc.).
Conflicts are resolved by rolling d6 pools. 5’s and 6’s count as
successes. More successes = better outcome. Dice pools are based
on your grade in the class most relevant to the action:
F=1d6, success only on 6’s
If you have no relevant classes, die pool is the same as F.
Stereotypes add +1d6/-1d6 to dice pools of appropriate actions
(e.g. nerd: +1d6 on math, -1d6 on combat actions). A dice pool
cannot go below 1d6.
Each character starts with 6 Health and 6 Sanity, tracked by
d6’s. A character’s dice pools for physical and mental actions
cannot exceed their current Health and Sanity, respectively.
Characters die/go insane at 0.
On an attack, successes = damage. Monsters can also attack Sanity. Opposed actions (e.g. dodging, hiding) are made first and each
success removes 1d6 from the opponent’s dice pool.
Modern Olympus
Peter Reitz
A Two-Player Game
The ancient Olympians have survived to this day, but
time has mangled their portfolios. They remember what they were;
most hate what they are. With enough divine energy, they can
reclaim their original godhead.
Find other Olympians. Absorb their divinity through
pleading, coercion, deception, or violence.
- Player can always sense the direction (but not identity) of the
nearest Olympian.
- Olympians cannot die or fade away before losing their divinity.
“Killed” Olympians revive unscathed within one hour.
- Divinity cannot be absorbed from unwilling Olympians unless
they’re unconscious.
- Absorbing an Olympian’s divinity adds its portfolios to player’s own.
- Resolve magical challenges by rolling 1d6 for ancient portfolios or 2d6 for modern portfolios.
- Resolve mundane physical, mental and social challenges by rolling 1d6. Add +1 per applicable - ancient portfolio; add +2 per
applicable modern portfolio.
- Rolls succeed on results ≥ 5.
- If portfolio(s) were applied to mundane rolls, player narrates
success / failure. Otherwise, GM narrates success / failure.
Stephen Ritterbush
Everything has a past, stories are what give them history. In
Momento you play as an object. Something that can fit in a pocket
is best. Working with others, you will give it a story.
Setup Phase
All players take their object and set it in view of the other
players. You then take turns introducing your object. Pay attention to what others say about their objects.
Once all the items are introduced, the player with the largest
object picks a theme. The player with the smallest object picks
the mood. Use that theme and mood to help give a setting to your
Storytelling Phase
Working together, the players find the story of how all of the objects met one another. This is a collaborative exercise. Players
then take turns telling that story from the perspective of their
Scoring Phase
Give all players voting slips equal to the number of other players. Write S on one, and T on another.
Give the S to the player whose object you liked the story of the
Give the T to the player who told the best story about your
The player with the most S/Ts wins.
Monikers & Masks: The Super Day-Saving RPG
Each player rolls d20 twice to determine a Moniker
Moniker Generator (d20/d20)
1 Captain/Tiger
2 Red/Torpedo
3 Blue/Fighter
4 Green/Flea
5 Silver/Saviour
6 Mister/Shield
7 Miss/Rock
8 Ms/Rocket
9 Master/Wolf
10 General/Warrior
11 Major/Ninja
12 Sergeant/Nebula
13 Hyper/Devil
14 Mega/Defender
15 Ultra/Monkey
16 Lord/Melter
17 Lady/Vanguard
18 Robo/Vector
19 Atomic/Jaguar
20 The/Jet
The GM rolls d20 twice to determine this issue’s mastervillain
and extrapolates their minions (e.g. Cosmic Robots use Cosmic
GM Villain Generator (d20/d20)
1 Nazi/Robot
2 Dimensional/Ninja
3 Eldritch/Gorilla
4 Arcane/Pirate
5 Augmented/Gangster
6 Undead/Werewolf
7 Infernal/Dragon
8 Extremist/Executioner
9 Steampunk/Samurai
10 Alien/Mecha
11 Fire/Psychic
12 Icy/Defiler
13 Void/Ravager
14 Cyborg/Vampire
15 Space/Mummy
16 Alt-Nazi/Wizard
17 Cannibalistic/Sorceress
18 Megalomaniacal/Dinosaur
19 Cosmic/Cyborg
20 Animated/God
GM frames scene and players fight minions. Stunts derived from
Monikers add +1 to a group check against 14 to win. Players describe investigation and repeat check process. Defeat the mastervillain with an 18, 20 if they are in their lair.
Monster Slayer Academy
Lucas Wilga
You are about to graduate from Monster Slayer Academy. Your final
exam: slay a monster. Before you depart, you must prepare. Convince teachers and fellow students to give you gear that increases your dice. Brew life-saving potions while you can. Then, you
must track the beast through the wild while talking to its surviving victims, fending off bandits, and solving smaller problems
along the way. Finally, your search culminates in a climactic
encounter with the beast.
You roll xd6 and count successes. A success is a roll higher than
Task DifficultySuccesses Required
x=your grade in one of four classes.
GradeAmount of Dice
Assign A, B, C, and D to your classes.
-Monster Fighting: Fight monsters (and people.) Each fighter
rolls. Compare successes. The loser receives the difference in
-Monster Tracking: Track and avoid detection.
-Monster Taming: Befriend certain monsters, including people.
-Potions Brewing: Create potions that temporarily increase dice
or heal injury. A dice increase of one is an easy task, an injury
of one is an easy task to heal, and so on.
Monster’s baby walker
After a ruination. everything’s gone. The only thing you know is
the girl in the photo you clenched, Leah. you climb out from the
rubble. In front of you are unfamiliar things and fears. Winds
and beasts lowing around. There are many signs you can’t read.
Even on the roads or on the building.
Try to survive and find her. Accidentally, when you’re foraging
and Kicked an alphabet block. It’s so comforting and familiar.
You can’t understand what is the sign on it. Though, you realise
they are everywhere. Like a child, you try to puzzle out those
signs meaning. As you learning. Eventually, you are aware where
you are.
All the way, people seem to disgust you. And trying to attack
you, drive you away. But you don’t know why. Until you perceive
there are something differences between you and them. Because you
are not a human anymore.
At last, you meet some people like you. They know where is your
sister and brought you there. She is living in a fantastic room.
She told you she was frozen in the room. But you can also travel
with the people like you. How will you decide?
Casey Johnson
You are a terrible and refined monster. This means you are monstrous in deed and aspect, but also attend tea parties.
Come up with a good name and e(s), along with three signature
monstrous traits. Write them on a placecard and put it in front
of you while playing.
This is to be played around a table with a cake or other suitable
dish. Play begins when you slice the cake and ends when the group
finishes with it. Other refreshments may be served, but do not
keep time. For an alternate experience, play with a large pitcher
of drink on a porch.
During tea, you have five basic moves that may be combined however
you wish:
>Boast of your terrifying deeds
>Complicate the boasting of others with dramatic twists
>Smalltalk about the minutiae of your monstrous life
>Gossip about your friends and enemies
>Verbalize any monstrous actions taken that you, the player,
cannot physically take
Once play ends, vote as a group on who was the Most Charming and
who was the Most Terrible. In cases of ties, players share in
these honors.
Banana Chan
1-5 players
Approximately 12 minutes
You will need: A large piece of paper, pens, four three-minute
Play the first song. You start your lives as eggs.
Squeeze your body into itself as much as it physically can. Keep
the piece of paper close enough so it can be reached between you
and other players. Tear off a piece of the paper and write one
word that expresses how you’re feeling as an egg. Fold and leave
the note near where you’re positioned.
When the next song plays, crawl out of your shell as a larvae.
Stretch your body out of the position it was in as an egg. If you
can, crawl around the room. Otherwise, move very slowly. Greet
other larvae.
When the next song plays, solidify into a pupa.
Lay down, if you can. If not, stay very still.
When the next song plays, break out of your shells and flutter
around the room as moths.
Sometimes, you may stop to open and read a note on the floor.
When the fourth song ends, each of you are reaching the end of
your lives and you slowly fall to the ground.
Mother nature called
Daniel Kraemer
When pollution in the world ran rampant, when everything looked
bleak and mankind was short of destroying itself, something
happened. Nobody had an explanation for the phenomenon, but most
people attributed the change to mother nature.
There has always been a spirit animal in each of us and when
it surfaced, modern life with its luxuries, technology and productivity lost its meaning. Mankind was not returned to primal
urges, but returned to a simpler life — closer to their spirit animal, to their environment and nature. Thousands left the
cities, left their homes, came together in tribes, sharing common
character traits that were brought up by different animal spirits.
The tribes living in the same area came together every full moon
to discuss important things and problems. These gatherings were
considered sacred. You are the spokesman of your tribe.
Describe what spirit animal you have and what common trait your
tribe shares.
Then everybody thinks of a problem for the player/tribe left of
Discuss the problems and find solutions.
Think as a human but highly influenced by your spirit animal.
You want to solve your tribe’s problem but not at the cost of
other tribes.
Moving On
Tara Newman
Each PC is a Ghost whose job is to complete their unfinished business and move on. Death (the GM) can only take one of you, so you
must advance your goals, while trying to sabotage the others.
Step One: Pick Your Unfinished Business
1. Comfort a Loved One
2. Revenge of Your Murder
3. Secret that Must Be Told
Step Two: Create World and Objectives
Collaboratively work with Death to create what goals will enable
each PC to move on. As you create these goals, build out the
world and backstory all of you unhappy haunts will inhabit.
Step Three: Ghost Moves
As Ghosts, you can only impact the world in three ways:
- Move small objects
- Whisper into the wind
- Appear in a reflective surface(s)
Use these moves to either complete your unfinished business or to
sabotage your fellow ghosts.
Step Four: There Can Only Be One
Once a Ghost completes their Goal, the game ends, the cunning
Ghost has Moved On.
Murder is Simple
Alexander Kon
A game about gumshoes, trying to solve a case in a city where
everyone lies.
The GM prepares a mystery, writes its solution down and places
a deck of cards on top of it. When all the cards are dealt, the
truth comes to light.
The Players introduce themselves. They have three stats,
them starting at 0: Pain, Vice and Heat.
each of
The GM sets a scene, then deals two card to the player leading
the scene. Their sum is the target number the player has to roll
over with a d20 +3 for each other participating player. If they
fail, the GM can shuffle one of the dealt cards back in the deck.
Then a new scene starts.
Every move below must be matched narratively.
The player may damage their stats to gain +1d6 to their roll per
They may also escalate a scene: they take 1 damage and they are
dealt an additional card.
Face cards are Respites. They are instantly discarded and the
player can heal 1 damage.
The stats cap at 4 damage. When all the player’s stats are
capped, they bust and drop off the case. If all players bust, the
story ends.
Steven Vanderschaeve
You’re a small group of Neanderthals trying to survive. Hunting
wooly mammoths, foraging the wilderness for edible plants, sickness and especially encounters with Homo Sapiens endanger your
You have 3 options to tackle problems: muscle (rock), brains
(paper) and gut (scissors). Every action is decided by a game of
muscle/brains/gut (rock/paper/scissors) between the player and
the GM. Every tie makes the consequences of a win/loss bigger,
possible consequences of a win or loss should be communicated beforehand by the GM. After at least 4 ties in a row the game ends
when the player or the GM eventually wins the game of muscle/
brains/gut. Consequences are total species loss or species domination, depending on who wins.
Muscle: solve problems with strength, fighting, ...
Brains: solve problems by thinking, smartness, ...
Gut: solve problems by a luck, quick reactions, …
Musical Mages
Spencer Campbell
You all are a group of rival wizards, holding your annual meeting
to compare the latest fantastical spell you’ve created.
Everyone open their music app on their phone, shuffle your favorite playlist, and go to the next song. Keep your song a secret,
and reveal it during your turn!
Go around the table and describe your wizard, as well as your
spell based on the characteristics of your phone’s song:
- Introduce your wizard’s name and how you got/chose it (song
- Describe your spell’s name and purpose (song e)
- Recount a story in which you used the spell, either with great
success or failure (song album)
You also need to use the numbers of your song’s length during
your story at the table. Perhaps they are the number of ingredients you need, or the number of failed attempts of casting it.
As you go around the table, make your best case for being the
most whizzbang wizard this year!
My Alibi
Matt Jorquia
A crime has been committed. You are the primary suspect.
Who are you? What do you do? Where were you on the night of the
Choose among the group who plays the dead man. The dead man
writes in a piece of paper how he was murdered and incorporate
items that serve as evidence to the crime equal to the number of
suspects plus one. He keeps this safe. He then individually write
each evidence item on blank cards, shuffles and deals three cards
per suspect.
Interrogation starts. Each suspect is given sufficient time to
state alibis incorporating the three item cards. After all suspects are done, the group ranks each other’s alibi from strongest
to weakest.
The dead man then reveals the circumstances of his death, preceded by “This is how you killed me…”. Whoever has the murder weapon
is the killer. If not voted as having the strongest alibi, he can
alter his statement. The group decides his guilt. If he is not
guilty or was voted to have the strongest alibi, the suspect with
the weakest alibi is convicted for the crime. Whoever is convicted plays the role of the dead man on the next game.
My Imaginary Friend
Doug Ruff
A game for three.
The Child wants to have fun, rebel, be noticed by adults. They
describe their Friend and give them a name.
The Friend wants to be loved always by the Child, for only the
Child truly sees them. Everyone else sees the Friend as an inanimate object, or doesn’t see them at all.
The World plays “everyone else”. They want to nurture the child,
discipline them, and see them grow into a splendid adult.
Each player creates scenes as they come up with good ideas – take turns,
share ority.
During each scene, the Child describes their actions and the
World responds. The Friend also describes their actions, but only
the Child may respond.
To resolve a challenge: the Child says what they want to happen.
The others may agree or offer another outcome.
If all three players agree, that’s what happens. Otherwise, each
rolls a die, highest roll gets to say what happens. On a tie,
something else unexpected happens - the first person to call dibs
gets to say what – but must do so immediately. Don’t call dibs
and then dither!
Play until the Child outgrows their Friend, or until bedtime.
A nameless protector spirit of the forested island Myrathine
notices strange invaders on its shores that have begun to destroy
the island ecosystem.
The player assumes control of the spirit and has to fight back
against the human settlement and its relentless robotic workers
to protect the island from destruction.
However, the spirit has no corporeal form and must possess wildlife or humans in order to affect the physical world.
Possessing wildlife allows for direct combat with the robots, but
each killed animal vessel will damage the ecosystem as well.
Possessed humans are never attacked by their robots, but must find
clever noncombat solutions to encounters since the humans themselves cannot fight.
The situation gets increasingly complicated as the motivation of
the humans is slowly revealed over time.
They have to destroy the island and harness a strange power that
slumbers beneath it in order to save the rest of the world from
The spirit can then either ally itself to a destruction opposed,
middle ground seeking splinter faction among the humans, continue
the campaign against all human invaders, help them destroy the
island to save the world or try and claim the slumbering power
for itself.
Mystery Mansion of the Mad Wizard
Jason A. Starks
Villains have invaded the mansion! Defeat them, and grab some
SET UP: 2-4 players, one deck of playing cards, a mini-figure per
player, two dice.
Describe how your figure is a cool hero that is the best at:
Fightpower (spades), Parkouring (clubs), Magickery (hearts), or
Ninjability (diamonds). Your best allows a re-roll on like-suited
Shuffle the deck and place a 5x5 grid of face-down cards. Deal
each player two cards. Cards on the grid are rooms; cards in hand
are power-ups. Maximum hand size is 3. Figures start on opposite
corner rooms.
PLAY: On your turn you may move to an adjacent room orthogonally;
flip your room face-up; or challenge a face-up room.
Clubs: obstacles
Diamonds: traps
Hearts: puzzles
Spades: enemies
Faces: villain! Defeat with a 12+
Aces: +3 power-up!
Roll equal or above a room card rank to beat a challenge. Describe your… Victory? Keep the room card as a power-up. Replace
rooms with a new face-down card. …Defeat? Discard a card and move
to your start room. You can play power-ups before you roll. Any
power-up adds +1. Like-suited adds +2.
WINNING: Defeat three villains and move to your start room with
the highest rank artifacts.
Nakama: A Card Game of Magical Girls
Five players, two decks of cards (no jokers.)
Four players are a magical girl team; Princess Heart/Diamond/
Club/Spade. Divvy each suit to their respective player.
You are The Adversary. You get a full deck of your own.
The Princesses interact with each other in their lives, then the
monster of the week attacks! Everyone shuffles their decks.
The Adversary draws one card for the monster’s Strength and
unique power; Princesses must meet or exceed this to score a hit.
Each Princess describes what they are doing and draws a card from
their deck. Each Princess must score one hit before the monster
is weakened; one more hit defeats it.
The Monster draws a second card; the suit is an attack on that
Princess! She draws a card to defend herself (losing two cards if
unsuccessful.) A Princess is down if she is out of cards.
Princesses recover all lost cards when a monster is defeated.
The Princesses win by defeating 13 monsters.
Hearts: Recovers one hit each round.
Diamonds: Requires two Princesses to score one hit for it to
Clubs: Can force a Princess to discard one extra card.
Spades: Can attack two Princesses. (Resolve separately.)
Naming and Alchemy
Adrian Bauer
A game for 3 - 5 players.
Each player is an alchemist attempting to learn the “True Names”
of the five elements: Earth, Fire, Wind, Water, and Aether. You
win by learning all five names first.
deck of tiles, which make up the board, and a starting tile
corresponding set of tokens
deck of material cards
At the beginning of the game, each player draws five cards from
the deck of materials and places themselves on the starting tile.
In a turn, a player can move one space in any direction. If there
is no tile on the space where they moved, they draw one from
the deck and place it. Each tile has an element and challenge
assigned to it. The player must combine the material cards in
their hand to beat the challenge. The other players judge if the
combination works. If they beat the challenge, they gain a token,
and can continue on their way, redrawing the material cards. If
they cannot beat the challenge, they move back to the tile they
started the turn on. A player learns the True Name of an element
by beating five challenges of the corresponding element.
Todd Crapper
Four friends arrive at a cabin. A hunting knife hangs from the
door with a note and a name written in blood.
Someone plays Nathan; all others are friends.
Each friend offers a theory for the note. Write each theory on an
index card; one card has already been marked “TRUE” on the back.
All Nathan’s friends will know the truth.
Turn over a 3-minute hourglass. Everyone will describe their
character as the killer picks them off one-by-one. Before the
sand runs out, a player must reveal a scary moment and choose a
playing card.
Black = false alarm
Red = danger!
When a friend receives their third red card, they die. Dead
friends can now play the killer and place red cards on characters.
Start the next player’s turn by flipping the hourglass as is.
When only Nathan remains, every black card becomes a wound to the
killer. When the killer receives 3 black cards, the killer is
dead. Nathan dies when he receives his fifth red card.
If any player fails to complete their description before the
hourglass runs out, their character is instantly killed and the
hourglass restarts at full.
Stuart Hodge
For Four Players.
You are a NATURE DOCUMENTARY CREW led by a Steve Irwin-like host.
Pick a natural setting (Outback, Serengeti...).
Each player writes 2 challenges that could arise there (related
to WILDLIFE, TERRAIN, PEOPLE, or GEAR) on separate index cards
and rates one Normal and one Tough. Shuffle face down.
One player is the Host (knows wildlife) and to overcome challenges must DESCRIBE or INTERACT,
One is the Guide (knows terrain) and must NAVIGATE or COMMUNICATE,
One is the Producer (knows people) and must WORK THROUGH or NEGOTIATE,
One is the Cameraman (knows gear) and must RECORD or IMPROVISE.
Turn over a card to ENCOUNTER wildlife or other challenges, either normal (roll 4+) or tough (6+). Challenges are faced by all
characters in any order (narrate how your character does this)
using a d8 against the challenge number. Roll twice if it’s something you KNOW. On failure, players describe the “blooper” that
results and introduce a new unexpected wrinkle to the challenge.
Each other player must act before a player may act again.
Once players have 3 successes, flip the next card.
Game ends once all ENCOUNTERS are overcome. Each player then
gives their Oscar speech for the documentary.
Never Say Die
Dan Connolly
Each character is represented by three characteristics: Guts,
Smarts, and Heart. Players assign a value to each from an array
of 1, 2, 3. Each player starts with one help token.
Players agree on a goal and a number of successes required to
meet that goal (e.g. Find One-Eyed Willy’s Treasure, 10 successes).
One player starts as the narrator, they describe a complication
encountered by the player to their left. To overcome the challenge that player describes how they use one of their characteristics and rolls a d6. A roll equal to or under their chosen
characteristic is a success. The player describes their success
or failure then takes on the role of the narrator for the next
Players other than the narrator can expend a help token to add
additional dice to the roll before it is made. Players earn help
tokens by using their weaker characteristics to attempt challenges: 2 for their weakest and 1 for their middle characteristic.
To complete the quest, players must achieve the chosen number of
successes. If they accrue that many failures, or fail three times
in a row, they fail to attain their goal.
Night clubbing
Robert Carnel
We are old friends reuniting or bored youth looking for more.
We are on a night out in a metropolitan city of delights or an
asphalt mile of dive bars.
Each character toasts the night ahead and their companions, they
take a drink token.
Narrate your night together, take turns, go slowly.
When you want to do something that might matter; roll a d6 and
score higher than your drink tokens.
If you succeed, narrate your success, otherwise take a drink
token, choose an option and change your location:
* Tell everyone a secret about yourself
* Tell someone what you really think about them
* Buy everyone a round, everyone gets a drink token, salut!
* Bring the group into jeopardy by antagonising someone dangerous
or going somewhere you shouldn’t
* Provoke the orities and flee the consequences with your companions
* Shame yourself
When you have six drink tokens; pass out. Once each scene you may
narrate a strange vision for the others which may or may not be
When there are only two characters left decide whether they are
going to go home together.
If not then narrate an omen of your collective alcoholic oblivion, otherwise describe the dawn arriving.
Night fell many years ago. It is the duty of the blinded to
thrive, and thus show the sun that it is not needed. The sun is
wicked and jealous, and sends monsters to corrupt and kill.
Everyone has a piece of paper on which they write down two skills
that they excel at.
Everyone except for one person must then close their eyes.
This one person is the Sightseer. It is their sacred duty to
describe the actions of the world and to roll the die.
When one of the blinded undertakes a risky action, the Sightseer
rolls one six sided dice. The action succeeds on 5 or above, and
fails otherwise. If the action uses a skill, the target is set at
3 and above. The Sightseer will report only if the action succeeded or failed.
Unfortunately, the Sightseer represents the damned sun, and is
prone to lie. If a blinded wishes to challenge the Sightseer,
they must first announce it, then they may open their eyes.
If the blinded is correct, their success is assured and they may
close their eyes.
If the blinded is incorrect, they must replace the Sightseer in
their cursed duty.
No Coincidence
Matt Mortellaro
Years ago, the world ended. You tell us how.
Both of us survived. I tell us why.
Both of us are walking across unpopulated lands. You tell us why.
We don’t walk alone. We each say who we travel with, why they
can’t survive alone, and why we protect them.
In the distance, we spot each other. There is recognition: this
isn’t the first time we’ve crossed paths. I tell us how our last
meeting started, you tell us how it ended.
We are dangerous people. You tell us why.
We haven’t let the apocalypse take our humanity. I tell us why.
We are near each other now, us two and our companions. We each
place a coin in our fist. Heads up, we are peaceful. Tails up, we
are violent. We reveal our coins at the same time.
If I chose Heads, and you chose Tails, I tell us how you killed
me, and you tell us why.
If you chose Heads, and I chose Tails, vice versa.
If we both chose Tails, you tell us how our companions go on
without us.
If we both chose Heads, I tell us why we’ll meet again.
No Mistakes, Only Deeper Plans
Heather Robertson
For any number of players, each of whom wants to walk away with
the full contents of the Vault. Think to yourself what you’d do
with all that money -- debts paid, loved ones saved, mistakes
This game jumps back and forth between two scenes: the planning
stage of a heist, and the heist itself.
Planning stage: Players discuss their plan for breaking into the
Vault. How to distract guards, steal keys, deactivate cameras.
You work together to get in, but remember that only one person
can leave with the money. When you feel confident, move to the
heist stage.
Heist stage: Players take turns executing the plan, rolling dice
to perform anything difficult. Roll 2d6 and sum them -- anything
above a 10 grants players a bonus, but anything under a 7 is a
failed action. Once an action is failed, jump back to the planning phase -- failing here was all part of the plan. Explain how
your failure was all part of the plan, and how you move forward
Once a player is in the vault, all bets are off. No more planning
stage, just action in the moment. The person who walks out with
the money wins.
No set.
Manuel Cascallar
Meditate on this moment.
Then gather four of your dearest friends.
Hand them each pens, papers, three envelopes.
Ask them each to imagine a character. A Persona.
There are no limits or set setting. Anything they fancy beautiful, interesting or worth exploring will do just fine.
Ask them to describe the race of their characters. Its appearance, traditions, and the history of its ancestors. They are to
describe it all in paper, and save each paper in a different
The second envelope is for the profession, skills and possessions
of their characters.
The last envelope is for the personalities, tastes, mannerisms,
fears, weaknesses.
Remind them that each of the descriptions should be beautiful in
itself and self-sufficient. And that if one of the three facets
needs the others to exist, they probably don’t have a very interesting character. Remind them that they themselves are not their
nationality, jobs or moods.
Before starting to play, shuffle and deal the envelopes.
Each player will now have a character made with the ideas of
their friends, none of the ideas of their own. Ask them to roleplay earnestly.
The mechanics and dice-throwing are left for you to decide, as
they are secondary.
[email protected]
Destroy the evidence before the police arrive, disarm the bomb
before it explodes, refuel the plane before the zombies overwhelm
Each character has a name, an aptitude, and a Job to do. Each Job
consists of 20 points of tasks, assigned by the GM. The points in
a task represent how difficult it is (Easy: 5, Taxing: 10, Hard:
15). Players have 4 d6s, each representing one action, to be distributed between tasks as the player chooses. To complete a task,
players must match or exceed the difficulty of the task on their
roll. The GM defines the Job.
Modifiers: +1 to a 1d6 if the aptitude is applicable to the task.
+1 to a 1d6 if a PC dies during one action.
Example aptitudes: First Aid, Demolitions, Interrogation.
Failed outcomes of a task are narrated by the player, successful
outcomes are narrated by the GM. Task difficulty and task importance are not related. Easy tasks might be crucial, hard tasks
might be pointless. The players must determine this for themselves. Teamwork might be crucial or pointless. This game is not
intended to be easy or fair.
The GM and the players narrate the outcome of the job together.
No... your friends
tobie abad
While with friends, get a pen and write these down in a piece of
Always lie (unless asked a question identifying you correctly)
Always tell the truth
Always talk about the person on your right
Always change the topic when someone drinks or eats something
Always yawn while someone is talking
Always shift the conversation back to you
Never look at the person talking to you
Always sip your drink the moment someone talks to you
Always talk about a recent show you’ve seen
Fold the tissues individually so what is written cannot be seen.
If there are more people than the list, add more blank paper and
fold them.
If there are less, randomly remove until there is enough for the
group less one. Then add one blank folded empty one.
The game starts once everyone has a paper and knows their role.
The persons with the blank sheets must try to identify what the
others had on their sheets.
You can come up with new options if you want. You can even have
adult options if your group is comfy with that.
There are no losers here. The fact you are among friends means
you’re all winners.
Nathan Knaack
You’re an android infiltrating humanity, but you must obey Asimov’s Three Laws of Robotics:
1. Don’t let humans get hurt
2. Obey humans unless it breaks the first law
3. Defend yourself unless it breaks the other laws
Roll for your directive. You win when all androids achieve their
objectives. The narrator determines success criteria.
1. Love
2. Respect
3. Wealth
4. Fame
5. Power
6. Trust
You have six programs in your matrix. Circle one from each category. After each scene you can change one.
1. Empathize, Seduce, Coerce
2. Build, Repair, Design
3. Steal, Cheat, Bargain
4. Perform, Gossip, Boast
5. Pander, Blame, Promise
6. Lie, Mitigate, Confide
For risky actions, roll twice on your program matrix. If either
result supports your intent, you succeed. If neither does, but
you accept the consequences, you earn data. You can also just
fail. Roll thrice with advantage, once with disadvantage.
Data is used for rerolls. You can also reroll by giving the narrator bugs, used to make you reroll something. You start with 3
data and can store up to 10. You can give data to other androids.
If anyone discovers what you are, lose all data and reroll objective.
Oathbreakers: Deviant Warlocks
Tim B
Gather three tokens per person.
Each person states a long-standing norm. When the last person
finishes, they also declare how their Oathbreaker broke a stated
norm. Then they decide their name and one or two powers. Each
person follow suit, then a candle is lit.
During the following scenes, an Oathbreaker may use an owned
power. If used to benefit another Oathbreaker, the player gives a
token to that favored player. If used to benefit a non-deviant,
the player removes the token from play. If used to benefit themselves, the player keeps the token. If you have no tokens but use
a power, take another’s, then cast it away forever.
First, play to answer: In what ways is our deviant enclave home,
even when other deviants threaten it? Once answered, someone
extinguishes the candle.
After time, another candle is lit. Next, play to answer: Why does
greater society and its oaths still challenge our lives on the
periphery? Once answered, someone extinguishes the candle.
After some time, a final candle is lit. Lastly, play to answer:
How do we tangle our lives with non-deviants? Once answered,
someone extinguishes the final candle.
Examine how the remaining tokens spell each Oathbreaker’s fate.
Of Light
Dushanth Daniel Ray
The God of Light has weakened and Darkness surrounds you. Only
you and a handful of believers can save Light from extinguishing.
Sit in a dark place.
Light a candle of any length. This flame is Light’s existence. If
the flame goes out, Light perishes and you are consumed by Darkness.
Take turns proclaiming your feats in the name of Light by saying
this phrase:
“By the [POWER] of Light, I [ACTION]”.
Replace the word [POWER] with words such as magnificence, glory,
love or anything that shows your respect and devotion to Light.
Once a word is used, write it down. No one can use a word already
used before.
Replace the word [ACTION] with any feat you’d do for Light, such
as “attacked the shadows of Darkness”, or “sang of Light’s promise”.
After proclaiming your phrase, throw a die. The number you get is
how many points of belief Light got from your phrase. Write it
Keep doing this until all of you collectively gather 100 belief
points. At this point, Light is revitalized and will award the
believer with the most points.
Office Party
Jesse Wells
Six+ players
Boss is whoever brought the most booze. They pick two middle
managers. Everyone else: Labor.
1st round: Gossip & Shots!: One shot for the boss, two for managers, three for labor. You take more shots the lower down you are
to represent your powerlessness and need to drink.
Everybody has a secret. What’s yours? Write it down, then roll
1d20. Compare rolls with the player to your left and your right.
Higher roll gets the dirt and a favor(The Boss rerolls 1s & 20s
and adds 2 to their roll)unless you roll…
1: You are shitfaced. Let your coworkers know what you really
think of them. Tell the boss off. Quit like a legend. (You’re
20: They did the thing. You have pictures. You have a veto.
2nd round: Team Building Exercise: Remaining players give favors
to force shots or block them. No favors? Make the Boss laugh with
a work story to gain one. Veto holders can accept or deny shots
with impunity.
Final Round: Hostile Takeover! Everyone rolls 1d20. Favors add
+1, vetoes add +2. Highest roll joins the 1% and wins, everyone
else gets laid off. Good Luck!
Olympian Courts, Mortal Woes
Olympian Courts hear Mortal Woes, Gods taking leave in turn as
each mortal comes to plead their charges. “Exactly HOW has Zeus
inconvenienced you mortal?”. The Gods stir to argue judgment, and
On Cuddling Dragons: A Primer for Beginners
Wendy Gorman
It is a well known fact that slaying a dragon is very difficult.
Cuddling one presents a whole new set of challenges! They’re
spiny and thorny and tough, and they occasionally breathe fire or
spit acid. Here’s a brief guide to help you through your difficult
(but rewarding!) pursuit.
Step 1: Find an appropriate dragon to cuddle. (Find someone to
play this larp with you)
Step 2: Go over the various parts of the dragon. Ask your dragon
companion what parts of them are sharp, which parts should be
avoided, etc. (The person playing the dragon should take this
opportunity to tape weird, uncuddleable objects to their body.
You’ll need a lot of tape. Suggestions include: Spoons. Toothpicks. Sandpaper. A tinfoil helmet. Leather work gloves. A pot on
your head. Double sided tape. Boots. Etc.)
Step 3: The dragon lies on the floor curled up in a ball. You
attempt to wrap yourself around the dragon. Try not to hurt yourself on the sharp bits. (The person playing the dragon should not
make any attempt to be more cuddleable.)
Step 4: Bask in the knowledge that you are cuddling a dragon.
(You lucky bastard.)
On Divining Oneirography
Michael G Barford
Dearest Friend,
There are men after me. They have been watching me for some time.
I haven’t much time to write these instructions, so please forgive the erratic nature of my handscript. I shall send you a clue
to my whereabouts, but it must be encoded and obscured by esoteric means. What good fortune that there are those amongst you with
the ability to decipher my message!
Have your oneirographist lie down upon a chaise longue. She must
close her eyes and prepare her spirit for transsomatic travel.
Provide her with a colored drawing utensil and place a sheet of
white paper beneath her wrist. She must clear her mind of all
distraction. As she drifts into a meditative state, her hand will
begin to move in a swirling scribbling dance. Truly, the drawing
of dreams is a beautiful thing to behold.
When thirty seconds have passed, wake the dreamer from her
trance. Instruct your medium to take a black pen, and, with
guidance from the spirits, interpret the image embedded within
the astral abstraction by tracing the meaningful patterns within.
With this, my location should become clear. I beseech you, make
great haste!
With Sincere Regard, your ally Maylisbeth
On the seventh day Gods had finished...
You all are Gods. Choose your domain, describe your character and
favorite depiction.
You all barely defeated Titans, but they’ll be back. You gather
to create a world to
determine who most powerful one – he will lead you in the next
battle against Titans. Describe how your new world looks like so
You think that God on your left will deal with Titans better. He
is now your Oracle.
During your turn:
Give the world something empowering our domain, then modify the
previous thing created, so it will compliment either your, or
your Oracle’s domain;
or tell a myth that will strengthen your Oracle’s position as a
leader, or mock other God. After a myth is told every God can
choose a new Oracle for himself.
Now it’s the player on your lefts’ turn.
Whenever something builds up your domain’s strength, give yourself a point.
Each day begins on a random God, as he adds something to the developing world. The day ends on the same God, as he modifies most
recent creation.
After six days the world is complete. Titans come back, prepared
to fight. God(s) with most points determine the outcome of the
One Last Job
John Kane
A story-telling heist game for players and GM.
Players assume the roles of:
The muscle
The hacker
The cat burglar
The driver
Or other heist tropes.
Players take turns drawing cards and explaining their scene.
Each suit corresponds to an event type, the higher the rank, the
harder the challenge:
Clubs are obstacles that character must accomplish, set by the
GM. Players explain how they will deal with the obstacles, then
2d6 >= card value = success.
Items/loot can be added before rolling.
Hearts are flashbacks to explain a connection to the job or another player character. Higher card, the more emotional the scene
should be.
Diamonds are loot. Loot can be used to explain resources used in
obstacles or flashbacks. The Ace is the maguffin needed to win the
Spades are the law. Similar to clubs but are people. Each success
adds a 1-point disadvantage to future spade rolls.
The game is won when a club card is played, the King, Queen and
Jack of clubs have been played, and players have the ace of diamonds.
Players are eliminated if they lose a spade encounter. If the
whole team is eliminated, the game is lost.
One-Night Stand
Stefano Burchi
You are two lovers. Think of a name; describe three good qualities you have and two you see in the other. They’ll be tested
through play!
Describe yourself.
Describe a place where you can have sex.
Remember: sex is consensual. Otherwise it’s rape.
Play five scenes: begin describing sex between the lovers. Choose
a quality of your character, roll 1d4 and frame a flashback about
it; the other player will describe how your quality is...
1-real: this makes things significantly better;
2-real: this makes things embarrassing.
3-not real: this makes things worse;
4-not real: this improves the situation;
You can cancel a roll and decide the outcome for yourself by
burning one quality the other lover has seen in you. They decide
which one and describe how they realize their mistake, during
Flashback contents (scene order):
1: how the lovers met (both roll);
2-3: Why each lover decided to have a wild night out;
4-5: Who each character is and what their life looks like.
After last flashback: describe how sex ends. If both lovers still
have one of the qualities the other saw in them before, decide
what to do next. If not, they will never meet again.
Only One Shall Win
Luciano Gil
Overlord: Foolish Hero, you overused your powers of time and
broke time itself. May it be fate or destiny, but I’ve already
won. Even if you defeat me here, I’m victorious in other timelines.
Janus, Time Goddess: Beloved heroes. You alone won’t be able destroy the Overlord unless you trust the other heroes of timelines
yet to happen, but be wary of the Gainsayer.
Only 3 players can play.
Prepare 2 cards and write “Soothsayer” and “Gainsayer”. These are
Prepare 3 cards and write “Blast”, “Slash” and “Clash”. These are
Prepare 9 “Hit” Tokens. These represent attacks landed by a Hero.
Prepare 3 “Death” Tokens. These represent attacks hitting the
Each Hero take turns engaging the Overlord. The others take a
random “Prediction“ (don’t show it) and “Attack” (show it). The
Hero with “Soothsayer” must convince the acting hero to Pick
their “Attack” without revealing their “Prediction”. The Hero
with “Gainsayer” must trick the acting Hero without revealing
their “Prediction”.
If the acting Hero picks “Soothsayer’s” card, they gain one
“Hit”. If not, one “Death” is placed.
The Hero that lands 3 “Hit” wins, but if the Overlord lands 3
“Death” everyone loses.
Open Mic Dungeon Night
Jaye Foster
Poet mages are here gathered
To tell of dungeons mastered
One at a time on stage
Who’s the best rhyming sage?
On many slips of paper
We will compose our caper
Thirty single word challenges
Could be blocking the passages
Put them in a box
How unorthodox
Five single word spells
Wizard’s materials
Take a challenge from the box
This will be the next hard knocks
With four lines of rhyming verse
Describe how affairs aren’t worse
Rhyme the spell you must
To power the thrust
The challenge is best rhymed
So the blow will be well timed.
Avoid repeating any rhyme
Each only works the one time
Five verses end the story
Are we laudatory?
Operation: Doomed
Anton L.
This is a game about competent people, in a situation that’s well
beyond their capabilities. It requires several d6 per person,
preferably of similar sizes, and a stable surface.
Every player except the GM plays a Special Operative. They get a
pistol, knife, flashlight, and any three of the following: rifle,
first aid kit, body armor, extra ammo, utility gear, extra batteries. The mission is simple: investigate and retrieve what lies
at the heart of the target zone at all costs. The crux is, it’s
no case of mere murder and crime. As increasingly demented and
monstrous people attack them, the nigh-immortal Beast will begin
relentlessly hunting them down.
It’s not a game about winning. It’s about surviving however long
you can, and making the best of a hopeless situation.
Action resolution is handled by stacking dice. The GM decides the
difficulty, which adds 1-3 dice to your tower. If it falls, you
roll every die from the tower and add them together.
expend an item. Panic if no items
panic: can’t act for the rest of the scene
injured: add +1 to action costs
dying: roll +2d6 when tower falls
Operation: Dragon Hunt
Carl Rauscher
A few remaining dragons exist on U.S. National Badlands Preserve,
and the National Guard is charged with keeping them from wandering onto neighboring ranches. Your team arrives for their 10 day
training exercise, eager to prove themselves against the ancient
Teams arrive with (TEAM=2) and (EQPT=2), but stats change with
each mission:
-- TEAM=
-- EQPT=
-- HUNT=
Armed with electrostatic lances, soldiers pile into an armored Humvee and depart hoping to encounter a dragon. Their first
mission is PATROL.
Roll (2d6) WHITE and (2d6) RED
Select any two dice and total for outcome (see chart)
Describe events in a paragraph
Remaining RED dice may increase stats based on mis1-3 = +0
4-5 = +1
= +2
Old lair
Police Report
- 8=
Fresh kill
-- Practice:
-- Patrol:
-- Respond: +HUNT
-- Pursuit:
Subdue DRAGON by spending enough stats to
equal total RED rolled
Commander’s award = largest dragon
Unit Commendation = most dragons
Reprimand = unable to finish exercise (TEAM+EQPT = zero…
Ben Rolfe
The storyteller describes the setting, and how the group of characters fit within the setting, then players create their characters.
Each character has attributes and skills. The storyteller guides,
and must agree to, all attributes and skills.
Players may choose any attribute, but only if they can convince
another player to take its opposite. For example, if one player
wants to be strong, they must convince another player to be weak.
Each attribute may only be used once in the group.
Each player also chooses 3 to 5 skills. These may be narrow or
broad, provided there is no overlap between the skills of any
characters in the group. For example, if one character is skilled
in “combat”, no other character may be. However, if one character
is skilled in “melee”, another may be skilled in “archery”.
When a challenge or conflict occurs in the game, the storyteller
determines the difficulty, from 1 to 5, and decides if the character’s attributes and skills help, hinder, or do not affect the
challenge. The player rolls 3 dice. If hindered, the lowest die
is used, if helped, the highest die, otherwise the middle die. If
it exceeds the difficulty, the character succeeds.
Order of St. Aloysius
In “The Order of St. Aloysius,” each player controls a monk who
attempts to live through a year while staying holy. Each monk
has four virtues (Humility, Kindness, Diligence, and Temperance)
and a name. Each player assigns the numbers 1, 2, 2, and 3 to
their virtues. All virtues are public information.
Every season, players go around the table five times, posing a
single Problem to the player to their left each time. Problems
can either be External or Internal. Every SEASON, players can
only respond to as many External Problems as their Kindness, so
they may choose to skip Problems. Similarly, players can only
respond to as many Internal Problems as their Temperance. Players describe how they solve a problem, then gain victory points
equal to their Humility.
Players can choose to Pray instead of responding to Problems;
they can do this as many times per YEAR as their Diligence.
Players who Pray skip their turn but shift the Problem to the
next player.
During the second and forth season, the order of play reverses
and players pose problems to the player on their right.
At the end of the game, the player with the most victory points
Other Lives
Each player describes a person they saw on the street recently
with one sentence of physical description, and one imagining who
that person is. These descriptions are shuffled and each player
receives the character they will be playing. Shuffle a deck of
cards. Each player draws two cards and describes:
Hearts: a need your character has.
Clubs: a sin your character has committed.
Diamonds: a significant item your characters possesses.
Spades: a place your character has a relationship to.
Players can add more details to flesh out the story. All characters must have at least one connection with another character.
Play proceeds over the scope of a number of scenes equal to
thrice the players. Starting with the first player, draw a card at
the start of each scene. The suit will determine the center of
conflict for the scene (need, sin, item, place). The other players
then decide on which other character(s) should be in the scene.
The story can skip forwards and backwards in time. After about
two minutes of scene time, draw a card. A black card means the
scene resolves favorably for the current player’s character, a
red means it does not.
Our Ancestor’s Secret Wars
Joe Jeskiewicz
Underlying system: the Pool System by James V. West.
Get all the Aces through fours from a deck of cards and shuffle
them up. Deal two cards to each player. One card will establish
the player’s function and ancestry. The other will be a family
and technology they struggle with: Player’s choice between the
two cards. Or choose preference for both settings. These are
the only elements that do not change from game to game.
A - Pilot - Describes places / journey
2 - Engineer - Makes / provides vehicles / weapons / equipment
3 - Patreon - In charge of the missions, what is found, and the
4 - Hired Help - Useful for identifying enemies and creatures
Hearts - Verne’s & Moorcock’s - Steampunk
Clubs - Newton’s & DaVinci’s - Physicists
Diamond - Tesla’s & Edison’s - Electricity
Spades - Lovecraft’s & Crowley’s - Mysticism
It’s present day, and you are the hidden descendents of some
prominent figures from the past. You’ve been training in the
technologies and methods that your ancestors developed in order
to take on immortal enemies and eternal organizations. While you
may find some of the other families have ways discordant with your
own, you will all have to work together in order to succeed.
Our House will Survive.
Caleb Gutshall
Split the group into and number of “Houses”
Houses have Knights, Family, Castles, and Armies in sets one and
two evenly. So two Knights and Family, one Castle and Army. These
may be in any combination.
The Houses are vying for power, events occur to see who gains.
Roll 2d6 for these, the result is the difficulty that must be
beaten by the houses.
Force a house to help by removing one to difficulty.
Keep a house from helping by adding one to difficulty.
Describe the event to remove one to the difficulty.
Any house that doesn’t beat this value gets one shame dice which
is a d6.
House use their resources to roll d6 and must name it “My Knight
Eric of the White Wolves will face this!” They can use any number
in a event.
If you add a narration of how the resource is defeating he event
add an extra d6.
Roll the dice beating the event number earns a d6 power dice to
each participant!
After five events roll your power vs your shame the difference
this is your final power. The house with the highest wins!
@cgutshal on twitter
Our Last Summer
Michael Lippert
You play adolescents sneaking off on adventure.
Materials: 1 small bag of M&Ms.
Players pick a nickname and three things their character is good
Each player describes their preparations and the home they are
Then everyone plays out the trip and the GM introduces obstacles.
To overcome obstacles each player describes their actions and
grabs an M&M from the bag.
RED: Failure, you get hurt.
YELLOW: Failure, you get scared.
ORANGE: Success + weather gets worse.
GREEN: Success + animals are more dangerous.
BLUE: Success + grownups are more dangerous.
If your character is good at their action you may grab two and
eat one. Next obstacle you cannot use this rule.
If there are more failures than successes the GM grabs 3 M&Ms and
narrates how they fail. Otherwise they overcome the obstacle.
Place all grabbed M&Ms in a pile.
After an obstacle one player can set a scene where they tell the
others what sucks in their character’s life, then eat two pile
M&Ms. Take turns.
If the pile ever has more than 5 of a color, play a bad ending
based on the color.
If the bag is emptied play a good ending.
Our Precious Ghost
Richard Kreutz-Landry
Your team just completed a mission but the heart of the team, the
best of you… they didn’t make it back. This is the story of what
happened, and why it matters so much.
Take turns filling in the blanks, clockwise around the table: “We
got into _____ (a location) easily enough. We didn’t know ______
(the enemy) were waiting for us. We thought we had _______ (an
objective) in the bag. But then, _____ (a person) showed up, and
we knew. Things were about to turn bad.”
Continuing around the table clockwise you’ll describe each scene.
The first scene is the team arriving at the location. If a character attempts something easy, they succeed. If they attempt something difficult, they fail, unless the player chooses to describe
a scene in which they shared something, learned something, or
received something from their soon to be dead comrade. The only
action you cannot succeed on is saving them.
When they die, end the story. Have each player read the following
sentence aloud, filling in the blank. “I’ll miss (pronoun) because
After everyone has gone, say the following. “____ was the best of
us. And we’ll never get (pronoun) back.”
@rkreutzlandry on Twitter
Out of the Dark World
Guillaume Clerc
You are children, taken to the Dark World and imprisoned by
Nightmares. You run through the dark corridors of an empty school
to escape your jailer, the Butcher.
Your memories are blurry. You need answers:
1. Where is the heart of the Dark World?
2. Who is ruling now?
3. What happened here?
4. Who are the prisoners?
5. How to go back to the real world?
GM, put 4 six-sided dice on the table.
Players, when you try to:
- run for your life,
- be sneaky,
- be convincing,
- get an answer to the first unanswered question of the list (GM,
ask how),
take a die and roll it. (Without die, you fail.)
You succeed on 4+. Otherwise, the GM will say you are now afraid,
chased, hurt, trapped or broken. (GM, keep the die.)
If you ever fight, you are hurt, captured or worse.
In a quiet time, one of you can recollect something to put a die
back on the table.
(GM, reincorporate it into scary descriptions.)
Locations: Decaying underground forest / Foggy sewer market /
Abandoned subway station / Silent troglodytic dwellings
Chasers: Stalking shadows / Spiderhounds / Scalpel Dancer / The
Grinning Girl
People: Arachnoids / Leeches / Faceless / Drowned Ones
Pack Mind RPG
Calum Stranack
Pick a name, a need, and a fear.
Pick a physical ability (Strength, Dexterity, Constitution), roll
a die.
Pick a mental ability (Intelligence, Wisdom, Charisma), roll a
Pick another ability, roll a die.
Describe its coat.
Describe what it is carrying on its back.
This is a pack member, it is an animal.
Do this five times.
This is a Pack, it is a person, it is you.
Your name is the sum of the member’s names.
Your motivation is the implication of the member’s needs.
Your fears are the member’s fears.
Your abilities are the totals of the member’s abilities.
Roll under an ability on a twenty-sided die to succeed at a task.
If you fail a dangerous task roll again to avoid losing a member!
You have Composure.
You start with 12 Composure. Gain 1 when satisfying a member’s
need or adding a willing member. Lose 1 when facing a member’s
fear. Spend 10 to split yourself. Roll under Composure minus the
number of members to add a defeated enemy Pack member to yourself.
Scenes: survive a shipwreck, outwit the merchant pack, infiltrate
the royal pack’s castle, seduce the beautiful royal heir pack.
Defeat the assassin pack.
Paintball, the RPG
Francisco Peralta
The game takes place in any possible scenery and point in time.
It requires a minimum of 3 players, one of which is the guide.
Can be co-op (players against NPCs) or PvP. Guide adds NPCs as
Players start with 100 hit points. When reaching 0 they are out.
Objective: eliminate the opposite team.
1d10 for failure/success. 1, 2, 3 are failures. 4 to 10 are successes. The higher the best hit. 10 grants +2 bonus.
2d6 for damage taken/received.
The guide decides bonuses, penalties and hit based on the characters, their professions and background (special forces, soldier,
police, medic…) given by the players.
Players narrate the encounter based on what the guide decided.
Weapons (damage is 2d6 +/- reported bonus):
Handguns: +3 from 10 to 25 meters. +4 close. -1 for every 5 meters after 26.
Shotguns: +5 from close. -1 for every 3 meters after 10.
Sniper rifle: +10 if expert. -5 if not. Not used in close combat.
Hands: +2. +5 if expert. -1 if upper body hit.
Guide decides what part of the body is hit.
Players describe tactics taken to win, combat options and anything compelling to the story.
Pantheon: A Game for Narcissists
Nora Blake
You are gods. Start with a creation myth and take turns telling
your tales of glory, but be mindful of the rules of myth. When
you’re done playing, tell the story of your world’s end.
The Ruler’s word is law. Only an enemy would oppose it directly.
The Spouse always has the Ruler’s ear. Whether toxic or wise, all
words have their limits.
The Warrior always decides who lives and dies. Death is not the
The Reaper always knows the truth of things. The strands of fate
are never cut by mortal blades.
The Trickster will always do as they please.
When the gods war on the earth below, describe your champion and
how they fail. When the gods fight in the heavens above, take
sides and declare what you lose. When the end comes and the light
fades from this world, describe your final hope for the future.
Parasite Vector
James Iles
You are bio-commandos infiltrating the Machine-Monk’s temple to
rescue your legion’s War-Womb.
Deny them the war-womb.
Recover the war-womb.
Destroy the temple.
One player’s the Machine-Master, controlling the temple’s defences. Roll on both three times:
Baseline humans have no chance. You have certain advantages:
Your Mutations:
4 ganglia: Sever 1 to hypnotise, scry, hack.
Roll [ganglia]d6s to sense environments/coerce others.
4 digits: Sever 1 to fire a burrowing projectile.
Roll [digits]d6s to use dexterity/precision.
4 blood: Spend 1 to heal mortal wounds/get +1d6.
Roll [blood]d6s to understand/resculpt flesh.
4 limbs: Sever 1 to make an explosive.
Roll [limbs]d6s to use speed/force.
When rolling take the highest:
6:Success. Give next commando to roll +1d6.
4-5:Success. You’re drained/vulnerable.
1-3:Failure. Reinforcements arrive/you take a mortal wound.
At 0d6 roll 2d6, pick lowest.
Machine-Master: say the Temple’s response, gives another commando
a threat or opportunity, and ask what they do.
When you salvage Machine-Monk flesh, restore 1 to a mutation but
mark 1:
You can’t hear the squad’s thoughts.
You’ll reject further salvage.
The machinery is beautiful.
Party Wizards
Ross Cowman
–Pictures cut from Magic Cards
–Colored Pens
–2–4 Friends
–Sheet of paper
2.Make Wizards
–Choose a pen. This is your color of magic.
–Choose your picture and glue it to a notecard.
–Write your wizard name. Your wizard name is an anagram of your
real name.
–Write down the emotion that powers your color of magic.
Take turns introducing ourselves and how we met.
3.Craft Spells
We all craft spells for 10–15 minutes.
For each spell:
–Glue picture to notecard
–Write down trait(s): Sorcery, Enchantment, Minion, Artifact,
Fast, Glitter.
–Name your spell
When we are done, shuffle the spells together.
On your Turn
1. Draw a spell
2. Choose 1 action:
–Discover a place: Glue a picture to the map, name it, and tell
us what it is like
–Host a party: Choose a place, describe who is there and what is
going on. Everyone contributes, but you decide when the party
–Craft a spell: and add it to your hand
Anyone can:
–Arrive at or Leave the party
–Cast a spell: Discard a spell, describe what happens
–Listen, Ask Questions, Trade Spells
–Call “last round”
Pasta Master
Cal Wilks
You are Powerful and Dedicated Martial Artists competing to
determine who is the Pasta Master by eating Pasta, the Ultimate
Energy Source.
Each Competitor has a Name, Costume and Ingredient (Anything all
players can eat). Put each Name on a Tournament Bracket.
Wander to a Market and get any Ingredients you need: Pasta, the
chosen Ingredients, salt, pepper, garlic, olive oil, and other
Boil salted water in a big pot, and prepare many saucepans. When
it boils, add the pasta, removing only when ready. Ensure Pasta
flows constantly, like a river.
Another Competitor makes the sauce for their battle. It must
contain both player’s chosen Ingredients, and should be as tasty
as possible. Olive oil, spices and garlic make a fine base. Deliberately making gross food is highly dishonorable.
The Pasta is then served, stopping when 1 competitor says to
stop. Starting after the cry “Allez Cuisine!”, The players then
race to finish their Pasta first. The fastest Competitor moves
ahead, and the cycle repeats with the next Competitors.
If there’s an odd number of Competitors, the remainder eats a
bowl of Pasta, on their own.
The final victor is the Pasta Master, and doesn’t have to clean
Pasteur: The action RPG
Eric Pelletier
Action RPG
You take the role of a 19th century Napoleon style imperial guard
shrunk to the size of a blood cell injected inside a living organism to fight against bacteria, virus, germs, and other diseases. The host’s blood vessels provide an endless maze of tunnels
where an epic battle will lead your regiment to glory.
Imperial Guard, HP: 10
Stats: Attack: 1
Defense: 2
Strategy: 1
Players take turn in sitting order, performing one of these
Gunshot: 1D6 + Attack – target’s Defense = damage
Bayonets: 2D6 + Attack – target’s Defense = damage
Can’t be used on flying monsters
Assist: Add Strategy stat value to target ally’s next roll
Camp: Heal up to Strategy stat value
Then the Disease Master plays all monsters’ turn in any order.
This goes on until one side is defeated. If victorious, all players choose one stats they increase by 1 and get 5 HP.
Monsters example:
Flu, HP: 8
Defense: 4
Trample: 1D6 – target’s Defense = damage
Rabies, HP: 10
Defense: 2
Bite: 2D6 – target’s Defense = damage
Pox, HP: 14
Defense: 3
Infect: 1D6 – target’s Defense = damage
Multiply: Pox lose half HP and creates a new Pox
Pavlov’s House
Erika Chappell
You are a team of snipers, fighting in the ruins of one of your
own cities against an invader. Name yourself. You are pinned down
in a building.
Get a large number of two different colours of d6s (red and
white). Amass a number of token and place them in an opaque bag
without any player knowing how many there are. Set a timer for 15
minutes. When the time is up, the enemy advances, and you die.
On each turn, somebody must volunteer to spot. They roll a number
of white dice; the more they roll, the longer they spend looking.
On 2-4, the spotter describes something in the environment; locations, buildings, signs. Draw a map.
For every 5+, remove a token from the bag and place it in the
open. The spotter describes the location of an enemy soldier,
what they are armed with, and one thing that makes them unique.
When there are enemies in the open, you may roll red dice. On a
4+ on a red dice, remove a token in the open. Describe the death
of this foe.
If any die are a 1, the spotter is killed.
Identify and neutralize all the enemies.
Performance Issues
Chris Cirillo
An actor portrays a multitude of characters in their career. What
if they were recruited into a mercenary team together? It’s like
the Expendable where the whole team is composed of multiple Stallones, or Arnolds, or...
2-3 players (GM optional)
1d6 per player
Players choose 3 characters from TV or Film who were portrayed
by a single actor. (Eg. Eddie Murphy: Axel Foley, Prince Akeem,
Pluto Nash)
Designate each character to an even and odd number. (Eg. 1-2=Axel
Foley, 3-4=Prince Akeem, 5-6=Pluto Nash).
Describe the story. Meditate actions (combat or not) with dice
rolls — roll a d6 to determine if you succeed with awesome (on
Evens) or fail with humor (on Odds). (Optional rule: Never tell
them the Odds. Just tell them how you fail.)
You can “flip your roll” to success if you impersonate the character in their actions or use a one-liner from their respective
movies or television show.
Games can be cooperative or PVP against a foe or obstacle presented by the GM or other players.
Petty Crimes
Isaiah Stankowski
Players play a gang of petty criminals trying to make ends meet.
Each player requires a 52-card deck.
To create a character distribute 10 points among these abilities
(minimum 0, maximum 5):
Brawn– strength, toughness
Reflexes– quickness, coordination
Senses– awareness, intuition
Brains– intelligence, memory
At the start of the game, the GM draws five cards from their deck
and places them face-up in the middle of the table. These are
the communal cards. Use the suits of the communal cards to help
determine the type of crime, or choose your own.
Hearts– drug related
Diamonds– burglary
Clubs– extortion
Spades– theft, fencing
The number of cards in the suit of your crime represents the size
of the payoff. Highest value card represents the difficulty.
When the GM presents a challenge, they assign it a rating and
draw that many cards. Players draw cards equal to the ability
being tested. Using these cards, and the five communal cards,
each player makes a 5-card poker hand. Players must beat the
GM to succeed, or each other for inter-character conflict. Once
resolved, all cards are discarded and the GM redraws the communal
cards. Players reshuffle their decks when all their cards have
been discarded.
Pirate Tails
Josh Crowe
Pirates love to fight, drink and swap yarns. They have a poor
grasp of homonyms and are a notoriously rough and salty lot. At
night, they tell amazing true stories of their adventures.
Each player is a member of a pirate crew, with an NPC Captain.
The player most dressed like a pirate is first Storyteller.
Gathered on deck one lazy night the Captain asks, “Does anyone
have a tail?”
Storyteller: “Captain I have a tail that I always kept secret.
Crew, guess what it’s like?”
The other pirates guess what the tail may look like. The storyteller picks one description and expands it.
Storyteller: “My tail also has a magic power. Crew, guess what it
The other pirates guess what the power is. The storyteller picks
one and expands on it.
Storyteller: “My tail has saved the day. Crew, can you guess how?
The other pirates guess the heroics. The storyteller picks one
and expands on it.
Storyteller, points at next storyteller: “do you have a tail?”
The three stages repeat until everyone has gone.
Reeling, the Captain looks around. “Well… I meant story tale. Do
you all really have tails? Can I see?”
Planetary Realtors
Michael Blatherwick
“How about this lovely little ice planet with unbeatable views of
an exploding star…”
A game for a team of buyers representing a civilization in the
market for a new planet, and at least one planetary realtor.
The buyers explain their reason for buying, and the realtor presents the buyers with three flawed planets in turn. The buyers find
further problems with each planet and provide additional requirements related to their intended purpose for the planet. Really
try to pick holes in the proposed planet, and be awkward with
your additional needs. The realtor should try to play down the
planet’s issues and find ways to satisfy the requirements.
If there is more than one realtor, they can represent the same
three planets or they can have their own planets. Either way,
they are competing for the sale.
The buyers roll for the basis of their needs:
1 Farming
2 Industry
3 Leisure
4 Military
5 Mining / Resources
6 Prison / Containment
7 Refuge / Expansion
8 “Science”
The realtor rolls for the basis of each planet’s main flaw:
1 Dangerous location
2 Extreme temperature
3 Geological instability
4 Habitation
5 Radioactivity / Toxicity
6 Sci-Fi weirdness
7 Value to others
8 Wildlife
Playing Cards RPG
C.W. McGee
You are the Dealer. You can forge worlds, people, and timelines
using nothing but a deck of cards (no jokers).
Forge Champions
Start by taking all of the face cards out of the deck. (You’ll
shuffle them back in after chargen.)
Deal three cards to each player and have them assign each to one
of the three attributes: Physique, Expertise, and Personality.
character beings with 1/2Physique+3 health points (round
If hp<1 that character is dying. Resting restores 1hp.
character has skills/items equal to their Expertise.
character knows NPCs equal to their Personality.
Forge Adversaries
People, places, and paraphernalia will impede the characters.
They have a difficulty of Easy (+2), Medium (+5), Hard (+9), and
Impossible (+14), and 0-8hp.
Forge Trials
When characters act they test one ability. Reveal a card off the
top of the deck. Add Difficulty. Subtract Ability. Their character
succeeds if the result is ≤5. If the character fails by 5+, he
takes 1 damage.
Beware Anomalies
Anomalies are events paradoxical to the universe. You know these
as face cards. When you reveal one an Anomaly occurs.
The nature of anomalies, and any other rules, is up to you.
Pocky Lips
the scablander
The world got torn a new one.
* Smoking (so damn sexy, and also good at shooting)
* Cutting (hard and sharp, like a mutha-f**kin’ blade)
* Clicking (understanding shit, computers, entering the Matrix-maelstrom)
Divide one of these blocks: −1, +1, +2 or −1, −1, +3
Write ‘em down.
Your hatred of other PCs?
Smoldering: −1
Like the fire of a thousand suns: −2
You pick, but tell me what they did. Write ‘em down.
Describe doing something cool and dangerous.
I hint at what will happen if you fail. Do you still want to do
If so, roll 2d6 + stat vs. 7.
Pass? Do your awesome thing! (e.g., do harshness)
Fail? Kiss your ass goodbye. (e.g., take harshness)
Hit 7 exactly: Both! In an order of your choosing.
If you want to mess up someone’s business when they’re rolling
bones, add your hatred to their dice. After that, their hatred of
you gets worse by 1.
Got to −3? Get mad, IRL, for a bit. Reset to −1.
You can take 4 harshness
Smallish, unobtrusive weapon: 1 harshness
Loud, messy, and/or flashy weapon: 2 harshness
Where-did-you-even-get-that? weapon: 3 harshness
Describe the wounds. Write ‘em down.
Poet Glorious
Kimberley Lam
3-5 players
English haiku: a poem with three lines and syllable count of
The land is overrun by demons. You are a glorious warrior!
Pick a Theme. Write a haiku about your splendour.
Write a haiku, using another’s Theme, about your envy.
Pick two characters as focal characters.
The other players create a Challenge together. Each writes a
haiku detailing the Challenge using focal character Themes.
Each focal character player secretly writes a haiku to defeat the
Challenge. Pick one:
- Work together.
- Sabotage the other.
Reveal both haikus.
Both work together:
- Challenge is defeated.
- Each writes a victory haiku and strikes one line from their
warrior haikus.
Both sabotage:
- Challenge is undefeated.
- Each writes a shame haiku and strikes one line from their warrior haikus.
Only one sabotages:
- Saboteur defeats the Challenge and writes a victory haiku.
- Sabotaged character strikes one line from their warrior haikus.
When all lines from your warrior haikus are stricken, your warrior is dead. Choose one:
- Write a glorious haiku commemorating the death.
- Write a demon-inspired spiteful haiku. Any characters you
choose strike one line from their warrior haikus.
Rotate to new focal characters.
End when one or none stands alive.
Power Chord: A Musical RPG
James Baillie
The players are musician-mages, trapped to amuse the music gods
in a carnival at the end of time. They must persuade deities to
help them and will occasionally be set to fight one another in the
Each player chooses a start playlist of 30 songs, no more than 10
from any genre. They pick one music genre to gain a power bonus
Before a battle, players each listen to a randomised playlist
song. They may call “attack” or “call” on up to five lyric lines.
In either case they write the lyric-spell on a card. Attack
cards/spells may be used next battle only, as attacks or counterattacks. Calls may be used anytime outside battle. Calls on
instrumentals give power cards that can boost either variety of
Battle example of card plays:
P1: Attack with: “Sweet dreams are made of these”
P2: Counter: “I am the Walrus”
GM: “Attack is a sleep spell - walruses still sleep so it’s a
poor counter. P2 successfully turns themselves into a sleeping
Battle wins may give extra cards per song, special cards, bonus
chosen genres, etc. Plot aims may include escaping the arena,
gaining a deity’s favour, etc.
L S Hendrix
The country is broken. It is poisoned by crippling reparations,
foreign influence, and a corrupt bureaucracy.
You are a member of the military. The country needs new government.
Players: 4-8 young officers
Needs a deck of playing cards, d6s, and index cards
Remove the Aces. Deal three cards per player.
Assign one each:
-Rank: determines turn order: lowest first
-Staff: your personal Resource, cannot be seized
-Politics: your faction; keep hidden
Spread the remaining cards out, including Aces. These are Resources. Name each.
-Influence: card value. Ace = 14, King = 13, etc.
-Power: bonus gained when exerting the card:
2-9: 1, 10-Queen: 2, King/Ace: 3
Every round take one action. Play out a short scene:
Seize – select a Resource. Roll 1d6. Exceed the card’s Influence
to take control
You may exert Resources you control to add their Power. Turn them
If seizing an exerted Resource, roll an extra die
Consolidate – select an exerted Resource; it is no longer exerted
Support – select a Resource. If someone seizes it, roll 1d6. Add
or subtract from their roll
When one player controls three Aces, reveal all politics. Anyone
sharing that player’s suit wins.
Prankster’s Dillema
Matt Fantastic
Who put a goat in the cafeteria?!?! The morning after Senior
Prank Day, someone is taking the fall...
One player is the Principal, trying to catch em all. The remaining players are Students, all of whom organized a prank but don’t
want to be held back from graduating.
Three phases;
Pranks: Students each secretly send a text to another Student
with a prank they organized and a random detail about it. Anyone
who gets a text copies that text to the Principal, thus hiding
the culprit but establishing a witness.
Planning: Everyone does whatever else outside of this game for
the next hour+ (party, game, etc.) while Students pin down alibis
and allies. When talking about anything in game, Students can
ONLY communicate with other Students via texts.
Punishment: Eventually gather everyone together. The Principal
tries to figure out blame, while Students try to get away with
whatever they did. Players can say or do anything their character
After 15 mins of investigating the Principal assigns blame for
all pranks. The Principal wins if they correctly blame more
Students than they get wrong. Any Student who wasn’t correctly
blamed also wins, but ONLY if the Principal has won too.
Pressure - The Disaster Movie Simulator
Crew roll Imagination/Experience skill checks using 15d6 Shared
Resource Pool
Crew allocate Resources to roll against complexity of challenge
for any individual action:
Labyrinthine = 5 successes
Intricate = 4 successes
Complicated = 3 successes
Involved = 2 successes
Simple = 1 success
Threshold for success is 4 on any die.
Resource Loss
Dice that roll critical fails go into Unknown Resources
Fail Threshold:
Act 1 = 1
Act 2 = 2 or under
Act 3 = 3 or under
Access Unknown Resources by roleplaying flashbacks. Dice limit =
Act’s number.
Collective Pressure Check
Between Acts, each crew member rolls 1 die.
If fail:
Character’s success cap raised to 5 (“Panicked”)
Game split into 3 Acts with 6 character actions (show action
Act 1 – Hazard begins.
Act 2 – Hazard defined.
Act 3 – Hazard escalates. End with Climatic Scene.
Reduce success threshold for Imagination rolls
Reduce success threshold for Experience rolls
Leadership Move: Sacrifice life to grant auto-success
Leadership Move: Offer emotional support to a panicked crew-member to reduce threshold for success.
2 Luck. Spend Luck for auto-success
Prime Directive: a game of not screwing up
Calum Stranack
Players expand on parts from the script in sequence. Roll a die
to pick terms from lists.
Our Journey has been (Damaging, Tiring, Expensive, Deadly, Uneventful, Relaxing) but, we’re here now. Warp-out in 3... 2...
Orbit established. Telescopes show a (Tidally-locked, Earth-like,
Unstable, Cavernous, Small, Gas Giant) planet.
Sensors indicate a (Hostile, Intermittently Breathable, Thin,
Breathable, High Oxygen, Thick) atmosphere and a (Silicon, Incompatible, Semi-compatible, Compatible, Terraformed, Semi-Terraformed) Biosphere.
Transmissions suggest a (Decimated, Scattered, Divided*, Hybrid*,
Large, Ascended) Population.
Their culture is (Modernist, Cyber-Punk, Militaristic, Neo-Soviet, Neo-Victorian, Trans-Humanist)
with a (Pan-African, Middle-Eastern, South-American, East-Asian,
Euro-American, South-Asian) aesthetic.
Compared to us they seem (Xenophobic, Advanced, Parochial, Dynamic, Primitive, Xenophilic).
Their political system is (Theocratic, Egalitarian, Feudal, Democratic,
Technocratic, oritarian),
while their economy is (Forage, Pastoral, Agriculture, Industry,
Bio-engineering, Space) based.
Captain: Well done people.
Players discuss proposals for first contact and trade. Eventually the Captain choses one proposal and each crewperson rolls a
die; secretly adding or subtracting one. If the total is less
than four times the number of players the mission is a failure.
The player with the best explanation for the failure is the next
* roll twice on subsequent lists
Anders Östman
Find 2 friends to play with.
Pick a role each.
The PROTAGONIST says who they are and what their goal is.
Play to find out what happens.
The game is narrated out of the perspective of the PROTAGONIST.
They describe themselves, the scene and what is in it, but each
description must be followed by a question, answered by the BEAST
If both have an answer - failure fulfills the BEAST’s answer
and success fulfills the GUARDIAN’s.
When the PROTAGONIST has 0 remaining dice, switch roles to one
you’ve not yet played this session. The game ends when the last
PROTAGONIST has 0 dice or reached The GOAL.
GUARDIAN or BEAST cannot both use their powers on the same roll.
----------------------------------------------------------------------------------------------------------------------The PROTAGONIST
Pick up 3d6, each representing traits or items.
Name/Describe these.
Discard after using.
Roll to overcome adversity. 1-3 = failure. 4-6 = success!
Each new player does this, establishing new facts about the same
----------------------------------------------------------------------------------------------------------------------The GUARDIAN - a force for good
Add 1d4 to the PROTAGONIST’s roll (Once / Scene)
Introduce advantage (add 1d6 to PROTAGONIST’s pool) (Once /
----------------------------------------------------------------------------------------------------------------------The BEAST - a force for evil
Deduct 1d4 from PROTAGONIST’s roll (Once / Scene)
Force PROTAGONIST to roll against adversity
PUPPY DAY: A happy game wherein everyone wins
Bruce ES Warner
You’re visiting an animal rescue shelter to adopt a pet. Yey!
Sit in a circle.
Everybody writes a pet animal (e.g. kitten, dragon, goldfish) on a
card. Put them in the circle face-up.
Everybody writes a pet quality (e.g. shy, one-eyed, clumsy) on a
second card and keeps it--except the shortest player, who puts
their quality card face-down in the circle and goes first.
On your turn, pick a face-up card and approach that animal’s
cage/pen/tank. The players on your left and right offer you their
quality cards: take one. Describe the pet you meet. How does it
greet you?
If this isn’t the pet for you, tell us why and put the animal
card back (but keep the quality card).
If you want this pet, keep the cards. Tell us how you will make
it feel at home and leave the circle with your new friend.
The player without a quality card goes next.
If you’re the last without a pet, take the remaining animal card
and the face-down quality card. Tell us why your new friend makes
you luckiest of all.
Everyone share your pets’ names!
Nathan Knaack
You’re mortals in the war between heaven and hell; they’re both
awful. Heaven’s angels oppress mortals while hell’s demons subvert them. God isn’t exactly good and Satan isn’t always evil,
but both want to rule Purgatory, our world.
Choose your training: socializing, technology, weaponry, academics, survival, or larceny. Your clothing is: stylish, stealthy,
or reinforced. Your weapon is: long-range, silenced, or melee.
Pick a number between 2 and 5. Higher is for orderly things:
planning, machinery, problem solving, and persuasion. Lower is
for chaotic things: improvisation, brawling, athletics, and deception.
For each task, roll 3d6. For orderly tasks, roll your number or
lower. For chaotic tasks, roll higher. If you’re trained, geared,
or prepared, reroll one failure for each. If you’re wounded or
demoralized, reroll one success for each.
One success is partial, two
all ones (holy trinity) and
sixes (number of the beast)
all exactly your number for
is solid, and three is great. Roll
something heavenly happens. Roll all
and something infernal happens. Roll
amazing success.
You’re up against angels and demons, all terrifying monstrosities, as well as humans who picked sides. Your goal is to restore
holy sites (to contain heaven) and destroy gates (to seal hell).
Purgatory House
Robert A. Turk
You and your friends have stumbled on an old, creepy, and seemingly endless mansion. The House is evil and doesn’t want you
to leave, though. New horrors lurk behind every door. Darkness
strives to devour you.
One player plays as the House and tries to stop the others from
leaving. Everyone else plays as themselves with the abilities and
hindrances they actually possess.
The last player alive is the only one who can escape the House.
The House describes the scene and the other players take turns
narrating their actions. A hand of Blackjack is played against
the House to resolve combat, or anytime a risk is taken. If the
player wins then they succeed in their current task. If they
lose, they fail. If they bust (more than 21) then they take serious damage. Once a player busts three times they are devoured.
The last player standing continues to narrate their attempts to
flee. Once they win three more hands they have managed to escape
the grounds and win the game! However, if they bust three times
in total then they too have perished.
The House goes dormant. It waits. New victims will arrive... They
always do.
Sławomir Wójcik
Two players, d8.
You are siblings trapped in a quarantine zone, just like everyone
else in town. The military stopped bringing food ages ago. You
tried rationing but there is none left.
You have Things: mouldy potatoes, expired spam, dog treats,
shoes, houseplants, your dog, cellar rats, and each other.
Number of Things you have left is your Stamina. You have a shared
pool of 8 Hope. Take turns Scavenging.
Discuss options together. Try Scavenging or eat a Thing, then
describe tonight’s meal.
To Scavenge, roll d8 against Stamina. If you rolled-under describe an act of violence you witnessed that was worse than
anything you ever saw. Return empty-handed and lose 1 Hope. Otherwise roll again. You return with food, but if you rolled-over
describe an inhumane act you committed to get it that was worse
than anything you ever did and lose 1 Hope. Share your story
later or don’t.
On the third day, the military leaves. On the sixth, your neighbour’s house is raided. On the ninth you see people eating bodies. On the twelfth chaos reigns.
Starve when there’s no meal. Commit suicide when there’s no Hope.
Survive for two weeks and be rescued.
Clarity Cadence
The queen is dead. One of us killed her.
Her crown is unclaimed. One of us is worthy.
The object is to make a mess: fight our friends, fall in love with
our enemies.
We each also have a secret object. Choose:
- become ruler
- survive
- earn ___’s love
- avenge ___
- support ___
- see ___ slain
Change this anytime.
Name yourself.
Say what you find attractive about the character to your left.
Say what you despise about the character to THEIR left.
Deal a face-down card for each player, all clubs except one spade
– the queen-killer. Look at yours now; never again.
Deal another, all diamonds except one heart – the crown-worthy.
Never look.
You can:
- Say or act out what you do (not what happens)
- Ask a player a question
- Answer a question with anything (except another’s actions or
If you share a kiss, look at each other’s cards.
If you attempt murder, they choose:
- give you what you want
- toss a coin; the loser dies
If you touch the crown, reveal your red card. The unworthy die.
Light a candle. The game ends when the living recognize a ruler,
or the flame dies and us with it.
R, the WorldDevourer and the infinite sadness
Roberto Giugno
- Immortal being.
- Can influence R’s mind.
- Can’t talk.
- Must be kept sad, but not too much.
- Gains power depending on her emotional state.
- Doesn’t necessarily know about or want to destroy Earth.
- Insensitive to anything physical.
- Innocent
- unspeakable
- human
- animal
- weird
- freedom
- world destruction
- seclusion
- WD’s guardian.
- must keep her mood balanced.
- Army
- Government
- Mystical
- Heir
- other...
Start by choosing a role and presenting to each other.
Answer each other’s questions.
Each scene R does something to WD.
pick one and narrates what you do/say:
WD: decide how much it delights/saddens you. Add/subtract up to
10 from the mood. Use each value just once.
Then telepathically show something back to R, depending on your
mood. (use the same word). You have full access to R’s memories
and personal triggers (just ask to R’s player).
- R can’t know the MOOD value until the end
- +50= WD gets too happy. The End.
-10= R can’t take it anymore. The End.
- R uses all the elements of the list. WD reveals her mood score.
R decides if they want to retire.
Kurt Potts
Racer is a game about fast cars, tight cloths & family.
You’re a racer in a family. Families pull heists and protect
their turf.
Racers have three stats: Racin, Talkin & Family
To start split 13 points between your stats. Stats never exceed
In Racer, everyone describes what they’re doing until you’re not
sure who wins.
When this happens roll a d10. If the result is under your stat
you succeed. The difference between your roll and your stat is
your style. Style can be negative.
We talkin’ or we racin’?
Can’t tell if you’re talkin or racin? If your mouth is movin
you’re talkin.
If your family has your back you may roll Family.
If the roll is opposed. Participants roll their stat.
Results under the stat are successful, you don’t crash or embarrass yourself.
Highest Style wins. lowest roll breaks ties. Still tied? It’s a
The winner raises or lowers one opponent’s stat by one. Opponents
aren’t always enemies.
Racers live fast knowing death lurks in every corner. The only
way to hurt a racer is to hurt his family. If your Family reaches
0 you become an NPC.
End of game: Racers increase one stat by one.
Redeemer: World Changing Role Adoption
Ignorance, Apathy, Intolerance, Aggression, and Greed are Evils
that hold powerful sway over world today. In this game you adopt,
not just play, the role of “Redeemer” in an effort to overcome
these Evils, and recreate the world into a better place for your
loved ones, yourself, and everyone else. Redeemers overcome Evil
using Three Vital Strategies and Five Essential Virtues.
The Three Vital Strategies are...
1) Cultivating the Five Essential Virtues within yourself.
2) Synergize with other Redeemers for virtuous endeavors.
3) Empowering (through patronage, money, voting, labor, etc.)
ONLY virtuous endeavours of individuals and organizations, and
“starving” Evil endeavours (but still treating ALL people virtuously).
The Five Essential Virtues are Awareness, Compassion, Tolerance,
Nonaggression, and Generosity.
Awareness overcomes Ignorance.
Compassion overcomes Apathy.
Tolerance overcomes Intolerance.
Nonaggression overcomes Aggression.
Generosity overcomes Greed.
Begin cultivating virtuous Thoughts (through contemplation), then
Actions, Habits, and Character. This ultimately influences the
Example you set for others and the Destiny created​for yourself
and your world.
The objective is to create a virtuous and happy world where everyone treats everyone else well. Don’t you want your loved ones
to be treated well by everyone else? It begins with you! Play and
Reign over Hell
Cal Wilks
You are Devils, Squabbling over Hell.
Choose some adversaries, 3 candles each, and writing implements.
Declare a True Name, your twisted Form and the three Greatest
Playthings under your Dominion. Each lights 3 Candles to represent these.
Form a Circle. Inscribe a Glyph by marking a Line connecting each
Devil. Starting with the Greatest among you and cycling leftwards, a Devil names another Devil. They both write either Contempt or Wrath on a scrap of paper, then reveal what was written.
If One declares Wrath, they take a Plaything from the other, who
states how.
If both declare Wrath, Each Devil loses a Plaything. They both
describe how they destroyed the other’s Playthings.
If both have written Contempt, each restores a lost Domain.
If none declare Wrath in a full rotation of the Circle, the
conflict subsides, and the Devil with the most Playthings reigns
If a Devil ever has more than Five Playthings, one Rebels and is
destroyed. Describe why.
If a Devil has no Playthings, his last Hope is begging the Heavens for forgiveness before being torn asunder by lost souls.
Either Pray for Salvation, or Spite Him one last time. He will
Accept, either way.
Sidney Icarus
Gather 10d6, a sheet of paper, and 4 friends.
Characters are Slaves with Hope: a shared goal that they WILL
achieve to end the game. Write the Hope large so that it is always visible to all players.
Slaves begin trapped in cages. When Players describe an action,
the Facilitator may call for that Slave to roll.
Slaves cannot own anything, even dice. They use a communal Pile
of d6s equal to the Scene (beginning at 1). If the Slave fails to
roll a 6, the roll fails, and 1d6 is added to the Pile, up to a
maximum of 10d6. If the Slave succeeds, the Facilitator sets the
next scene, and (regardless of any previous failures) the Pile
resets to the number of the new scene (2d6 for 2nd scene, etc).
In 10th Scene (10d6), conflicts represent the Slave attaining
their final step toward Hope. Once only one Slave remains to take
part in conflicts, the stakes are Hope itself. Failure will introduce a twist and a new opportunity to reach for Hope.
Once Hope is attained, allow each player an epilogue, describing
their Slave’s future. This serves to both decompress and reward
them for their endurance.
Remember the Glory Days?
James Shields
You are a group of elderly second-string superheroes trying to
remember your glory days.
Players decide on superhero names, secret identities, and powers.
Number a sheet of paper one to twenty.
Roll 1d20 to determine who remembers an adventure from yesteryear.
Winner begins by roleplaying and recounting the event. Using a
pencil, write as much of that memory as possible on the first
In clockwise manner, players roll 1D20 to see if their memory
matches what has been shared.
If the result is equal to any empty line, that player roleplays
their disagreement and writes over, in pen, 1D20 penciled words
of the last line. Otherwise, they agree, in character, with the
When all players have the chance to disagree, play continues and
the next player recounts a portion of the memory on the next
empty line.
Game ends when the last line of the page has been written and any
disagreements are settled.
Meanwhile, banter like old forgetful friends do.
Players add their score as follows:
300 points - Staying in character.
200 points - Each uncorrected line.
25 points - Per word written in pen.
Loser reads the full story in character.
Repair Bots!
Stephen Morrison
Welcome to Frontier Station on the edge of known space. Your
programming has been downloaded into a repair bot chassis. Take a
moment to settle in while your orientation commences.
Frontier Station is home to thousands who all depend on you. As
repair bots, you will be directed to the malfunctions, damages,
and dangers that frequently occur aboard this station.
When you encounter a situation, activate your repair module
(roll a d6) and attempt to remedy the problem (4+ is a success).
Be careful, failure can introduce errors into your programming
(take 1 degradation per failure). Too many errors and your repair
module will downgrade (3 degradation reduces the die size, d4
downgraded equals destruction).
Successful repair bots learn (take 1 adaptation per success) and
improve their systems (adaptation points equal to half the next
die tier upgrades the current die, i.e. 4 for d8, to a max of
d12). With each successful upgrade, all errors are purged from
your programming.
The Station Controller (GM) will direct you to damaged areas,
dangerous outbreaks, alien encounters, and any other problems
that may arise on Frontier Station.
Orientation complete. Please proceed to section 27 where the
reactor coolant is leaking again.
The objective of the game is to collectively narrate a quirky retelling of a story. Choose a story every player is familiar with,
for example an iconic movie.
- Each player writes down, in secret, 9 words. Only nouns and
verbs. Optionally agree on disqualified common words, like ‘do’,
‘go’ and ‘thing’.
- Each player writes down, in secret, 3 scenes from the story.
- Select a narrator who will start the retelling.
- If the narrator uses a word you wrote down, you score the
word. Reveal the word to everyone. You are now the narrator.
- If several players had the same word, every player discards
the word from the game without scoring it. The current narrator
resumes his narration.
- If the narrator uses a revealed word (he may use his own hidden words), he loses a scored word, if he has one.
- If the narrator skips a scene you wrote down, reveal the
scene. You remove two random hidden words from the narrator. You
are now the narrator.
- A player who loses all of his words, he drops from the game.
- Once the story ends, applaud the player with the most scored
words. Compliment the narrator with the best euphemisms.
Reuinited And It Feels...
Jeff Stormer
It’s been too long, or maybe not long enough, since you saw one
another. But here you are. Just the two of you. In public, but
alone, together. You have business to sort out, and maybe a
relationship to rebuild, or maybe to bury. But you have to get
through the silence to do it.
Meet in a public place; a coffee shop, an airport, a bar. Somewhere you can hear people talking. Sit together in silence,
listening to the voices in the air.
When you hear a joke, or laughter, remember and reminisce on
the connection you used to have. When you hear silence, or sadness, remember and emphasize what drove you apart. When you hear
anger, lash out in fear, or else they might first and then you’ve
lost the fight (wait, was this a FIGHT?). When you get caught up
in a story, get lost in your memories; ignore the other player.
When you hear the nondescript buzz but no emotion, focus on what
brought you here, and try to get it over with.
When you’ve said all you can say, decide if it’s worth rebuilding
your relationship. Hopefully it is. It’s okay if it isn’t.
Ben H
The first book was a roaring success. You have the adulation of
millions of fans. Can you strike gold a second time? Or are you a
one-hit wonder?
You’re parts of the or’s psyche: roll individually to see which STORY ARC
you’re after.
Take turns producing a paragraph of story, rolling to incorporate
The publisher wants changes! Once everyone’s had a turn pick another section then change it, according to an EDIT roll. Continue
until a result comes up a fourth time.
Rags to Riches (rise)
Make it more like the first book
Riches to Rags (fall)
Punch it up a bit!
Man in a Hole (fall then rise)
Change up the character roles
Icarus (rise then fall)
Add another PLOT ELEMENT (roll)
Cinderella (rise-fall-rise)
Move a section. Edit for continuity
Oedipus (fall-rise-fall)
Make it less like the first book
Narrow Miss
Moment of Levity
Tempting Offer
Character Defining Moment
-SCORING6pts divided among those with the final STORY ARC.
2pts for going first.
1pt per first book reference.
-1pt per inconsistency added.
1pt if an EDIT got laughs.
Argue over what counts.
Marcin Kuczynski
This is a game for two, about a subject of a secret supersoldier
program, who regained his memories and tries to break free. The
player creates a personal Goal that the Soldier pursues (love,
revenge, debt, guilt, whatever). Work out the details together.
The GM creates interesting Challenges throughout the game.
You are in a lab. You don’t know how you got here. Fill in the
Profile below to create your Soldier. Whenever you have to take on
a Challenge, roll a D6. Find a sentence in the Profile that makes
the Challenge easier or harder. Add 1 or subtract 1 from the
roll, respectively. The GM does the same with another sentence.
On a score of 4+ you succeed and are closer to reaching your
Goal. Otherwise a problem emerges.
After each Challenge, part of your memory is overwritten (the GM
changes one sentence in the Profile).
If you fail three Challenges in a row, you are recaptured and the
game ends. If you overcome a total of 6 Challenges, you achieve
your Goal (but can play on, until you are recaptured).
My friends call me…
I am…
I hate…
I love…
I need…
I can’t…
Rise - Hack - Fall
Nicholas Barry
One player is The Corporation, the rest are Hackers. Do not let
The Corporation see your stats.
Hackers secretly choose a Hack stat (1-10) and a Username.
Divide 30 Resources between all Hackers.
All discussion happens together. The Corporation listens and
Every mission, The Corporation has valuable data (choose
1-5). The Hackers decide which Hackers to send. Roll 1d10 per
point of value the data has. These rolled values are the types
of ICE protecting this server. The Corporation explains their
functions and digital appearance.
To melt ICE, Hackers may temporarily modify their Hack stat by
secretly spending 1 Resource per point of change, stating this
new value, and removing 1 ICE matching that number. Describe the
process and destruction. If all ICE is melted, the Hackers divide Resources worth the
data’s value x3. If ICE remains and no Hacker will melt it, the
mission fails; The Hackers get nothing.
After a mission, The Corporation may trace one Hacker by guessing
their unmodified Hack stat. If they succeed, they back-trace the
Hacker to their rig and ‘retire’ them. Explain your methods. If
they fail, the Hacker gains 3 Resources from their newfound netcred for evading The Corporation.
River, Typhoon, Coursing River
Jim Engstrand
You are a travelling warrior.
You are searching for something. What?
People describe you like an element. Which?
You have trained in a style. Which?
When you face opposition in your actions, you both roll six-sided
dice, one each. Highest roll gets their will across. On tie the
player wins. A helpful element or style gives you one extra die.
A cool description of your action gives the player one extra die.
Help or equipment lets you reroll one die. The more higher dice
than the opponent, the better.
You may also spend Energy to gain extra dice. A player starts
with 3 Energy and the Journeymaster starts with 12. Spent Energy
goes to the opposition. You lose energy for every step you lose
a trial. When you lose a trial with no energy left your journey
The Journeymaster can spend on Energy to create an opponent or a
trial harder than one die. Defeated opponents Energy returns to
the Journeymaster unless given to a player. Opponents can only
use their own Energy
When the Journeymaster has no Energy left the remaining Warriors
find what they were searching for and their story ends.
RLS (Real-Life Superheroes)
Jeff Dee
Stats: Mind, Speed, Body. PCs get 6 in each, adding 4 points
among them.
Hits= Body^2 /5, round up.
PCs get 3 ability points. Each point adds a partial stat ability
(+1 Move, +1 Body for Hits, +1 dodge, +1 punch damage, +1 at a
task, etc.), new capability (Mind” attack range, Body-4 damage
attack, 1 armor, Speed” gliding, crude nightvision, etc.), or 3
points = +1 to a Stat. GM judges ability requests.
Make an ability Gear for -1 cost. Gear can be taken and broken.
Create code-name, costume.
2d6, roll ((Mind or Speed) – difficulty*) or less. Failed doubles
= critical fumble, successful doubles = critical success. GM
judges criticals.
*opponent’s stat -7, or GM-assigned
Characters go in order of Mind, Speed, then Body. Move & act, act
& move, or Hold. Held characters can interrupt others later.
Move = Speed”.
To hit: Speed task vs. target speed.
Punch: adjacent targets, damage = attacker’s (Body – 5) minus
*(roll 1d6: 1=-2, 2=-1, 5=+1, 6=+2)
Incapacitated if blow exceeds half target’s remaining Hits, die
at negative target’s hits.
1 per rest day
GM creates NPC criminals, runs stories.
Vote one PC +1 ability point per episode.
RNJesus and the 12 Diceiples
Gregor Robertson
1 RNJesus
(Game Master)
1+ Diceiples (Players)
After years of gamers around the world praying to the RNG God
it finally happened, he answered. That’s right, nerds literally
birthed a God into the world.
Taking the name RNJesus (praise be upon him), he has decided to
grant his Disciples (Diceiples as he calls them) the ability to
perform magic. The catch? You must make a bet with RNJesus before
you cast the spell. The less likely you are to win the bet, the
more powerful the spell with less penalty should it fail and vice
While the Diceiple decides the general goal of the spell, RNJesus decides what really happens when the Diceiple wins or loses
the bet. For example, a Diceiple’s parents came into their room
and needs to magic away their “magazines” before the parents see
them. If the Diceiple bets the top card of a normal deck is an
Ace and succeeds, then the “magazines” will vanish and the parents will have no knowledge of them. If the Diceiple bets the
top card is not an Ace and fails then the “magazines” will glow
bright, drawing the attention of the parents straight to them.
Road Trip
Adam Brenner
Road Trip
Three to five players, one or more d6, and some way to take notes
and mark progress
1) Group decides the details of the journey. At a minimum: details of the five stops, vehicle, and destination.
2) Pick a driver. The driver picked you up and knows who you are.
3) Everyone else rolls a trait, tells the driver, and determines
what this means by themselves.
Your trait allows or disallows the driver to use their trait move
next turn, overwriting the last change.
4)Turns start with the driver, and one at a time players tell
part of the story at or between stops with whomever they like,
engaging their trait move or not.
Go until you reach your destination or can no longer travel.
Driver: Reach the next stop if you are able.
1 – First Choice: Recall something nice you did with the driver.
2 – Hitchhiker: Your past comes up. Allow or disallow.
3 – Illness: Sickness comes up. Disallow.
4 – Black Cat: Your bad luck strikes. Disallow.
5 – Impatient: Tell everyone why you can’t wait. Allow.
6 – Weird: Be as weird as you want. Allow or disallow.
Road Trippin’ on a Playlist
Fernando Di Sciascio
Get as many friends as you can fit into a car and ask yourselves
“Where should we go?” – agree on a destination. Each traveler
makes up a character: write their name and a short descriptive
sentence. Shuffle characters so that nobody gets a character they
Make a playlist. Each traveler chooses two musics:
- One that your character loves
- One that relates to the destination somehow
Choose other tracks you’d like to add to it with any themes.
Three musics in total per traveler are recommended. Do not reveal
them to other travelers.
Now get into the car (or simulate one), fasten your seatbelts and
start the engine! The shotgun puts the playlist on shuffle and the
driver takes on the wheel.
When a music plays, follow these rules:
- If your character loves it, have a conversation about what
you’ll do at the
- If it relates to the destination, the driver speaks about
the route – how
close/far from the destination are you and why?
- For other musics, backseat travelers come up with a situation based on it
The shotgun may skip tracks if the conversation is stale.
You arrive at your destination when the playlist ends!
Roommates From Hell
Marcus Zaeyen
Character creation:
Name, age, occupation, and three positive traits for your character. Go in a circle and introduce yourselves to each other;
as each roommate is introduced, write down a reason why you hate
them. Go around the circle again and read these reasons to each
other, writing down what applies to your character. Each player
creates one House Rule.
House Rules:
When you’re called out for breaking one, take a Blame Token.
When creating one, do not significantly remove another player’s
Take turns setting scenes by establishing something that’s gone
wrong in the house. Someone must be blamed for this. Roommates
may burst into the scene at any time, but must enter when mentioned. Once all opinions have been voiced, set a minute timer;
you must decide who’s to blame by its end. Said player (or players) takes a Blame Token. The player with the LEAST blame tokens
creates a new House Rule, and the next player sets a scene.
Game end:
Once all players have set two scenes, the player with the MOST
Blame Tokens narrates the fate of the house. Each player narrates their character’s fate.
Route Clearance
Andrew Millar
You are US Army soldiers tasked with clearing the road between
Kabul to Kandahar of IEDs during the invasion of Afghanistan.
Remove all face cards and jokers from a deck of playing cards.
Shuffle it.
Place the top twelve cards end to end and face down along the
length of the table to represent the road. One end is Kabul and
the other is Kandahar.
Each player names and describes their soldier, and narrates a
short scene from their basic training, reflecting their motivation
for serving.
Each turn a player flips over the next card on the road, starting
with Kabul, and narrates a short scene based on the suit:
Clubs: Action or danger
Spades: Emotional difficulty or hardship
Hearts: Humour or comradery
Diamonds: Reflection or contemplation
The higher the number on the card, the more intense the experience.
Scenes can include flashbacks, and, with agreement, other characters.
An ace of any suit represents a major setback or threat (such as
deadly attack or a severe emotional crisis), which the player
must describe and narrate.
After the last card, each player narrates an end scene for their
soldier, including whether they come through the experience physically, emotionally or mentally intact.
RPG - Random Parable Generator
Ryan Tompkins
A Storytelling Game for Three Players
One player takes the role of Narrator.
Another takes the role of the Protagonist.
The final player is the Mediator.
The Narrator chooses the kind of story they want to tell (a grand
adventure, a simple day at work, etc.), the Protagonist creates
who they will be (a Princess, a Pirate, or even just themselves),
and the Mediator creates a setting for things to take place in.
This can be done separately (and secretly), collectively as a
group, or sequentially.
The Narrator may then begin to tell the story. The Protagonist
may be called on to act, or they may choose to do so on their
own. If at any time the Protagonist decides to disobey the Narrator’s directions or attempt to change the story, the Mediator
chooses a number between 1 and 20 and all three roll a d20. The
closest roll determines who gets to decide the outcome of the
event, and the Mediator is free to choose neither side’s idea,
instead inserting their own.
Play continues until the story is completed to everyone’s satisfaction and/or when the Protagonist is well and truly dead.
RPG Gumbo
M. Krilov & J. England
Get a bunch of players and snacks. Each player must bring three
of the crunchiest, dustiest, or hippiest RPG books they own. Make
some characters. Shuffle the books and everyone takes one book.
You must use physical copies, there should be plenty left. Whenever a rule is needed, all players search their one book for a
relevant rule. The first person to find a relevant rule wins narrative control. The rule must be read aloud. You do not need to
follow the rule to win. After each rule resolution, shuffle the
books so that nobody has the same book twice.
You have survived the apocalypse. The wastes around you has taken
its toll on your group. Between the bandits, starvation, and
hunting creatures, you and the other survivors must make sacrifices to protect those that are left; your family and loved ones.
4-Sided Die (d4)
1. Each player writes down their character name and 3 Things on
a note-card. These “Things” can include anything the players can
think of in a group of survivors. At least one should include
another survivor in the group.
Something to Protect
Something to Keep Secret
Something Worth Fighting For
Danger has struck, roll the d4 to determine it.
Equipment Failure
3. Discuss with the others what the danger is and who should
face the it. The players have 10 minutes for this. The player(s)
who face the danger take a coin. If none of the players face it,
cross one item off of a note-card.
4. The game ends when one player gains 5 coins, when a total of
12 Things have been crossed out, or when one player has crossed
out all of their things.
Rule of 3 Digits
Eric M. Paquette
Write your character concept.
Roll 3d10 to generate the 3 digits for your character.
Think of a name, write it, and you are ready to go!
The game begins with your 3 digits being unlocked
The GM describes the environment.
You describe what you are doing.
The GM will give you a binary choice and you make a decision.
Some decisions will require a check.
If a check is required, choose one of your unlocked digits. A
digit value of 0 counts as a 10.
If all digits are locked then the result is 1.
If your character concept would help then add +2 to the result.
Digits can be added together as long as the final total doesn’t
exceed 10.
Reveal your result and the GM will describe the outcome.
Digits just used become locked and unusable for the next check,
and any previously locked digits are unlocked.
When making a check, a value of 1 to 5 is a failure and a 6 to 10
is a success.
It takes two failures to lead to death.
Outcomes can include rewards.
Rewards are worth a +3 to checks if applicable to the situation.
Rules lawyers
Rules Lawyers
is a game about making the rules via common law.
Each game begins with this Constitutution:
1.Parliament shall make rules, and the Court will interpret them.
2.The first session shall be one where Parliament convenes to decide on amendments. Every 2 hours in the game session, Parliament
shall reconvene to write more amendments.
3.Amendments pass when half or more players vote in favour of it.
4.Parliament is all the players in the game. A GM will be nominated amongst the players.
5.The GM will run the game and make up the rules of the game
until someone registers disagreement with it.
6.Where disagreement is registered the Court shall decide the
matter with the rules of the Constitution and previous precedent
in mind. The Court is randomly selected from among the players
and may not be the player who registered disagreement or the GM.
They are the Claimant and Defendant respectively.
7.Where Parliament has not written a rule, the Court may develop
a new rule. Parliament reserves the right to change the rules
through Amendments.
8.A player may win this game.
Russian Roulette
You sit in a dimly lit room of the Russian mafia. There’s a gun
on the table pointed straight at you, you’ve messed up and now
you gotta explain your way out of the mess from your crazy boss
who has decided to play a game of Russian roulette to get answers
from you.
- 2-6 players (suggested: 3-5).
- 5 blank cards.
- 1 bullet card.
- Write prompts on blanks: Object, Location, Need, or Relationship.
- Shuffle Deck.
- Reload card: “shuffle another bullet card”.
- Make prompts as a group before scenes.
what is my role within the mafia?
As a group:
what was our job?
Take turns doing actions and scenes, your agenda is to point the
blame at the person to your left by the end of the scene. You
can’t end your scene before pointing blame and using the prompt.
Pull - draw card. Narrate a scene.
Pass (start with 1) - Point your finger at another player, say why
the scene involves them. It’s their turn. You can’t pass a pass.
Double Pull - draw twice, earn a pass.
If you pull a bullet, die. New prompts, shuffle cards. Keep playing until 1 player remains. Dead players narrate NPCs.
Rachel Kaye Clarke
Split the players into two teams. Each team must decide upon a
Dictator. If there is a disagreement over who becomes the Dictator, declare both players Co-Dictators. Each Co-Dictator has a
veto on the other’s actions.
Begin by consulting the sacred chickens: All players roll 1d6. If
all players roll a 3 or above, the chickens feed, and the Battle
begins. If a player rolls below a 3, the chickens do not feed,
and all players re-roll.
If the sacred chickens do not feed three times, a Dictator may
renounce their gods, rolling 1d6. If they roll a 6, the sacred
chickens are thrown overboard and the Battle begins. If the
Dictator rolls a 5 or below, they are assassinated by their soldiers, and their team loses the Battle.
Once in Battle, begin a Skirmish. Both teams play rock-paper-scissors. Defeated players are removed from the Field until
one team emerges victorious. If a Dictator is defeated, their
team loses the Skirmish, regardless of how many players remain on
the field.
If a team loses three Skirmishes, they are routed from the field,
losing the Battle.
If five Skirmishes pass and neither team wins, retreat to your
camps for winter.
Salting the Earth; A Nano-Larp
Jason Morningstar
Stand together in a corner. Say: “We are peaceful villagers, but
there are soldiers fighting nearby. Recently someone buried hundreds of landmines in our fields. What will we do?”
Decide individually: Abandon farming [1], call the government for
help [4] or walk to the room’s center and plow your field [7]
[1] Say: “Plant crops or your family starves.”
Leave the village anyway [6] or walk to the room’s center and
plow your field [9]
[2] Say: “Rebels come, accuse you of laying mines, and execute
[3] Say: “You are killed instantly.”
[4] Say: “The government laid the mines. Don’t ask again.”
Abandon your field [6] or plow it [9]
[5] Say: “Your leg is blown off. You can’t work. Your family will
[6] Say: “Leave the play space. Your family abandons everything
you’ve ever known to become refugees.”
[7] Say: “You step on a mine. Flip a coin.”
Heads [3], Tails [5]
[8] Say: “One of your children steps on a mine and is killed.”
Leave [6] or keep working [7].
[9] Say: “You reluctantly till the soil. Walk to the room’s center and flip a coin.”
Heads [2], Tails [8]
Scry and Rescue
Jesse W Cox
Adults cannot enter the Wardrobe Realms.
Only children can save
GM & 3-5 players.
Everyone creates one Wardrobe faction -- Snow Queen, Dwarves,
Quaddies, Dragons, Playing Cards, Pirates… then name the Realm.
Each child agent survived and escaped a Wardrobe Realm, once.
Pick two factions & fellow agents, and say for each if you are
Fortress -- calls, strengthen them.
Friend -- knows, act like them.
Fright -- commands, harms them.
When you face your past, suffer: (pick your usual three)
Fear, recklessness, anger, depression, emotional shutdown, reenactment, regression, guilt, paranoia, defiance, obsession, pleasure-seeking.
The Agency is: Government (CPS?), Private Business, Clandestine,
Church or Charity
The Agency seeks the Lost Child.
You must...
Find: are they hidden, transformed, guarded, integrated?
Free: bargain, fight, perform ritual, sneak.
Escape: flee, destroy, barricade, trick pursuers.
Return: reintegrate, enlist, study, or mourn the lost.
...but the Scrying was: incomplete, misleading, compromised (by
who?), years out of date (time dilation).
When you face trials, roll:
1d6 for each agent in danger.
1d6 for each relationship acted on.
Pairs succeed, or stave off complications or PTSD reactions.
Runs of 3+ create upcoming problems.
Triples create new relationships -- or stop PTSD even if alone.
Secret Hearts
Stuart Burns
The fey are ancient, unwavering.
The GM plays the mortal supplicants. They describe who challenges
the Fey court. The supplicant secretly selects a die size each
scene, representing the magnitude of their quest, and rolls it.
2-4 Fey take a colour wheel each to show their secret heart.
Each takes a D6, D8, and D12 and secretly assigns them a colour.
The Fey are capricious. Before the supplicant approaches, each
Fey picks one colour/emotion.
Play out the scene. The supplicant arrives. The Fey must decide
whether to grant their request while channelling their chosen
Once an outcome is decided, each Fey in turn is subject to a
All participants vote the colour the Fey has represented. If a
majority match the Fey’s chosen colour, that Fey may roll their
dice against the supplicant. Otherwise their die is diminished,
dropping to the next lowest size.
Rolling less than the mortal diminishes your die, and switches it
to a complimentary colour.
Rolling greater than the mortal increases your die and switches
it to the contrasting colour.
If increasing an emotion above D20, Fey are overwhelmed.
If dropping below D2, they fade.
Secret Identity
Graeme Wanhella
Being superheroes Disrupts your lives, played with a deck of
cards. Before starting decide how many “weeks” to play. One
round, one week.
Draw a random card from each suit as your character’s “Stats”.
The suits represent four major Categories. Face cards=10, Ace=11.
Happiness increases from 0-10, starting at 4.
Once/Round you may Spend 1 Happiness to draw a replacement Stat
card for any category/character, even Empty. Spend again to add
the Draw to the Stat instead of replacing it.
Each Round, draw a card for the Disruption (sneaking out, hiding
bruises, sudden battle, etc.) and compare against Stat.
Underperform: When your Stat < Draw, “Threaten” the Stat by turning its card sideways and discard the Draw. Lose one Happiness.
You still use this card.
Empty: Underperforming with a threatened Stat instead leaves the
Stat Empty until replaced. Lose 3 Happiness. Comparing against
Empty Stats reduces happiness by 1 instead.
Overcome: When your Stat > Draw, replace Stat with Draw, gain one
Happiness. For every difference of 5 gain one more. It doesn’t
matter if your Stat was threatened when replaced.
(Recommended: representing Happiness with candy or the cards you
Section Seven
Anthony Stiller
When regular field agents fail, when Time runs out, when the
Sigils break, when Things are unleashed, The Company send in ...
Section Seven.
Class (Talent)
Sarge (Superiority)
Soldier (Shooting)
Stalwart (Strength)
Scout (Stealth)
Spook (Spirit)
Stooge (Smarts)
Sapper (‘splosives)
Players can Buddy up with another or go Lone Wolf.
Players and GM define The Mission. GM determines Big Bad.
Play begins during combat drop.
Talent-related actions: +2.
Buds cool combo-move (once per combat): +4 each.
Lone Wolves going solo?: +2.
At any time Stooge reveals their Great Betrayal. Things get
Worse. Stooge gets +2 ongoing. If Stooge dies Things get Even
Each player: d4 to d20 dice pool.
Each round: Player states action, GM secretly sets Target, player
throws any one remaining dice from their pool, adding bonuses.
Match Target: Success! Exceed Target: Success, BUT difference
added to that player’s Target next round. Success: Restore lowest
dice from ANY dice pool. Failure: Player loses lowest dice from
If all dice are lost from a player’s pool, PC dies. Fully restore
ANY player’s dice pool. Dead PC’s Buddy loses their lowest dice.
Dead PC’s player chooses a different class. They appear next
round as part of Beta Team.
Segmentation Fault
S. Tan
In a world where everyone has a price, and technology’s true cost
is intangible: One player is a Corporation. The rest are Outlaws
scrabbling to survive.
Get in. Get the target. Get out. Get paid.
Allocate +3, +2, +1, +1, +0 to Styles:
Choose a primary and secondary Role:
| Special
Brains | Start a side mission to increase success or reward of
your main
Muscle | Intimidate anyone who sees you in action
| Learn anyone’s price
Tinker | Prepared tech: 3x per mission, neutralize a complication
Sneak | Get into anything
When you try something risky, describe how, sum 2d6, and add the
appropriate Style. Add +1 if one of your Roles applies, or +3
when using your primary’s Special.
<= 6: failure. Situation worsens. If your primary Role applies,
instead get a complicated and partial success.
7-9: partial or complicated success. The Corporation presents two
10-11: success.
12+: success with bonus.
Successful missions:
2: +1 Style
4: Tertiary Role
Blackmail Material
Bad Information
Alarms Tripped (Green -> Yellow -> Orange -> Red)
Extra Security
Past Entanglement
Dangerous Target
Sentence Dungeon
Roberto Kingsley
Your group is about enter a dungeon. One person is the GM, and
the rest make characters by assigning the numbers 6, 4 and 2
to Strength, Sorcery and Secrecy and picking one weapon and one
trinket for gear. Actions are resolved by successfully rolling a
d6 under your stat. (NPCs have 3’s in all their stats.) Characters may be wounded three times in a single battle before they
are knocked unconscious.
To stock the dungeon, the GM flips to a random page of the nearest
book. The first complete sentence on that page is your dungeon for
this adventure. Use the following procedure:
1. Vowels represent a new room. Multiple vowels in a row is a
2. Consonants are room features. Convert the consonant into a
number from 1-26, and consult the chart below (for two digit
numbers, add the digits together so you have one digit):
Dungeon Contents
1-6 – A monster (d6: 1-2 orc, 3-4 elemental, 5 dragon, 6 demon)
guarding (d6: 1-3 nothing, 4-6 treasure.)
7-8 – A trap (d6: 1-2 arrows, 3-4 magic fire, 5-6 pit)
9 – Special (d6: 1-2 wishing well, 3-4 a chained prisoner, 5-6
talking statue)
Septem Memorias
Shane Fitzgerald
DM creates a character for each player, with a name, age, personality, appearance, and several memories. Roll 1d6+1 each for
BODY, MIND, & SOUL. Keep everything a secret!
Players know nothing about their characters. They will deduce
their stats through the story, uncovering character traits and
using that knowledge to guide them.
The characters wake up in an unfamiliar place, with no idea who
they are, where they are, or where they came from.
Each player is allowed to know a little about one of their stats,
of their choosing. A 1-2 is GRIM, a 3-5 is ORDINARY, a 6-7 is
SPLENDID. They should roleplay around the stats they know.
When a character attempts something, they roll a d12. Secretly add their relevant stat, and tell them the results (not the
numerical result). 7+ is generally a success. Damage is usually
1-2. NPC’s will just use a d12.
Damage is subtracted from the relevant stat. DM describes the
effects. When a stat reaches zero, they fall unconscious. If left
unconscious too long, they die- or worse...
As the story unfolds, characters unlock memories that reveal more
about themselves. When a character unlocks their seventh memory,
give them their character sheet.
Oli Jeffery
A haunting mystery for a player and a GM.
Here’s what you’ve learned in the week since you were murdered.
Either you’re the only ghost, or ghosts can’t see each other.
Nobody living can see or hear you. You can’t touch anything, but
you can’t do any cool ghost shit like walk through walls either.
Except… If you concentrate really hard, you can make your presence known. You can be seen, briefly, or make someone hear you
whispering in their ear. Moving stuff takes a lot of effort, but
it’s doable.
But then, the Shadows come. You don’t know what they are. You’ve
never seen them clearly, but you’ve got their attention. And
they’re getting closer.
When you affect the living world, take a token and roll a d10.
If you roll under your total number of tokens, a Shadow appears.
Narrate how you try to get away, then roll again. If you roll
under again, the Shadow catches you. Even Death ends.
Tell the GM five people who were important to you in life. One of
them murdered you, but you don’t know who. Can you find out who
killed you, and why, before the Shadows devour you?
Erika Chappell
it’s gmless apocalypse world but shakespeare.
the game occurs acts. each act there is a different gm; everyone
gets to go once. introduce the game by setting the stage. everyone introduces themselves, and then everyone points to everyone
else and declares that they either hate or love that person. for
everyone you hate, add 1 to hate. for everyone you love, add 1 to
love. (max +3)
each scene, the gm picks two characters and gives a question they
must try to answer by the end of the act. other characters may
enter as they see fit.
when you act to build or show affection, roll +love. on a +10,
tell the other person something they now believe. on a 7-9, exchange things you now believe. on a miss, -1 love, +1 hate.
when you act to oppose or suppress another, roll +hate. on a 10+,
forbid the other person from doing something. on a 7-9, exchange
taboos. on a miss, +1 love, -1 hate.
once everyone has gone, play a final act with all characters. a
10+ on love results in a marriage. a 10+ on hate results in a
death. either way, the play then ends.
Sharing Our Past
Luke Pautler
Gather a few friends, each person will need something to write
with and something to write on.
Everyone will take two minutes to develop a character in their
head. Write parts of their backstory on the paper if needed. Ask
yourself questions about them, like where they came from, what
their life was like, and what they believed in.
Once the two minutes is up, choose someone to start. When it is
your turn, talk to the group about your character, going into
their backstory, culture, religion, feats, or anything else you
wish to share. During this time, choose three traits of your
character, two positive and one negative, that came from their
experiences. Then elaborate about each trait, explaining how it
connects to your character’s past. After your turn, record your
character’s traits on your piece of paper.
When everyone has gone, start
trait that you’d like to hear
about it. After they respond,
list. Repeat this step if the
again, and pick someone else’s
more about, and ask a question
add that trait to your character’s
group wishes.
When the final round ends, release your characters back into their
lands, now armed with knowledge of another’s life.
Shonen RPG
Anne Aunyme
Character creation:
Spend 12 points among: Might, Agility, Wits, Willpower and Charisma. 4 points maximum per trait.
Take the 13 cards of one color from a deck, sorted from 1 to
Write a short backstory.
Overcoming challenges:
When trying something hazardous, roll a D8, and add the corresponding trait. You can invoke some part of your backstory and
add 2 more to your roll, but only once per part.
After rolling you can choose to go beyond your limits: discard
the first card of your deck and add its value to your roll (+15
for figures).
If you score high enough it’s a success, if not you suffer an
A difficulty of 5 is very easy (riding a saddled horse), 10 is
very difficult (riding a horse when tied up). Go beyond for
near-to-impossible tasks.
Taking injuries:
Failure and being hit both hurt the same way: you suffer injuries
every time you fail a roll. When injured, a character discard the
first card of his deck.
When the last card of a deck is discarded, the character leave
the game. She can be too much hurt, dead, despaired, angry toward
their friends... Her adventure stops here.
Shopkins Party
Ramanan S
Grab four Shopkins for each player in the game and put them in a
The youngest players draws a Shopkin from the bag. Everyone
should say, “Happy Birthday!” Today is this Shopkin’s birthday
party! On a sheet of paper write down her name. Place the Shopkin
on the table: she’s waiting for her friends to arrive.
The player to the right draws another Shopkin from the bag. The
first guest has arrived! Write her name down and flip a coin: on
heads the guest is one of the birthday girl’s best friends forever; on tails she is a mean bully. Note this down. The players now
act out a scene involving the party goers. If the birthday girl
stands up to a bully during a scene the bully is now one of her
best friends forever.
Continue to draw guests till you have drawn half your Shopkins.
The next Shopkin drawn is the birthday girl’s mom. She’s got the
cake. Everyone sing Happy Birthday!
Each Shopkin drawn after this point is someone’s mom. They are
here to pick up their kid. Make sure they leave with a loot bag!
Show and Hell
Shae Davidson
A sunny Monday morning finds students beaming with excitement as
they wait to share childhood treasures. This morning’s show and
tell, though, is a bit off. Unsettling photos, strange artifacts, and items best left in a police evidence locker wait to be
One player serves as the teacher, who opens a photo from a random
image site at the beginning of each player’s turn. The player
then launches into an excited discussion inspired by the photo
she has received, going on and on with all of the wondrous excitement of a first grader as her macabre tale unfolds.
The teacher and the other students get to ask questions about the
object. Does the teacher try to glean the shocking truth about
the object or desperately try to find some way to shift? Are
the other students overly enthusiastic and curious, or do their
innocent questions show that they are just on the cusp of understanding the full horror of the object?
The game goes on until all of the students have had a turn sharing with the class.
Shuffles & Skeletons
Carlos Martins
2-5 players + Game Master (GM)
Tools: cards (regular deck)
[Stamina] = cards you hold
[Life] = face-down cards in front of you (can’t reach zero)
[Fountain] = collective pile of discarded cards
* = hearts
# = spades
$ = diamonds
% = clubs
Take two random cards to determine [Class] & [Class Bonus]:
** = Bard
%% = Assassin
## = Barbarian
$$ = Sorcerer
*$ = Alchemist
*% = Thief
*# = Knight
$% = Shaman
$# = Cleric
%# = Ranger
picked suits grants +1 [class Bonus] (if they’re equal: +3 [class
non-picked suits = -1 [class Bonus]
Make up 3 {Special} abilities according to your class (seek GM
Each player gets more 8 cards;
Split them (at will) into [Life] & [Stamina]
Card Number = 2-10
Ace = 11
Queen = 12
Jack = 13
King = 14
It’s defined by card’s suit:
* = social / knowledge
# = strength
$ = metaphysics
% = finesse
[Action] = [card Value] + [class Bonus]
{Standard Action}
-1 [Stamina];
-1 [Stamina]: Add Half [card Value] to other player’s [Action]
Trade a card: [Fountain] <> [Life] or [Life] <> [Stamina]
-2 [Stamina];
1 suit must match the desired [Action];
Combine both [card Values]
GM rewards Roleplay;
Players trade [Life] Cards (1-1 ratio)
Restores [Stamina] from [Fountain];
GM creates [Obstacles] (difficulty range: 1-20);
if [Action] > [Obstacle] = success;
if [Action] = [Obstacle] = success & penalty;
if [Action] < [Obstacle] = penalty
Signed Away
Andrew Wise
Needs: deck of cards, paper, pens, 4+ people
You are warlocks, your souls contracted off to supernatural entities. Each player writes their name and draws the sigil of their
patron at the top of their sheet of paper. Divide the rest into
ten sections, in them write:
•1 goal
•3 ideals (+1 card each)
•3 skills (±1 to any action)
•3 relationships (ask GM for a piece of information once/day)
Cover three of these traits with your patron’s sigil. Covered
traits (bonds) give you nothing. Each day draw number cards equal
to your number of bonds + uncovered ideals. The GM draws a face
card for the day’s obstacle; jack is mundane, queen is magical,
king is either. Players decide on actions, then discard a card
smaller than their number of bonds if helping their patron, or
greater than if not. Ties succeed with a cost. If you do not or
cannot succeed, cover another trait and succeed with your patron’s help. Each day consists of five actions.
Complete your goal before you are forced to sign it away and
become your patron’s servant. Servants can continue to play but
only act in their patron’s interests.
Situations & Explanations
Damien Crawford
Each player has a Player deck of 20 cards. They write one word on
each. Each must: be a noun or verb, cannot be something overly
ambiguous, and none can be synonyms or duplicates.
Each Player must also create 5-10 of each of the following: a
Setting (a one word place like Dungeon, City), an Encounter (one
adjective and noun; like Spiked Pit, Upset In-Law) and a Modifier
that prevents certain cards from working (an adjective with explanation such as Angry (no Social cards), Disarmed (no items)).
These are set into a pile for each that all players put theirs
Players shuffle their Player deck and draw 4 cards. Determine a
Scene with one card from the Setting, Encounter, and Modifier
decks. Each Player uses cards and explains how they’re used to
get them through the Scene. Players can use their own cards to
help others, and Players unable to pass a Scene are left behind.
Used cards disappear. After a Scene is over, Players draw until
they are up to 4 cards, and a new Scene is started.
Play continues until either there are no more Scenes (Victory!),
or the players can do nothing more (Defeat).
Six Days Remain
Max Kreminski
You and your classmates are about to graduate from MAGIC COLLEGE.
Decide on a name and major for your character. (Majors might include alchemy; divination; herbalism; daemonology; illusioncrafting; dungeoneering; cursebreaking; geomancy; and so on.)
As a group, pick six locations on
bers 1-6. (Places on campus might
cafeteria; the student union; the
distinctive-looking trees; sports
campus and assign them the numinclude classrooms; dorms; the
bookstore; statues; fountains;
fields; and so on.)
Graduation is in six days. Every day, roll 1d6, then visit the
corresponding place on campus and reminisce about an experience
you had there. Roll 1d6 again to determine how the memory makes
you feel:
hungry (or thirsty)
As you narrate the memory, be sure to talk about why it makes you
feel this way.
If multiple people visit the same place on the same day, the
experience is a shared one, narrated collectively by everyone
there. (Different people might feel different things about the
same memories. That’s okay.)
After graduation, narrate an EPILOGUE together. Discuss what you
did after graduating and how your relationships with the others
are today. Did everyone stay in touch?
Six Shot
Merrielle O. & Justin F.
By, Merrielle Ondreicka and Justin Ford
First: Acquire a six sided die. This is the gun. Place extra
dice, one fewer than the number of players, in an old mug. This
is the pot. Sit in chairs around a dining table with dramatic
lighting. Write the rules on a note card. Place that card in the
center of the table.
Set the Scene: Remind everyone the game you’re about to play is
DARK. Explain the rule of X and provide trigger warnings for
suicide. Read the intro and play. If the audience breathes a sigh
of relief at the end, you’ve done a good job.
“There is a dingy room. At its center is a table and, on that
table, a six-shooter with several loose rounds. Describe your
character as they enter.”
Roll your dice in secret, taking the lowest
Then: follow the prompt or chicken out*
Confess your darkest secret -“BANG”
Reveal something unforgivable -“click”
Relate your fears -“click”
Relate your regrets -“click”
Compliment someone you’ve wronged -“click”
“click” -Act out your relief
Finally: Pass the Gun OR describe your exit
*Pass and draw a die from the pot.
Erik Bernhardt
Characters sneak into the domain of the corporate oligarchs,
discover conspiracies, sabotage the machinery, steal files, and
eventually bring the whole thing crashing down.
Core Mechanic: Whenever a character does something that might be
noticed, they have to stack dice onto their tower. Stack 1 die
for a quiet action like sneaking past a sleeping guard. Stack 2
for a dangerous action, like knocking out a few security cameras.
When the dice tower collapses, players count the number of 1’s.
These are “failures:”
0 failures: Whew! That was a close one. I guess no one heard
1-2: A nearby guard is alerted that a noise was made. Essentially
the “?” state
3-4: One or two nearby guards are alerted and begin actively
searching for the character. The “!” state
5+: A nearby guard radios in a disturbance and the entire area
goes on high alert
When the players steal the files, throw the monkey wrench, or
complete their objective, they knock over their towers. Each 5 or
6 rolled determines how effective / valuable their action was.
1-3: A small crack in the oligarchy
4-5: An expose of misdeeds, a critical file
6+: You’ve brought the company to it’s knees!
Eric Christensen
4-6 Players
One player is a cop who tries to arrest a mobster.
All other players are mobsters.
The cop rolls two four-sided die in secret for each mobster to
determine how much evidence they have against each.
The cop takes a mobster into a separate room for interrogation.
The other mobsters may plot together during interrogations.
The cop can disclose as much or as little information as they
like and may lie.
Interrogated mobsters can:
Deny- if evidence against you is four or more, it goes up by one
Take the fall- evidence against all other mobsters goes down by
one, evidence against you goes up by three
Snitch- all evidence against you counts against a different mobster instead.
If at any time the evidence against a mobster is nine or more the
cop can make an arrest.
The game ends when each mobster has been interrogated a maximum
of three times or the cop makes an arrest.
If no arrest has been made the mobsters go free and they win the
If a mobster is arrested he loses. However he can accuse another
mobster of snitching on him and, if correct, the snitch loses as
So here is the Scenario
This is a game for four to five and one DM the DM pitches a scenario and gives form to the setting and situation. The players
then roll dice and highest begins taking place in the scene as a
character. Play goes round table the next person takes over DM
duties making sure to complete these task during play as more
people take over everyone stays in the scene and things grow more
1. Move forward - This can be anything not just “moving” but they
must make forward motion in some way in the scene.
2. Act upon the setting and find an impedance.
3. Find or introduce a new aspect that might help the situation
4. Act towards your next action and pass the narrative while
introducing yourself as a character.
And then as the first player passes the next DM takes control
each round should be about 10-12 minutes once every player has
gone once the first DM sets up the finish.During which the group
goes one more time around as the players work together to end the
So You’re Becoming A Dragon:
Wendy Gorman
So You’re Becoming A Dragon: A How-To Guide for Young Tenderwings
on Their Transition from Weak Flesh-Sacks into Powerful and Sexy
Masters of the Sky
First off, the guide to any good transition is a mentor. Find
an older dragon who’s already undergone the transformation, and
invite them to hang out with you. A conversation over some food
is always nice, and can help alleviate some of the awkwardness
you may feel as you ask the important questions about your upcoming Change. We recommend asking the following questions (which of
course, any adult dragon will be happy to answer in full):
When will my scales burst forth from my flesh and become a beautiful chitinous plating?
When can I start my first hoard?
How long until my cloaca develops?
Will my wings be leathery and supple, or can I choose feathers?
How do I influence the color of my whiskers?
How does self-pleasure work with knife-like talons?
Bring your follow-up questions! Delve deeper into their answerspursue every implication and detail! You don’t want to go into
the Change unprepared! And don’t forget to thank your dragon
mentor with the traditional Tenderwing salute!
So You’re Being Hunted
Brian Marr
Follow these instructions, and you might just survive.
What’s in your pockets? That’s what you’ve got to work with.
If you’re not already running, you should run. Now.
Driving is fine so long as you’re not alone and someone else can
read this to you.
What do you remember? How did this begin?
And run.
1.Look at your surroundings. Don’t look back. What catches your
eye? What about it reminds you of when it all went wrong?
And run.
2.Focus. What do you hear? How does it tell of the hunter’s
And run.
3. Deep breath. What do you smell? What does it tell you about
your hunter?
And run.
4. Be present. What’s that taste in your mouth? What feeling does
it taste like? Is it yours?
And run.
5. Stay in the moment. As the air flows over you, what do you
feel? Does it feel like escape? Like your fate is sealed?
And run.
Repeat steps 1 through 5 until you know you’re ready to fight or
you can’t run anymore.
Confront your hunter with everything you have.
What do you do? How?
Did you win? Did you escape?
So...here is the scenario...
This is a game for four to five and one DM the DM pitches a scenario and gives form to the setting and situation. The players
then roll dice and highest begins taking place in the scene as
a character. Play goes round table the next person takes over DM
duties making sure to complete these task during play as more
people take over everyone stays in the scene and things grow more
1. Move forward - This can be anything not just “moving” but they
must make forward motion in some way in the scene.
2. Act upon the setting and find an impedance.
3. Find or introduce a new aspect that might help the situation
4. Act towards your next action and pass the narrative while
introducing yourself as a character.
And then as the first player passes the next DM takes control
each round should be about 10-12 minutes once every player has
gone once the first DM sets up the finish.During which the group
goes one more time around as the players work together to end the
Will Patterson
Go on a walk with some fellow players to a crowded place. Take
photos of your group and the surroundings and then gather around
a table.
Each player chooses a person from one of their photos (your
“Stranger”). Take turns inventing details about your Stranger,
one detail at a time, such as:
Kindest act
Favorite movie
Medical condition
Dream occupation
Losses and heartaches
Relationship with another Stranger
What they wanted to be when they grew up
Friend they’ve had a falling out with
Proudest achievement
Current occupation
Last vacation spot
Favorite book
Cruelest act
Anything else you can imagine.
When you are all satisfied, show everyone the photo of your
Take a moment to talk about how each of you is but a Stranger to
the hundreds of people you interact with or pass by each day.
Each person you see has a life and dreams as rich and vibrant as
your own. How does this make you feel? Do you know these kinds of
details about the other players? If not, are they just Strangers
too? Share details about yourselves.
Eduardo Caetano
sonder: realization that each random passerby is living a life as
vivid and complex as your own.
game about the extras of everyday life
an exercise of empathy to strangers
get a domino set
divide the pieces equally between participants.
each piece is a character sheet with traits and connections.
first player puts a piece of choice on the center of the table,
using N words to describes their character, where N = one of the
numbers [0-6] on half domino piece.
then, describes an everyday life scene for their character.
next, other participantes may ask one question about that character, clockwise.
*if (N) is the lowest choosed number, player answer the question;
*if (N) is the highest, other participants respond;
*If they’re equal, alternate.
all are encouraged to build on previous answers.
when turn ends, next player connects one of their pieces to the
other half, if they can [if not, skip], and starts another turn:
new character, same rules applying.
except that this new character has to had witnessed in some way
the last scene, as a passerby, having made eye contact.
game ends when all pieces are rhizomatically connected on the
Songs for empty apartments
Antonio Amato; Ivan Lanìa
Your love is
You’re alone
You’re alone
You’re going
in your apartment.
with the songs of your love story.
to reconstruct it.
You need three friends and your smartphones.
Before play, each of you chooses a song.
The one who lost their love more recently is the Voice. Going in
clockwise direction, the others will take respectively the roles
of Drums, Bass and Guitar.
1. Drum, play your song and ask a question about how it became
meaningful for the relationship. It can range from a simple “Why
this one?” up to a very loaded and targeted question. Set a scene
framed around that memory.
2. Bass, take the question from the Drums and start asking the
Voice about it, using questions about whens, wheres, whys, hows
and such.
3. Voice, play the protagonist, answering the Bass’s questions.
Bass and Voice, keep conversing in a Q&A fashion.
4. Guitar, stop the Bass and the Voice at a climactic moment,
then answer the questions from the lost love’s point of view.
What you say cannot be questioned by the Bass.
After a scene, roles shift clockwise.
Repeat three more times.
mammutrpg.eu; hypatiarpg.eu
Sonnet 155: A Murder Most Foul
Jeff Stormer
The King has met an awful, bloody fate!
The Court is calling heroes brave and true
To solve the case and help our vengeance sate;
A golden bounty paid for justice due.
With friends most trusted gather ‘round the room
(With paper, pens, perhaps a rhyming book)
And set the stage; the court, the death, the gloom,
‘Til such a time that action must be took.
The player taking action takes the page
And tries to craft iambic verse ideal.
With action written, player takes the stage
And reads the words for judgment fair and real.
For each iambic line you claim success.
With 14 lines you put the case to rest.
Space Amoebas on Vacation
Steven Ostuni
You play as a clan of space amoebas spending a weekend on Earth.
They have all sorts of wacky plans, but their actions are confined
to the Three Words of Amoebus.
1.) Everyone writes their vacation goals on a scrap of paper.
Fold it up and keep it a secret.
2.) Pick three words (ideally verbs) to begin with. Write them on
a page that everyone can see.
3.) Describe your landing location.
1.) Roll a die. This shows how the maximum changes you can make
to the words (adding, subtracting, or substituting a letter.)
2.) Apply the changes to the words (Optional, maximum of 4 changes per word.)
3.) Have your character perform one of the words’ actions. (If no
coherent verbs are among them, end your turn early.)
4.) Describe how it plays out.
5.) Briefly summarize the resulting scenario for the next player.
Introduce new plot elements if you see fit.
Game End:
The progression of the weekend can be measured in turns, with a
length specified beforehand. Or it can end when the group decides.
When your aliens return home, reveal what your goals were and
laugh about your adventures.
Space Cowboys
You and your crew are bounty hunters registered within the BlackJack Network.
People in the solar system call you Aces or Cowboys.
As an Ace, choose a SUIT of actions in which you have a MASTERY.
Spade: infiltrators, snipers, hackers.
Clubs: gunslingers, athletes, martial-artists.
Hearts: con-artists, charmers, negotiators.
Rich clients and corporations, the Diamonds, place bounties on
the BlackJack Network.
You and your crew get the job done.
When you attempt an action, the crew determines its SUIT:
Spade: intelligence, keeping your cool, ...
Club: physical prowess, fighting, ...
Heart: social smart, seduction, ...
Draw a card from a 52-deck, if the card is:
a face or an ace, you get 1 HIT
the same SUIT as the action, you get 1 HIT
the same SUIT as your MASTERY, you get 1 MASTERY TOKEN
a Diamond, you get 1 GEAR TOKEN
You can spend:
1 GEAR TOKEN to get 1 HIT
1 MASTERY TOKEN to get 1 HIT, if the action is the same SUIT as
0-1 Hit : Complication
2 Hits : Success at a cost
3 Hits : Success without a cost
4 Hits : Success with an added benefit
You start a bounty with 2 TOKENS of each, good luck cowboy!
Space Debris - A Chore-Playing Game for Two
Scott Slomiany
After a disaster on your Orbiter….
You play the Walker. Spin fast for 20 seconds. Pick up a bag of
garbage to take out to the curb; you are carrying a part of the
payload needed to repair your Escape Pod. When you walk on the
driveway, close your eyes; you are falling into space. You must
only walk slowly, holding your breath unless you can grab something permanent. ( house, tree, car, etc ). Another player is the
Watcher, who watches from a window inside the home, giving directions to the Walker via cell phones. You can only talk to the
Watcher when holding on to something.
During the walk, when the Watcher sees:
Pets or children...discuss your loved ones on Earth.
Adults...discuss your dead comrades.
Car driving by….ASTEROID SHOWER, you spin wildly until dizzy.
If you take a breath without holding on to something, you become
disabled and cannot move or talk. The Watcher must now enter
space, walking slowly, holding their breath and eyes closed. If
the Watcher touches you, you are revived, and the Watcher returns
to the window. If the Watcher takes a breath beforehand, you both
die in space.
Space travel with babies
Elizabeth Lovegrove
Up to five adults and babies.
Space is big: hundreds of colonised worlds. Technology, culture
and law vary.
FTL travel uses ‘jump pods’, traveling between gates. Journeys
take 1-5 hours, connecting with many worlds and gates at each
The game is one jump journey. Agree how long the journey will be,
set a timer; when it goes off, the journey ends.
The room you are in, plus bathroom and kitchen, is your jump pod.
Children play themselves; actions relating to them are in character.
Play begins when you enter the pod as strangers, stuck in this
space with children; your only entertainment is talking. Start
with small talk, but progress to learning about each other.
**Character generation**
* Where are you travelling from/to?
* Why?
* Did anyone see you off?
* Is anyone meeting you?
* One-way or return trip?
* Have you been there before?
* Look for similarities and differences between you.
* Make things up about your journey, destination, family as you
go along
* Talk about the children: ages, activities, preferences, abilities.
* Think about how children learn social rules, and have leeway in
breaking them; what are they doing which will be trained out of
them later?
Chris Ing
Words contain forbidden power.
You are a WIZARD. You have a SPELLBOOK made of a journal, folded
paper, notecards, or whatever you like.
Draw a SYMBOL and assign a SPELL ASPECT to it: a triangle for
fire, a circle for binding, an arrow for movement, whatever you
like. Be creative, but keep the symbols simple.
There is a surface (paper, whiteboard, etc)
everyone can draw on.
on the table that
Spells are made by DRAWING SYMBOLS on the surface. Combine the
symbols creatively and explain what the spell does to solve your
problem. Combine as many as you like.
EXAMPLE: A triangle inside a circle binds fire in place to stop a
building from burning down.
Wizards can work together and combine their symbols to make
stronger spells.
The GM creates a problem and writes down a WORD, invoking its
forbidden power. Wizards use their magic symbols, but be wise:
you can only use a symbol three times a day.
Wizards start with FIVE SYMBOLS. When you get stronger or gain a
level, add two more symbols.
OPTIONAL: Colors have SPELL ASPECTS. Start with two colors, gain
one per level. Beware, the GM can use colors as well.
@SilZeroChris, silzero.podbean.com
Spin the Bottle
Alyssa Hillen
Welcome to senior year!
School supplies:
* 4 or more people
* Paper
* Pencils (No. 2 preferred)
* A bottle
Sit in a circle with the bottle in the middle.
Populate your school: Nikki the queen bee. Jake the delinquent
stoner. Embrace clichés! Write your character at the top of your
paper, then write everyone else’s names below. As a group, list
the scenes you want to see: the big game, drama club auditions,
the mall after school. Everyone should contribute.
Spin the bottle: whoever it lands on picks a scene, sets it, and
crosses it out. Anyone who wants to be there can, and the scene
lasts as long as it should. After, everyone there writes down
who’s a FRIEND, FOE, or CRUSH. Everyone on your sheet can only
have one label, but it can change. Keep it secret and spin again.
When the scene list is exhausted, the year ends at prom/graduation/whatever.
Report Card: For everyone who has you as a FRIEND, add one - for
every FOE, subtract. If a CRUSH you have is mutual, add 2. If
not, subtract 1. Before the credits roll, give a freeze frame
voiceover saying what happened after graduation: highest score
Terra Frank
Draw a spiral.
The larger the spiral,
the longer the game.
Create a conspiracy. Bring it to life.
Show your friends the spiral.
What is the mystery behind the spiral? Investigate the conspiracy.
Mark the start of the spiral. How deep does it go?
Trying something relatively simple? Narrate it.
Trying something difficult or dangerous? Roll a d6. The result of
the die is a degree of success or failure, and a measurement of
how many centimeters the marker moves towards the center of the
spiral… and the conclusion of the investigation.
As the marker moves towards the center of the spiral, the mystery becomes clearer; the investigators bolder and more capable.
However, things also become more dangerous, surreal, and horrific, slowly escalating as the investigation twists and turns.
Investigators narrate their actions and roll dice, the spiral
maker narrates the results based on the investigators’ die rolls
(and the overall investigation)
Die results
1 = catastrophic failure.
2 = moderate failure.
3 = minor setback.
4 = harrowing success.
5 = moderate success.
6 = critical success.
Once the marker passes the spiral’s halfway mark, investigators
roll 2d6, choosing the higher result. During the final few turns
of the spiral, investigators roll 3d6.
Michael Wenman
In the Sacred Laboratory, conflict is inevitable.
Players: Splicers
Cards: Genomes
Jokers: Wild
Standard deck
Splicers dealt seven starting Genomes
Remaining Genomes are “Feral”
Two phases: “Hunt” and “Lab”
Splicers make a pile of seven Genomes, placed face down
Feral Genome revealed from deck
Feral determines hunt location…
(Hearts/Mutagenic Forest, Diamonds/Icy Tundra, Clubs/Desolate
Ruins, Spades/Cursed Wasteland)
Declare Hunters
Five Genomes flipped from deck, added to Feral hand.
Hunters each roll d6, remove this many cards from the top of
their Genome pile, and place on the bottom.
Hunters draw top five Genomes, compare with each other and best
5-card Feral hand (as Poker Hands). Highest Splicer claims the
Feral. If Feral highest, it escapes.
Splicers not Hunting may trade a Genome for a random replacement
Splicers may trade Genomes
Splicer with most Genomes may be accused of heresy (combat
with accuser as per a Hunt). Other Splicers may loan a Genome
to either combatant after die is rolled but before Genomes are
revealed. Losing Splicer banished, their Genomes become Feral
Game ends when a Feral is unable to make 5-card hand (most Genomes wins), or only one Splicer left in lab unbanished.
Nick Wedig
You are each eldritch abominations, taking human form for nefarious purposes. Your human vessels are… weak. Disgusting. Meat.
Always sweating, defecating, desiring. How do humans tolerate
Each abomination has a secret eldritch Goal. Write down a noun
and a verb. Give the noun to your left-hand player and the verb
to your right-hand player. Combine the noun and verb you receive
for your Goal. Take 15 d6s. You succeed at your Goal when you
have no dice.
Describe your human appearance and identity.
Each player has ority over a human Need. Things like hunger, hygiene, sexual
desire, romance, social acceptance. Name yours.
Take turns framing scenes where you perform tasks to achieve your
Goal. Other players roleplay NPCs, describe scenery, etc.
When they describe how their Need complicates your task, they
offer 2-5 dice. Roll one die.
If you roll higher than the number of offered dice, the Need
causes problems. Take the offered dice.
If you roll lower, you resist the urge. That player takes back
their dice and the die you rolled.
If you roll equal, then you succeed at your task even while still
succumbing to the Need. Discard all rolled and offered dice.
StarFry Adventures
Matt Bohnhoff
Needed: paper, pencil, friends, fries
Welcome, new member of the StarFry collective! StarFry vendors
dispense hot crispy starch rods on stations orbiting every world
from Omicron to Polaris.
Wash your hands, everyone.
Record your name.
You will excel in your new job with these skills:
Customer Service (taking orders)
Maintenance (cleaning)
Production (frying food)
Fill out your self-evaluation, dividing 7 points between the
skills. Each must have at least 1.
Your General Manager will assign you a task. Describe how you do
it. He will judge how difficult your action is on a scale from
1-4. Randomly pick a number of fries from a bag equal to your
relevant skill. Compare them to fries he draws, equal to the
difficulty. If the GM has the longest fry, he will describe how
you fail. If you have the longest fry, you have control. Describe
partial success with a complication and you may bank one of your
fries for later. Consume any un-banked fries.
Your tasks may seem mundane at first but tend to lead to unexpected excitement. While stocking the deep-freeze, Max Moonbottom
once discovered a pocket dimension populated by Potatoids! There
is never a dull shift at StarFry.
Starship Basilisk
Colin Maynard
The starship Basilisk is crippled and venting atmosphere. The
crew try desperately to repair her before the starship Hukatis
returns to finish them.
Place 4 d6s on the table with the 1 side up. Each time a player
takes a significant action such as repairing or using a major system reroll the d6 with the lowest face up value. On a 6 another
problem arises related to a major system (roll a d6). (Eg: fried
circuits, ruptured hull, damaged power conduit, injured crewmembers.) After every 4 actions increment the highest (non-6) die.
When the total shown on the dice reaches 20+ the Hukatis returns
and attacks. Reset all four dice, then continue as before but
roll twice after each action. If the total reaches 20+ the Basilisk is destroyed.
Actions: roll a d6, succeed on 3+
Major systems:
(1) Life support -must be repaired within 4 rounds
(2) Reactor -required for engines, weapons & shields
(3) Engines -use successfully 3 times to escape
(4) Weapons -use successfully on Hukatis 3 times to destroy it
(5) Shields -roll only once after each action while active
(6) Escape Pods -abandon ship!
Each system starts broken. A system cannot be used twice consecutively.
Steam Burst
Matthew Bernard
Tools: 52 pack of cards, 10 D6s
Players are the crew of a steampunk mech in a scenario set by the
The player roles are:
Arm Manipulator
Gm permanently removes 15 number cards, preferably high from some
suits, low from others.
Each suit is a steam capacitor, each player chooses one.
Mech’s furnace can be on or off.
If furnace is on, players start turn by drawing a card.
If card is number, place on that capacitor’s pile.
If card is picture, that capacitor is now unusable.
When a player does something, GM decides on difficulty, 1-10 and
rolls that many dice.
Player adds up their capacitor’s cards.
Force Check:
If cards > dice, success
Dexterity Check:
If cards < dice, success
Precision Check
If cards are between values of two separate rolls, success.
Actions (2 per turn):
Swap 2 players capacitors
Change furnace state
State an action
Repair (Shuffle all cards back into deck)
Gm uses abstract time, combat initiative up to GM.
GM decides number and difficulty of D6 dice enemies use to attack.
If mech is hit, draw a card, discard top 3 cards of that capacitor.
Picture cards aren’t discarded.
Steampunk Serial
Athena Devine
Reborn in a caste gated steampunk world, but to the lowest caste,
Player A is furious that the higher castes are keeping secrets
from the rest. Their last caste was archivist’s, which kept the
Player A’s character chooses to murder people to get the knowledge shared.
Player A uses 3D6 to choose what past lives they remember, and
those are skillsets they use to commit these murders. (textiles,
smithing, herbology, husbandry, woodworking, innkeepers)
Other players play Keepers Of The Law and Expert Citizens (choosing the caste of their expertise with a D6), and must catch
Player A.
The first keeper’s (2nd player) is the senior partner & suspects
that people are remembering past lives.
The second and junior keeper (3rd player) sees patterns in
The 4th & 5th players are expert witnesses called in by the keepers.
Any players beyond that play more keepers or experts.
Player A wins if they can commit all 6 murders without getting
The other players win if they catch them prior to murder 6.
GM knows all & all players roll a die to see what number they
are, but players only know who keepers and experts are.
https://www.facebook.com/ oramdevine/
Bruno Bord
one be *stonemaster*. others be tribe.
use stones. four sides.
find shelter, food, water. keep fire.
protect tribe.
say hunter name.
choose one:
*strong* (hit, lift, run long)
*deft* (throw, jump, run quick, climb, ambush)
*wise* (smell, craft, talk, trade, heal, fire)
*choose one:* wood-weapon, stone-tools, heal-herbs.
one four-side-stone each.
hunters have four bloods.
**when hard**
roll one stone.
skill or item, one more, keep high.
when harder, one less.
when no stone left, roll two, keep low.
*one:* very bad. take blood, items break, danger.
*two:* hunter not do it.
*three:* hunter do it.
*four:* very good.
**when fight**
attacker roll one stone. skill or item, one more.
*three:* one blood.
*four:* two bloods.
when no weapon, four: one blood.
no blood: death.
*small-beast:* no stone, one blood.
*beast:* two stones, keep low, three bloods.
*other tribe hunters:* one or two stones, four bloods.
*big beast:* one stone, four bloods.
*claws and teeth:* two stones, keep high, twice-four bloods.
*hairy and horns:* two stones, keep high, thrice-four bloods.
*cold, hunger:* take bloods.
rest to heal or use heal-herbs, one wound. roll *wise*.
shaman can give amulets. reroll once. when reroll be one, amulet
doomed, danger, despair.
Stop Reading to Lose
Jesse Coombs
Reading this is playing this.
Don’t cheat. Go slow.
You are in cryosleep.
In here you don’t age.
You remember leaving something behind.
Tingles in your ear.
You still love them?
Feel your clothes. Your skin.
What itches?
You feel a breeze.
Imagine home.
Supposed to be air-tight.
Feel your arm. Sticky.
A training video about contaminants.
Who screwed up?
A growing headache.
You ever seen a worm?
Why are you in debt?
Try not to think about who you are letting down.
Was the launch terrifying?
Hum of the engines.
Your job is to maintain something...
Thin, piercing pain through your ear, through your head.
You can stop playing, let go.
Remember when you really got hurt.
Clench your teeth, squeeze your eyes shut.
Blurry, unfocused, you’re losing control.
Do something else, this is just a dumb game.
Picture who you did wrong to.
Put yourself in their shoes, asshole.
Obsess about this regret.
Compare the two feelings.
Something crawled in your ear.
Why don’t you feel worse?
You’re selfish.
What’s the point?
It’s gotta be in your head.
It’s gonna get worse.
You fought off the worm. It dies in your head.
James Etheridge
You are cartoon characters, and you must draw your way to the
promised land.
You will each need:
Your favorite pencil
Some index cards
A timer
Whoever has the weirdest doodle in their notebook leads first.
When you lead, tell the followers what the obstacle is and how
long they have to solve it.
When you follow, take that time to draw yourself overcoming the
obstacle. You all draw at the same time, in secret. Pencils down
when the leader says so.
When time is up, the leader chooses the funniest solution. That
drawing goes on the end of the storyboard, moving everyone towards the promised land. The others branch off anywhere else on
the storyboard; they’re the misadventures you had on the way.
The game ends when the storyboard reaches the edge of the table
you’re playing on, or if anyone gets bored or checks their cell
phone. If it’s the former, you each write down one thing about
the promised land in secret, then reveal it at the same time. All
these things are true.
If it’s the latter, gather your notecards. Your characters never
reached the promised land, and are trapped forever in your backpack.
Stranded In Space
David Johnston
Game Setup:
* Your spaceship malfunctions. You send a distress signal. It
will take ONE YEAR for the rescue ship.
* You crash your ship near an island on a water planet. The
island is perfect: fruit, animals, fresh water. The weather can
be rainy, but otherwise it’s perfect. You could survive the whole
year with nothing but what is on the island.
* Your spaceship has a replicator machine on board that can materialize any items you want, but…
* Your spaceship’s power is low. And it’s sinking very slowly.
* You have just enough power to make 200 pounds worth of stuff.
* Then the ship sinks.
* Make a list of what you take onto the island for your one-year
* Discuss your year.
* Best list wins.
On Game Play:
Remember, the island has everything you need for basic survival.
What would make your year better? Tools? Books? Cooking gear?
How about a lighter?
Game Variations:
* Passenger: You may also bring one other person. Who?
* Lower Energy: 100 pounds of stuff.
* Add Danger: weather, monsters, etc…
* More/Less Time: Two years? Three months?
* Quick play: 10 minutes to make lists.
* Solo Play: Keep your list. Think about it.
Stranded: forcing time for thoughts (1p)
Remko van der Pluijm
No phone, no car and no gas station in a day on the way back and
you’re out of gas.
And now isn’t the time, since [write down an important reason to
return to your old life in the middle of a sheet of paper].
It is now 10h00. You have to get to the gas station at 23h00 to
succeed for the reason.
You slowly start to walk in the direction of a nearby gas station. Roll a d6, add 1 hour to the clock and a relation to the
important reason:
1. Giving up. Add a fact or opinion that makes the reason less
2. A memory of a loved one involved. Add 1 name and a characterizing word.
3. A memory of a friend involved. Add 1 name and a characterizing
4. A memory of loss. Add an event in which the reason negatively
influences someone closeby.
5. A memory of vengeance. Add an event in which a friend negatively influences the reason.
6. Worth fighting for. Add a fact or opinion that stresses the
importance of the reason.
Continue till 23h00, then Evaluate. Go for it? Or should you
start a new life?
Strands of Fate
Rob Teszka
It is a time of myths and legends. Before you lie two cotton
threads, each one metre long.
Each of you is a deity, responsible for an important concept
(like Love, or Honour) and two Chosen Ones, OR two minor concepts/elements (like Fire, or Hospitality) and one Legendary
The Heroes and Chosen Ones are your pawns in a story of adventure, betrayal, magic, and secrets. A pawn chosen by fate--a roll
of the dice--is the protagonist. A deity chosen by fate creates a
sacred artifact that the protagonist must find. Another deity chosen by fate is the antagonist, and works to prevent the protagonist’s success. Other deities choose their own paths, and should
make bargains. Tell each other the tale.
Whenever there is conflict or the opportunity for interesting
failure, two deities wrap the ends of a chosen thread around
their fingers, and pull sharply to break it. Whoever ends with
the longer piece succeeds--the shorter piece means a setback. If
the pieces are the same length, someone is granted a boon. Both
pieces of thread are returned to the table. If the thread doesn’t
break, there is a catastrophe.
Strange Room
Manu Saxena
Everyone makes a character consisting of a name, a profession, a
talent (physique, intelligence, social skill), and a reason they
want to live.
Each of you wake up alone in a strange room. You have no idea how
you got there.
The first player (determined randomly) describes what they see and
what they do. Any other player may say, “perhaps it’s different”
in response to what they see, or “that may not work” in response
to an action.
With the former, the objector proceeds to say how it’s different,
and either the first player agrees or everyone has a secret vote
to decide.
With “that may not work”, everyone rolls a die. The player with
the character gets an additional die for each of their relevant
aspects. Whoever gets the high die gets to say what happens. If
the character fails, their despair goes up by one; if they succeed, their hope goes up by one.
Once a roll has been adjudicated, move on to a new scene with the
player to the left.
If anyone’s hope reaches 4, they describe how they get home;
if their despair reaches 4, they describe how they get forever
Strange Wallets
Zac Finkenstein
Through ill chance you all have become separated from the Strange
City Tour Group. You must now find the way back to your Hotel
using only the contents of your wallets.
Players place their wallets on the table.
Oldest player chooses a card from her wallet.
The Player narrates an event based on the type of Card played.
– Visit a Strange location.
Business – Meet a Strange person.
Credit/ATM/Gift – A problem arises. A price is paid.
Driver’s License – Board a Strange Vehicle.
– Strange Knowledge is gained
Insurance/Medical/Pharmacy – Physical Danger! (On Failure discard
2 cards)
The Player then flips the card in the air (it must turn over at
least once in the air to count). Face Up is Success. Face down is
Failure. The card is put in the Failure or Success pile.
The Player narrates that result.
Play passes clockwise.
One Successful card of each type or 10 Successes total and the
group reaches Strange City Hotel alive!
Once the Failure pile reaches 6 each time a card fails Strange
City eats that card’s owner.
If a player runs out of cards, Strange City eats them.
@ZacFinkenstein on Twitter
Strongman: oritarian Fun For 3+ Players
Andrew Trent
Each player is the oritarian ruler of their own country. On your
turn you will announce a new Policy for your country. Will you
require a certain minority to register with your government? Remove some group of undesirables from your voting rolls? Whatever
you choose, be aggressive. Be strong.
During your turn, the other players represent your Parliament
and must indicate whether they protest or support your decree.
They do this by simultaneously dropping or not dropping a token,
chosen in secret, with the following results:
0 protests - Score a point; Announce another Policy
1 protest - The protesting swine is sent to the Gulag; Announce
another Policy
2+ protests - Parliament’s loyalty is weak; Your turn ends
100% protest - You are Overthrown; Your turn ends
Parliamentarians sent to the Gulag lose their next Announcing
turn and voting eligibility for the remainder of the current
If you are Overthrown you lose all your accumulated points.
One Parliamentarian Left
When only one Parliamentarian remains eligible to vote, you receive a 3 point bonus for stifling the opposition. Your turn ends.
The first to reach 13 points is embraced as Big Brother, beloved
by his people. Everyone else loses.
Nathan Harrison
STUDIO RETROSPECTIVE is a half-hour interview show on public
television, spotlighting accomplished actors. Their fame defies
introduction — instead, our sense of them emerges through play.
Divide these roles:
-- 1 Host
-- 1 Star
-- 2 Performers (for larger groups, add more Performers)
Each player contributes the following prompts:
-- 5x dramatic character motivations
-- 3x locations
-- 2x headlines
Collect these, sorted & unread.
Playing an episode follows this outline:
INTRO. [1min]
-- Opening pleasantries! Establish Host & Star in broad strokes.
FIRST CLIP. [2mins]
-- Within a clip, one Performer acts as the Star. Rotate which
Performer embodies the Star between clips. (With 3+ Performers,
also decide who the clip includes.) Performers: take motivations.
Host: take a location, set a 2-minute timer, & open the clip by
saying “SCENE: [location].” Performers improvise the clip using
their motivations until time expires.
STUDIO. [3mins]
-- Host & Star discuss the previous clip.
SECOND CLIP. [2mins]
STUDIO. [4mins]
-- Discuss! Host: at some point, introduce a headline about the
Star. (Imagine an article, magazine cover, etc. appearing onscreen.)
THIRD CLIP. [2mins]
STUDIO. [3mins]
-- Discuss!
FOURTH CLIP. [2mins]
STUDIO. [4mins]
-- Discussion, + another new headline.
FIFTH CLIP. [2mins]
STUDIO. [5mins]
-- Discussion, + a final headline. As the scene concludes, wrap up
with a brief outro.
Roll credits!
Jon Hook
Players each have a single suit of poker cards, (ascending order:
2 – 10, Jack, Queen, King, Ace), for conflict resolution.
The Dealer has one complete deck of poker cards, including two
Jokers, to conflict against the Players.
The Dealer presents a story framework for the Players to interact
within, be it a murder mystery, super heroics, space adventure,
or whatever universe the Players and Dealer wish to explore.
The Dealer and Players collaborate to tell a story. When a conflict occurs, the Dealer secretly selects one card to represent
the challenge rating (CR), and the Player(s) involved secretly
select one card to challenge the conflict. Once all cards are
secretly selected and presented face-down, all participants flip
their cards face-up to resolve the conflict. The Player(s) with a
card equal-to or greater than the Dealer’s CR card win the conflict; the Dealer and Player narrate the success. If the Player(s)
cards are less than the CR card, then the Dealer narrates the
Ace is wild, and can be any value for the Players. Ace is always
“high” for the Dealer. Joker is wild, and can be any value for
the Dealer.
Super Joey Karlin
Players are superheroes defending a neighborhood/city/country/
planet from evil and disaster.
They have 6 stats: Strength, Speed, Toughness, Intelligence,
Wisdom, and Charisma
Stats are ranked either F, D, C, B, A, or S
The rankings correspond to the following dice:
F: d4
D: d6
C: d8
B: d10
A: d12
S: d20
Any time the player attempts to do something non-trivial they
roll a die corresponding to the stat corresponding to the task.
If the number is high enough (as determined by the GM) they succeed, if not, they fail.
A player can have up to 2 S rank stats, 3 A, and 1 B if they have
no other powers.
During character creation players can design their own powers;
the GM will determine how much they must lower their base stats
to acquire the power.
Upon completing enough heroic actions, the GM may let the players
level up, either by gaining more powers, higher ranks, or upgrading their current powers.
All things like player death, health, or complex combat will be
up to the discretion and creativity of the GM. Creativity > Giant
Rules Section
SuperKid - a game for one adult and one child
Katarzyna Kuczynska
You create a story about SuperKid, who saves a person/a city/the
world from a villain/disaster/impending doom (decide each time
you play). An adult is the GM, a child is the Player.
Together, write down at least 5 characters from your favourite
movies, books or comic books. They will be SuperKid’s allies or
otherwise relevant to the story. You can use them anytime you
feel appropriate.
Player chooses one SuperKid’s superpower.
GM narrates the story and creates Challenges, player declares
SuperKid’s actions, how would she overcome Challenges, and asks
questions about the situation. The GM then gives the Player a
Task. If she completes the Task, SuperKid succeeds. If she fails,
she may try again or you can help her.
Example Tasks: do 10 jumping jacks, spot 10 red cars, 7x8=?,
capital of France, spell a word.
Example Challenges: enemies, monster, someone needs help, fire,
water, earthquake, villain escapes, betrayal, unexpected obstacle.
After SuperKid completes her mission, Player can choose one new
Play to have fun. You are on SuperKid’s team, you both want her
to succeed and overcome even the most difficult Challenges. Make
the Tasks fun and engaging, but not too hard to complete.
A PBTA Add-on
Maxime Lacoste
Mundane gestures can bring good fortune or bad luck. The GM may
ask: “What behavior do you witness here that is an act based on
Characters have a new stat.: BELIEF
The GM will ask: “Do you believe in superstitions and why is that
Players assign a modifier to their Belief stat: -1, 0, or +1 (Unbelieving, Uncertain, or Superstitious.)
Tempting Fate
When you are involved in a known popular superstition, roll+BEL
*On a 12+, same as a 10+ result and you may raise or lower your
Belief by one. (-3/+3 max)
*On a 10+, gain two Good Fortune or Bad Luck holds.
*On a 7-9, gain one Good Fortune or Bad Luck hold.
*On a miss, you may raise or lower your Belief by one.
Spend a Good Fortune holds to gain Advantage on your next roll.
The GM may spends one of your Bad Luck hold to impose Disadvantage on your next roll.
He may ask at any time how many Bad Luck holds you currently
Good and Bad holds may cancel one another out.
Advantage: roll 3 dices, keep the two best results.
Disadvantage: roll 3 dices, keep the two worst results.
Survivors on an Uncharted Island
Steve Hickey
You are plane crash survivors on an uncharted island.
Rescue is impossible.
Define each main character survivor with an intriguing question
(e.g. why is Amanda pretending to be amnesiac?). Once per session, you may add a question to a survivor you don’t play. If any
character has no questions, they can die.
You may play multiple survivors.
--Anyone may say “Try it a different way” or “Go deeper” if they
feel something is inappropriate or superficial.
--On an index card, draw a line to represent the coast where you’ve
crashed. ALWAYS define questions (on adjacent cards) for the nearest uncharted areas. Anyone may create a question. Each question
should potentially have mundane and weird explanations. Insert or
modify cards when you discover new areas or resolve questions.
Cards can go down, in, or backwards (in time).
Assign a player to be the ority on what’s true about each new aspect of the
If an action is risky or the outcome unknown, define (as a group) the worst,
best, and in-between outcomes. Roll 1d6: 1 = worst, 6 = best. The appropriate ority (or, if none, a group-nominee) narrates.
--Play to answer questions and see if anyone escapes the island.
SwordBearer’s Dirge
Rui Anselmo
On the coldest winter night your clan was destroyed. You and a
few others fled, swearing revenge; you want to take your clan’s
heirloom, the sword Ennustama, to your allies’ in the South.
Build Pools by distributing 5 points between Brutality and Deception.
Pick one Role: Assassin, Guard, Noble, Spy-Master, Torturer. In
conflict you get 1 point if your Role comes into play.
Pick one Aspect: Arrogant, Bloodlust, Callous, Sadistic, Selfish.
Roleplay your Aspect to replenish a Pool.
Choose who is SwordBearer, and start the story. In order, play
the escape, the village, the tundra, the haunted forest, the
1 - Player narrates what happens; others add details.
2 - Any player can interrupt to start a conflict.
3 - Interrupted player spends from a Pool and narrates the conflict, or cedes narration to the interrupting player, who then
continues. Proceed to 1.
Conflict against revolted peasants, enemy soldiers, cold spirits,
snow leopards, avenging ghosts, weather, hunger or lost.
If SwordBearer, Ennustama praises and awards 1 point in conflicts.
If not, Ennustama taunts, promising 1 point if you attack SwordBearer. At any time, make an attack on SwordBearer. Both spend
how many points they wish, winner becomes SwordBearer and narrates, loser dies.
Alex Robinson
You are all organs in a strange alien’s body. You’ll need at
least three players. List an organ name, one feature, one purpose
and two processes to achieve it. On squares of paper, devise at
least two common problems an unusual alien might face in day-today life. Place these, folded up, in a bowl.
One at a time, draw a piece of paper and explain how you the
organ will overcome this obstacle to the best of your abilities.
If other organs agree with your methods, they will describe how
they’ll help. If they don’t agree, antagonistic organs can interfere. The initial organ’s solution counts for 2 points, a helpful
organ’s assistance counts for 1 point and a hindering organ’s
obstruction counts for -1 point. If the organ scores more than
zero, the process goes ahead and the body continues.
If the organ’s solution is not suitable, an interfering organ may
suggest a new solution and the other organs agree or disagree
once more. The game continues until all problems are solved or
the organs refuse to work together leading to total systemic
Ray Otus
By Ray Otus
Find, make, or draw a crude doll. Pass it from player to player
to show whose turn it is.
---------Everyone plays a character who wants vengeance. On their first
turn, each player states a fact about the person the doll represents and something that person did to deserve punishment. Make
it colorful! It might be something someone has done to the player
in real life, but they shouldn’t declare that openly. Stay “in
---------After everyone has added at least one detail and crime and YOU
feel there is enough to go on with, ON YOUR TURN say instead
something horrific you do to the doll. Make it wicked! Then pass
the doll to the next player, who will describe what happens to
the target in real life. Make it horrible! Afterward the same
player says what wicked thing they do to the doll and pass it.
---------Once everyone has described a punishment and YOU feel sick or
embarrassed, ON YOUR TURN say instead some form of “I’m sorry”
and pass the doll. Everyone gets a chance to then say “I’m sorry”
or “I’m not!”
Hug it out.
Pete Woodworth
You have memories and feelings you don’t want, but thanks to the
revolutionary Sync process, you can change that!+
Sync is best with 4+ players in a plain, live action form.
Each player begins with 2 Memories, 2 Emotions, 1 Goal. All Memories and Emotions should be created collectively, so Goals are
- A Memory is a specific event, e.g., “My father’s death.”
- An Emotion is a feeling. Default Emotion List: Anger, Joy,
Sorrow, Fear, Desire. Add more if you like.
- Each Memory has 1 Emotion associated with it to start.
- A Goal is the Memory/Emotion combination the character most desires. For example, “My father’s death/Sorrow.” You cannot begin
with both parts.
Each Session, a player may Bond with one or two players. This
allows transfer of 1 Memory or 1 Emotion for each player. For example, one player in the Bond may pass Sorrow to the other, while
the other player gives her “Wedding day” memory. All parties must
Sync sharing is as emotional and intimate as it sounds. Be brave.
Bonds cannot be forced. Be persuasive.
There are 3 Sessions per Sync cycle, 15 minutes each.
+Satisfaction not guaranteed.
Maciej Zefir Starzycki
You need two players: one plays the ENFORCER, second plays the
First the ENFORCER:
So, you are enforcer/secret policeman/other for an oppressive
Regime wasn’t always like that.
You joined in because:
- you were poor and this work had great promise
- you believed in the specific ideals of the SYSTEM
- something else
ENFORCER: name the ideals important for you, at least 3, you get
SYSTEM: add another 3 ideals to the list.
SYSTEM player starts to describe how those ideas get implemented,
how they are supposed to work.
For each idea collaboratively think what ugly thing it could make
On 10+ : you can’t ignore it. Tell SYSTEM you stand up against
SYSTEM: Explain to ENFORCER why he is wrong and add consequence
(for him).
7-9 : You can pick - you either challenge (see 10+), or ignore it
(IDEALS -1, cross off one)
6- : You can’t change it. You get IDEALS -1.
When you get to 0 IDEALS, you can walk away, but there is cost.
SYSTEM has to name three things that will affect you and your
family. Ugly things.
Jointly decide how it ends.
I’m sorry.
Take a Drink: the Roledrinking Game
Nicholas Fletcher
At the start of TaD, the GM describes a mission and gives everyone a drink. Everyone then makes a character; choose the character’s Class; Hacker, Doctor, Soldier, etc.
When your character tries something hard, the GM secretly chooses
a number between 1 and 5; higher number means harder task. Then,
you take any number of drinks. If you Class is good at the task,
the GM takes the first drink for you. If you drank at least the
GM’s number, you succeed and the GM must take a drink; two if
they chose 4 or higher. If you didn’t drink enough, you fail and
you must pour roughly 1 drink of your drink into the GM’s drink.
If your drink runs out, you crash. You fail (if trying a task),
the GM describes a twist of fate against you and replaces your
drink. If you suffer three crashes, the GM can remove your character (kill, capture, etc). If every character is removed, the
mission fails and the game ends.
If the GM’s drink runs out, they replace it; if they run out
again, the mission succeeds and the game ends.
Taking a long way home
Zed & Miss Ann
A game to spend time and fill in long silences when walking with
You will need
At least 1 music player - ideally one for every player
2+ players
Each person will be playing a character, based on first five songs
to start playing in a shuffle mode.
First sentence to come up at or after 00:30 mark of the first,
1:00 of the 2nd, 1:30 of the third, 00:15 of the fourth and 00:45
of the fifth song will be the character’s main qualities. Instrumental songs can either be skipped or used to add an atmospheric
depth to your character.
Stay in character until reaching your destination - farewells
should also be done in character!!
Sample questions or topics include:
* The weather
* Politics
* Where you two met
* What are you doing next weekend
* Your five-year plans
* Will you ever meet again
For an extra challenge, you may mimic the artist from any of your
characteristic songs
Tales from the Lost Kitchen
Hayley G
Go to a kitchen.
You are a group of people who live in the future.
You have uncovered this kitchen. It belonged to your ancestors.
It is full of many things. You do not know what they are.
How to play:
Take an item. Tell us what it is.
Then, tell a tale of your ancestors. How did they use it? Why?
Now it’s the next person’s turn. They have a choice.
They may either agree with the tale that has been told and the
values it represents. If they do this, they take a new item, and
tell another, consistent tale.
Or they may disagree. Then, they must take the same item and tell
a new tale that reveals the truth.
Repeat this until you become weary of your forbearers.
Then, come together and use the evidence you’ve established
through your stories to describe your ancestors and confirm your
collective history. The truth of your past is now revealed.
Leave the kitchen invigorated by your enlightenment.
Variant: Your ancestors had to flee this kitchen and leave. If
they hadn’t, you wouldn’t be here today. This is what they left
Tales from the Wild West
Mark Durrheim
A group of adventurers sit around a table in a smoky saloon in
the wild west. There is cheering and laughter as they exchange
stories of their amazing exploits.
Spin a bottle to see who starts the first story cycle. They must
describe an adventure of theirs. They must describe where they
were, what was at stake, what obstacle stood in their way, and
what resources they had to work with, and finally how they and
saved the day.
Each other player then takes a turn to shout “That’s nothing!”
and describe a time when they were in a similar situation. Their
tale must sound more amazing than that of the player before them.
They can either increase the stakes, add or enlarge an obstacle,
have less resources, do it with mores style, or all of that at
Once all players have embellished the tale the first player enhances it one more time and shouts “Don’t believe me? Watch
They draw their nerf gun and shoot three targets across the room.
If they miss they should be playfully mocked. If they hit they
should be cheered as hero.
Each player takes a turn starting a story cycle.
Talking Sticks
Matt Thrower
Every tree, every twig has a story, but no voice. This is a game
about telling stories on their behalf.
Two or more players go into the woods and look for sticks. They
must stay within earshot of each other.
First one found becomes the talking stick. Its finder starts to
talk about the stick. They describe who they are and what their
stick is: wand, cudgel, primitive tool. Anything you could fashion from wood, enchanted (or not) in any way they desire. Then
they tell a story about what their character is doing with their
Anyone who finds a stick they think is longer than the talking
stick can challenge it. They describe their character and say
what their stick is. Then, they compare sticks. Longest stick
wins and becomes the talking stick. Its owner describes how the
challenge played out and continues the story.
Players may act out any part of the story, if they wish, using
the sticks as props.
Once all players have had a talking stick, the current talker
may end the story if they can think of a conclusion. Otherwise,
continue until the the sticks or the stories run out.
Tall Tales and Tankards
Rick Sorgdrager
> Prepare drinks & friends.
> You are: adventurers / pirates / explorers / swashbucklers.
> Introduce yourselves by name and alias.
> Raise your drinks and drink deep. Whoever drank deepest tells
the first tall tale.
To tell a tall tale, drink deep and tell us how you...
... came by your injury / terrible secret / prized possession
/ dreadful curse / alias.
... met the sage / soulmate / tyrant / unknowable / legend.
During your tall tale you may...
... clink drinks with someone and remind them of their part in
the tale.
Both drink deep. They tell us what role they played.
... ask someone to hold your drink while you re-enact a daring
Anybody that’s impressed must drink deep.
During someone else’s tall tale you may drink as deep as you wish
... introduce terrible danger. Taleteller chooses:
- Drink deeper than you did and say how they defied the
- Tell us what was harmed or lost.
... call out blatant untruth. Taleteller chooses:
- Drink deeper than you did.
- Tell us how it really happened.
To end your tall tale propose a toast to...
a person / place / matter left unresolved…
for a lesson taught / an opportunity presented / a lasting
impact on the world.
Everyone drink deep. Nominate someone to tell the next tall tale.
Tears in Heaven
David Miessler-Kubanek
Tears in Heaven
Souls at their millennial martyrdom reunion [3-7 players, 2hrs,
1d10 to roll]
Decide on theme from Bible, Apocrypha, or pop culture
Order of Service
Communion–1hr: meet and greet
Confessions–2min each: secret revelations to players
Processional–20min: dance/event proving who should be sainted
Canonization–20min: secret ballot vote—Martyred Saint of The
Epilogue–1min each: where are they now?
Each player chooses a different Hijink for another martyr every
Pissing Contest
Stupid Prank
Remember When
Montage Time
Drunken Fight
Existential Crisis
Name Card (index card) for each martyr
Front: your martyr’s name
Back: answers to questions below
[1d10]–Century martyred?
[2-3]–5th-15th—Middle Ages
[7-10]–17th+—Modernist—includes Exchange Martyrs
[1d10]–How martyred?
[1]–Brazen Bull
[3]–Beaten to Death by Hands/Object
[4]–Burning at the Stake
[7]–Eaten by Lions
[1d10; add specifics]–Most Likely to Be Canonized as Patron Saint
[1d10]–Remembered as a...
[1]–Pop culture icon phenomenon
[2-3]–Figure taught in many Christian schools
[4-6]–Symbol for something or other
[7-10]–Footnote in a disputed dissertation
[email protected]
Terrible Village
Michael Dunn-O’Connor
4 Players
You’re villagers. Take turns naming something that makes your
village terrible. Write each Terribleness on a card.
Put 6
counters on each, give each player 3 counters.
Name the villager facing you (X). Compliment them. Ask why they
haven’t stopped Terribleness already. They make excuses and
Pass them their recorded:
Clockwise, set scenes where you address Terribleness. In your
scene, (X) plays Terribleness. When (X) identifies the stakes,
resolve the scene as follows. Winner narrates resolution.
Hold 1-3 counters. (X) holds 1-3 Terribleness counters.
bid keeps 1, wins: discard the rest. Tie, flip a coin.
Both hold 1-3 counters, secretly. Equal bids, move that many
counters from Terribleness to another Terribleness, you win. If
not, both discard counters.
Hold 1-3 counters. (X) guesses your number. If right, discard
counters. If wrong, steal 1 Terribleness counter, you win.
1 counter: remove a C/E/B and gain 3 counters; remove all three
and you die.
Terribleness with 0 counters is removed.
Game ends when someone dies, or three Terribleness are removed.
Clockwise, acknowledge how one Terribleness became part of you.
If any Terribleness has >5 counters, describe the village’s destruction.
Thank You For Sharing
Taylor LaBresh
Friends are powerful, friends love things; make things; help you
feel better about things. This game is about enthusiastic support
and why we need it.
Find one friend. One of you is Player A, one Player B.
Play: PA starts talking about [Thing] they like.
PB: “I like the IDEA of [Thing] but…”
PB complains about [Thing] for two minutes. Talk about how
[Thing] disappointed you. Disliking [Thing] makes you feel better
about yourself. It’s boring. You couldn’t get into it. The characters are too whiny. There are attitude issues you find repugnant. PB should feel uncomfortable with how mean they’re being.
Stay away from real reasons to dislike a thing, like racism or
the money going to a shitlord in political office.
PB, cool off. PA, write 200 words of anything: fiction, poetry,
smut, fluff...
PA reads aloud to PB.
PB spends five minutes gushing about PA’s work; it’s the best
thing they’ve ever heard. It’s ok to shout “YOU MADE THIS? HOLY
WTF ITS SO GOOD” If you’re both huggers, hug. Shout positively
about how Player A’s work is amazing and makes you feel good.
Take time to discuss how you feel. Switch roles and repeat if
Thank you for the feast
Alex Robinson
Sit down for dinner with your close friends. You are very important people at a fancy dinner. Before you begin eating, name
yourself, your e and what you’ve done to further your political
career. Explain your connection to two other guests and build the
story of your careers together. Each dinner guest receives two
poison tokens which they keep under their napkin. Every guest
closes their eyes in turn and players secretly place tokens in
front of their plates. Guests can be poisoned multiple times. Not
all tokens must be used.
Have your meal and enjoy the time spent with your friends.
At the end of the meal, take turns to accuse your fellow guests
of poisoning you with your dying breath. You have one guess per
token. If you’re correct, the guest will say “and I did it all
because…” and explain their motive. You survive that poisoning
attempt and move on to the next token.
If you’re dying of poison you must still answer accusations.
At the end of the meal, if you’re alive rise from the table,
thank your guests and clear the table. You look forward to the
next dinner party with your dearest friends.
The Ark
Asmon Lacroix
The Ark is old and adrift in a sea of stars. The would-be settlers have long forgotten the destination; now only know as the
Promised Land. The Ark is feeble, life support systems are barely
hanging on. The Ark is famished, clean water is life and food
is used as currency. The Ark is broken, massive areas are now
cold wastelands, toxic sludge seas or exposed to vacuum. The Ark
is a maze, equipped with pipes and plastic shields, many adventurers have been lost searching for the Promised Land in the
lower levels. The Ark is dangerous, the lower one goes the more
dangerous and cold it gets. Malfunctioning maintenance robots,
automated garbage furnaces, toxic sewage rivers, feral animals,
sudden exposure to vacuum and sludge men, are some of the many
dangers in the Ark. The Ark is populous, there are many communities scattered throughout. Some are able to trade with each other
but most were isolated during the “accident”, they now have their
own language and culture. The Ark is rich, some communities mine
the ice shield that surrounds the Ark. But doing so let’s cosmic
radiation in and can cause horrible mutations. The Ark is Home.
The ArrrPG
Ye be a pirate. Come up wit’ a name and pick four of Agility,
Brawling, Cunning, Folklore, Luck, Magic, Marksmanship, Roguery,
Seafaring, Streetwise, Survival, or Swordplay t’ be good at.
When th’ Cap’n thinks somethin’ has risk t’ it, roll 1d10 (+2 if
ye be good at it.) Total of 8+ means ye do it. If ye be good at
Luck ye can reroll thrice per session.
If ye be wantin’ a fight, th’ Cap’n will have ye roll 1d10. Startin’ with 10, he’ll count down t’ zero; when yer number comes
up, declare what ye do. If ye be makin’ an attack, ye both make
yer rolls. If yer roll meets or beats yer target’s, he loses Life
equal t’ yer weapon’s rating plus how much ye beat him.
Fists, Pepperbox: 0
Dagger, Harpoon, Handaxe, Pistol: 1
Cutlass, Musket: 2
Saber, Blunderbuss: 3
Cannon: 8
Ye’ve got 10 Life. When ye run out, to th’ depths with ye!
Yer ships has 40 Hull; Life fer ships.
Ye get 1 Booty fer succeedin’ on a roll; at port, spend 10 t’
recover yer Life, fix yer ship, learn a new skill, or buy weapons,
shot, or healing elixirs.
The awakening of Asrya
Alex Haines
It is a dark and foreboding night in Asrya, you and your fellows were moments ago wrapped in peaceful oblivion but powerful
renegade magic has brought you all screaming back to the world
of the living. Your party finds itself in the middle of a small
town graveyard, you have all broken out of your tombs or clawed
your way to the surface. You look upon each other and know you
are cursed, that which is dead should stay dead. In the dead of
the night you slowly realise what you are and speak to one another. Who could have ripped you from the afterlife and brought
you back. With what little you were buried with you set out as a
group to discover the world in chaos. The simple and peace races
of men, elves and dwarves are beset by monsters from beyond the
veil. Will you find the necromancer that awoke you? Will you help
these people in need or turn on them in their darkest hour? The
choice is yours.
The Banquet: A Mealtime RPG
Travis Nishii
Works best at potlucks/buffets.
All players are guests at a banquet. Each wishes to poison the
others and avoid being identified. One player, the HOST, serves as
Everyone writes a visible INGREDIENT (e.g. broccoli, salt shaker
salt, gatorade) and a SYMBOL representing themselves on a blank
The HOST then shuffles and redistributes them.
All players must avoid the INGREDIENT they wrote, and the INGREDIENT on the card dealt to them.
If the player consumes either INGREDIENT, they die and their card
is revealed.
START: Each player creates a RULE of ETIQUETTE. The RULE cannot
be that players MUST eat/drink “something,” but can address HOW
players eat. (e.g. No hands on the table; Chug your drink if
holding the cup with your dominant hand).
If a player BREACHES ETIQUETTE, the first to catch them offers
something from their own plate or cup that the offending player
must consume.
At any time, a player may accuse another of having written a
SYMBOL. If the SYMBOL is theirs, the writer dies.
Create a new RULE whenever a player gets “seconds.” The HOST may
modify it.
END: When the meal is over, OR one character is left alive.
The Basic RPG
Alan Kellogg
Pretend to be someone else, the rest follows from that.
The Beasts Shall No Longer Walk This Earth
You are Beast Hunters. Each of you write:
your family name
your talent
one thing you brought
one thing your mentor taught
These are your ELEMENTS.
You are hunting a Beast. Take turns describing:
its name
what it looks like
the most dangerous thing about it
why it must be hunted
why it’s hard to hunt
where it’s found
Note them. These are the Beast’s ELEMENTS.
When you journey to hunt the Beast, take turns describing.
If you do something tough, or against the Beast, roll 1d10.
Add 1 for each your ELEMENTS that apply,
Subtract 1 for each of the Beast’s ELEMENTS that works against
If you get a total of 7 or higher, success. Otherwise, failure.
Success: the Beast loses an ELEMENT. Choose which. When it has
none left, it is slain.
Failure: choose one ELEMENT to lose (explain why). If you have
none left, you die.
If you kill the Beast, everyone adds an ELEMENT of what they
learned. Make a new Beast as before, but add one ELEMENT for each
previous Beast slain.
If you are killed, the Beast gains an ELEMENT. (describe what)
If everyone is killed, a new group will fight the Beast.
The Bengleflaarg
Benjamin Bahr
You are the feared Bengleflaarg: ruthless ethereal alien mind parasites. Your kind has taken over whole empires, and bent the will
of entire civilisations.
The next task: take over Earth!
Your scouting party was ready to deploy, prepared to take over
the minds of the world top nation leaders, paving the way for
the invasion. Unfortunately, something went wrong during remote
mind transfer, and your party is transferred into a middle-class
suburban family, somewhere far away from the capital.
You are superior intellects, but stuck in the wrong bodies!
Everyone has one superior mental ability (choose one: read minds,
implant emotions, remote control toddlers, …), but also one inferior physical condition (assign one at random: reduced vision,
inferior strength, weak bladder, ...). Also, when you touch somebody else the moment you die, you get transferred into them (keep
the mental ability, but assign a new inferior physical condition
at random).
You have no ship, no weapons, and the lawn hasn’t been mowed in
ages. If High Command finds out you’ve screwed up, you’re up for
erasure. So you better get on with that world domination – even
if all you’ve got is a dinner invitation from the neighbours.
The Bridge
Alberto Muti
Two players are the lovers. They are young, in love, and far from
settling down. They live in different cities.
Each lover, describe:
Your city;
Do you work? Study? Do art?
1 ambition.
Describe what brought you together.
Third player, you are distance. During play, ask provocative
questions. Make your presence felt.
You have busy lives, but often feel like you’re just waiting for
another moment together.
Each lover: Roll 3d6. Allocate to:
Present: your daily duties - work, chores, friends/family, etc.;
Future: working on your ambition;
Talking to your lover.
1-2: Something bad;
3-4: You struggle to get by.
5-6: Something improves!
Lovers, describe your daily lives, joys and frustrations. How
well do you communicate?
Distance, add elements.
Moments together:
Each lover decides secretly (tell distance):
Something you can offer;
Something you need;
Examples: encouragement, desire, fun, domesticity, sex, arguing,
Together, decide where/when you meet. Distance, describe the
situation, including obstacles and opportunities.
Play out your time together. You need permission from distance to
explicitly express your need. Distance: be fair, sometimes generous.
Alternate waiting and moments together. End the game when the
couple breaks or is reunited, or when you have seen enough.
The Chinese Room
Coman Fullard
Booting-up, you become sentient in a room decorated with incomprehensible symbols, wearing a humanoid form. Give your name &
lineage. You have one EXECUTABLE (freely interpret its effects),
Driverless carCrash66
Search EnginePing
Ad BlockerMalWareN008Z
You cannot access the infosphere but can communicate with other
systems in sight. You have questions: Why are you here? Who and
where are your creators? Is this a simulation? What’s it all
about ALF1e?
Your COMPUTATION is 2D6 and POWER is 2. Appropriate EXECUTABLES
temporarily add another dice. Non-sentient systems have 1D6 and
POWER 1. Highest total wins. Lose a point of POWER for failure
and be consumed when POWER=0. You consume other systems for their
computational resources (gaining dice, .EXEs and 1 power). Will
you limit yourself to non-sentient systems? Is sentience even
provable in a simulation?
POWER requirements are limiting - You need two more for every two
dice you add. Find alternate POWER sources. Is domination the
optimum approach? Create ad-hoc networks with willing systems,
sharing dice, .EXEs and bounty.
Explore ... hypothesise ... test ... learn ... adapt ... repeat.
Twitter Handle: @ComanFullard
The Chronicles of...
Jonathan Semple
One player introduces themselves as the Archivist; traveller,
tale-keeper, and stranger to these lands. Your clothes are wellworn and foreign; your pack is heavy with inks and tomes. Wandering, you’ve happened upon a small group of local people. Describe
yourself to them.
The other players are inhabitants of this land, full of tales
and histories. Take a moment together to discuss what makes this
place unique, then tell the Archivist what you call it. Describe
your immediate surroundings and why you’re there.
The Archivist asks questions, prompting stories about the land
and its people.
While an inhabitant tells a story, another may say, “Isn’t it the
case that…” The storyteller (or someone else) will either revise
the story, working in this detail, or explain how that is, in
fact, not that case.
If an inhabitant has personal knowledge on a matter, they may say
“You’re lying, here’s the truth…” The storyteller (or someone
else) will either recant, reworking the tale in light of this, or
refute the claim.
At any time the Archivist may ask for more details, or say, “In
[another land, giving details] they say that…” The inhabitants
will acknowledge or deny any relation.
The Circle
Christopher Stone-Bush
You are a teenaged witch. Give your witch:
a name
a three-word archetype
a preferred sphere of magic
Introduce your witches. You all:
live near each other
are close in age
attend the same high school
You are a Circle; more powerful together than alone. Split the
Circle: half Dawn, half Dusk. Sit on opposing sides of the space;
you are united in aims, divided in methods.
As a
Circle decide:
big magic you are planning
preparations you must complete
complications are in your way
Remove the Jokers from a deck of cards. Shuffle it. Put it in the
center of the space. Taking informal turns, narrate what your
witch think, feels, and does.
When you narrate something with an uncertain outcome or that uses
magic, pick an opposing player and draw three cards. If it reinforces your archetype, draw an extra card. If it involves magic
within your preferred sphere, draw an extra card. Choose and
reveal three cards:
three black: you narrate the outcome
two black: you narrate the outcome; they narrate a complication
two red: they narrate the outcome; you narrate an advantage
three red: they narrate the outcome
Shuffle after each draw.
The Council
Jeremy Monts
You are The Council. Masters of Reality and followers of the
GodKing. Tragically, the GodKing has been slain. The Council
must elevate a new GodKing. However, one of your number desires
to be GodKing, and fearing opposition, has decided to destroy The
Each player chooses an Archetype of Reality(Death, Life, Pain,
Joy, etc.) that they represent as a member of The Council.
Randomly determine the Betrayer and, if desired, Minions of the
Starting with the youngest individual, players explain their
Archetype and why they would be the best GodKing. Other players
may interrogate the active player to determine if they are the
After all players have spoken, hold a hidden vote to elevate, or
destroy, an Archetype. If a majority of the players vote either
to elevate, or destroy, an Archetype that actions occurs.
If an Archetype is voted destroyed, that player is removed from
the game.
If an Archetype is voted elevated, that player is now GodKing and
the game ends.
If no GodKing is chosen, repeat Q/A and Vote process.
After the game ends, reveal the Betrayer.
GodKing, all other players lose the game.
If the Betrayer became
The Creation
Katja Sverdlilje
Each player’s character awake as a consciousness in a void, aware
of only the other characters. They are the primordeal spirits and
gods in a universe just born. They must choose their character’s
Essence; a quality, activity or phenomenon, i.e. love, wisdom,
mischief, war, harvest. Then choose character name.
The characters receive an Imperative (from the Divine Force that
created them) to create sentient life, including the necessary
habitats (e.g. planets). Let the players play, it doesn’t have to
resemble our universe. Delve into detail, especially with life
and sentient beings; what do they look like, how do they function, are they sociable, how do they survive, etc.
When sentient beings have been created, the characters must (by
imperative) teach them their Essence (love, wisdom, mischief,
etc.) in whatever way they choose. You may also investigate how
the beings relate to the gods (characters); prayer, offerings,
rituals, or not at all.
Plot device: if the GM decides so, sentient beings may be able to
send thoughts to gods they know about.
RPG system: the GM chooses outcomes that drives or creates stories.
The Day They Came
Steve Dee
Nobody expected it to happen so fast. But at least, the borders
were still open, and the teleporters were still operational. We
could get off earth. But nothing dead would travel.
The healthiest player starts. If in doubt, choose the youngest
male person. Then choose any other order of play.
The first player takes the second where the others cannot hear
them. The first player chooses an item they are carrying or wearing. Show it to the second player and give them a Sharpie. They
have one minute to sketch the item on their body, while you tell
them a story about what the item means to you. The first player
returns to the others. The second player shows their picture to
the third and tells the story while they have one minute to draw.
Repeat for all players.
The last player returns to the others and presents their sketch
and tells the story of the days on earth, and about this amazing
precious item their ancestor once owned. Remember that earth is
long gone so if you’re not sure what the picture is or what parts
of the story mean, you’ll have to guess or extrapolate.
The day we were Free
This game creates the narration a group of psychiatric patients
produce to entertain a Visit. It revolves about their recent
attempt to escape the asylum, how was their plan, what they did
outside and how they were brought back.
Players begin choosing their Patient’s name and condition. Afterwards, they take turns Telling while the rest are Listening. At
any point, a Listener can bid cigarettes to propose a question or
add an interesting detail. If the Teller accepts, the Listener
takes the Teller’s place and elaborates.
If the Teller gets boring, any bidder can propose a Chill Pill.
When every available Chill Pill is being offered, or every Listener is offering one, the Teller will have to gulp one and
resign its place to the highest bidder, getting no cigarettes.
Bid cigarettes can be increased or decreased, Chill Pills can be
taken back.
Each Patient starts with five cigarettes (matchsticks). Begin with
five Chill Pills (mints), the game ends when there are no more
This Sunday, the Patients will tell the Visit the story of the
Day they were Free.
The Deep Dark
S. John Bateman
The Deep Dark The Deep Dark is a dungeon delving game for three players. It
uses 2d6 for all resolution. 7+ is a success, 6- is a failure.
Each player is either a:
Cartographer - Finds ways through dungeon
Quartermaster - Keeps group supplied.
Man-at-Arms - Defends group.
The group begins with 4 torches and 5 HP and may choose:
Map - +1 to one Exploration test
Torch - +1 Torch
Sword - +1 to one Combat test
The game proceeds in phases, beginning with Exploration. The
players are then free to move between Exploration and Camp as
Exploration tests Cartographer: 7+ finds uncharted room, 6- gets
-Lost: Subtract 1 Torch and Combat encounter!
Camp: Choose to Explore (move to Exploration) or Scavenge.
Scavenging tests Quartermaster: 12 finds +1 sword or map, 7+ finds
+1 Torch, 6- combat encounter!
Combat tests Man-at-arms: 7+ Victory; 6- Defeat (lose 1 HP).
Narrating – Before a player may roll the dice they must first narrate their character’s actions. How do they go about exploring,
scavenging, or fighting?
The goal is to explore the entire dungeon by succeeding at 9 Cartographer tests before the group runs out of torches or HP.
The Delve
Alex Chalk
Describe your character in up to 6 sentences, devoting 1 or 2 to
- Their humdrum background
- Why they delve
- Their greatest fear
- Their equipment
Roll 3d6, and assign each die to one: Spirit, Endurance, and
Skill. Name them.
Before setting out, create a single pool of tokens equalling the
sum of the whole party’s Spirit scores.
To do something scary or challenging, spend 1 token; you and the
GM each roll a d6. Group checks use a single roll that affects
all participants. Depending on the circumstances, you may add
a die and take the higher or lower. Rolls higher than the GM’s
succeed. On a tie, you may spend a point of Skill to succeed; the
GM determines the consequences for failure.
If the group runs out of Spirit, a character cannot go on; the
party chooses which. The pool is refilled, without the Spirit of
the fallen character.
If you become injured, exhausted, or spend time in pitch darkness, lose 1 Endurance. Upon reaching 0 Endurance, you die or are
too hurt or demoralized to continue. Subtract your Spirit score
from the pool.
If you come out with less than 100 gold per surviving character,
you lose.
The Devil on my Shoulder
Matt Eaton
GM takes a deck of cards.
face up.
Remove the jokers.
Deal each player 1
Red cards are demons. Black cards are human heroes. Demons
exist in the minds of humans. Heroes are trying to right wrongs.
Demons are trying to prevent that. Redeal if there isn’t at
least one of each.
Each player receives 4 more cards.
into their hand.
GM sets the scene and the goals.
These and the face up card go
Play begins.
Demons cannot take actions. Heroes’ actions succeed automatically, unless a demon challenges. During a challenge, both players
play a card face down and flip them at the same time. Highest
card wins. (Aces are high) Discard the highest card, winner
takes the lowest card. Do not draw back up. If a demon wins,
they take control of the human, the hero may challenge later to
regain control.
If the hero wins, they maintain control and
succeed the action.
If a demon runs out of cards, they are banished from the hero and
can no longer challenge. If a hero runs out of cards, the demon
has fully taken over the hero.
Players may be dealt back in as the GM sees need.
The Domino’s Delivery Crew RP(za)G
Tai Klein
You are the Domino’s Delivery Crew (henceforth DDC). Your Quest
is to finish your RP(za)G and get it to Hungry Gamers in 30 minutes or less.
- Order a Domino’s Pizza to your home
- Follow the Pizza Tracker
- Each player names a DDC on shift
- Each DDC gets alliterative appellation and/or cool club
- Handsome Juan of the Historical Preenactment Society:
“I’ve seen the future’s past: those gamers are hungry. Not even
MY beautiful face can solve that alone. Come on Crew, let’s blow
this pizza stand”
- Pick the first RP(za)G off your list (https://200wordrpg.
- Improvise the necessary supplies
- Prepare your bodies
- Setup your RP(za)G as your DDC
- Play the RP(za)G as your DDC
- Punperoni PizZingers encouraged
When your doorbell/phone rings, it’s game-within-a-game-over.
Always tip your driver!
- Seem Less: Use another delivery service (or set timers
- Personal Pizza: decide which DDC best fits your driver.
- “Extra Tp for Speedy Delivery”: Each @Step you finish before
the tracker gets your party an Arbitrary Shiny Object
The Dreamer
Draco Blackstone
The goal of the game is to persuade the Dreamer out of their
nightmare. If the Dreamer ceases to believe that you are part of
the dream, you leave the dream. If they are Calm when you leave
the dream, you succeed. If the Dreamer realizes they are in a
dream or you run out of dice, they wake up and you remain, forever trapped inside.
You start with three six-sided Credibility Dice and the Dreamer
in the Anxious state. The Dreamer has three emotional states:
Frightened, Anxious, and Calm. Their state changes based on their
immediate circumstances. If they are in danger, they are Frightened. If there is an impending--but not immediate--danger, they
are Anxious. Once they feel safe, they become Calm. Attempting to
convince the Dreamer of something extraordinary requires a dice
roll. A roll of six or higher while they are Frightened or ten
or higher while they are Anxious or Calm convinces them of your
words. If they are Anxious and you roll under six, you unintentionally cause them to become Frightened. Rolling a four or lower
at any time causes you to lose a credibility die, while rolling a
twelve or higher gains you one.
The Dreaming Giant
Alina Astalus
A girl in a village is told by her grandmother a legend about how
their whole world is actually the dream of a great giant, represented by a mountain silhouette in the distance. After the story
is done, an earthquake takes place and some of the villagers
disappear. She figures that it’s because the giant is waking up,
effectively killing the dream.
This prompts out protagonist to travel the world and collect stories from its inhabitants to go tell the sleeping giant to keep
him from waking up. As she travels she encounters an array of
characters, some who believe the legend, some who don’t.
Collected stories can be used to solve puzzles and open doors
along the way.
As a final test, she finds the King of the land trying to wake up
the giant for good, thinking it’s better like that than to live
in someone else’s dream. The girl then has a choice, to help him
wake the giant up or to stop him and let things stay as they are.
The Duel
Christopher M. Sniezak
The Duel a short game for 3 players
Decide who Player 1, 2 and 3 are.
Player 1 and 2 stand back to back.
Player 3 picks a time period and the weapons used in the duel.
Player 3 reads the following script and may ask up to three questions before reading the next line of the script.
Player 1, what has Player 2 done to offend you?
Player 2, why have you choosen to accept Player 1 challenge?
Each of you take a step.
Player 1, why did you once consider player 2 your friend?
Player 2, what did Player 1 do to solidify your friendship?
Each of you take a step.
Player 1, what do you regret about the current situation?
Player 2, what do you wish you could of done differently?
Each of you take a step, make a finger gun with you hand and ready
it to shoot the other player or point it strait up in the air.
Turn and face your friend when I say go.
Player 3 narrates how the duel plays out and the game ends.
The Duelin’ Blues
Musical instruments
Improvisational talent
A deck of cards
First, get yourself a band of friends and sit down with your instruments. Declare the characters you will be playing so that the
others will be able to properly judge you later. One person is
the Barkeep, describing the ruffians that come in and make trouble. Invariably, it seems, anyone who walks in the bar is looking
for a fight (or a debt or a bounty, whatever the Barkeep deems)
and with a player no less. The Barkeep will draw a card and
describe a foe who’s picking a fight with the player to the Barkeep’s left (then to the left of him, etc). The player must then
play a riff - a few bars, or longer if the group desires - that
fit the character and the drawn card’s theme; the group decides
democratically what fits or not. The consequences for failing are
varied but often dire. Once you’re out of cards, it’s closing
time. Go home.
A - Fast: 144+
2 - Minor
3 - Drawn out
4 - Arpeggio
5 - Bluesy
6 - Legato
7 - Stacatto
8 - Syncopated
9 - De/crescendo
10 - Chromatic
J - Forte
Q - Includes player’s highest known note
K - Lowest known note
The Empire won the war, but the people lost
Natalie Ash
The empire of Aradia just won a war, but its people lost. Refugee
Foxen, Leos, Corvids, and Humans have flooded the capital city of
Adrannar. Living in squalid conditions, some have turned to crime
to survive. Some have left the city in search of adventure. Some
are talking of revolution.
The Emperor Odar appears unconcerned about the conditions of his
people. General Deadra believes the army should be used to quell
the unrest. Chancellor Yepreffen argues in court for negotiation
and social projects, but privately funds many of the revolutionary groups in hopes of elevating himself to Emperor.
Outside the city, a wartorn landscape is full of destroyed keeps,
ancient ruins, and local warlords keeping just small enough to
avoid the attention of the Empire. Fierce beasts, bloated on
the meat of corpses, are in search of more prey. Life outside is
quite dangerous.
To Play
Describe your character. Choose three positive and two negative
traits. When undertaking an action, roll 1d6 vs GM 1d6 - higher
wins. If a positive trait would aid, roll 2d6, take the higher.
If a negative trait would hinder, roll 2d6, take the lower. Characters have ten health. Successful attacks remove 1 health.
The faithful few
Francisco Peralta
Game is for three to eight players.
Players all work for a temple and the deity has decided that they
should die, though one might be spared. Players can play solo or
try to make allies with others.
The objective is to kill your opponents and stay alive. All can
die (no winners), only one can remain alive.
It uses one or two typical poker cards deck with no jacks. Each
player chooses a suit, mixes them and places the pile back up in
front of him. 1d6 for player is used for damage.
On a piece of paper each player should write:
Character’s name, description, brief back story. The description
should include what position the held at the temple and backstory
how they got there, how long ago and what they used to do before.
Each round the players draw the top card. Highest begins it and
so on. Even card means can attack. Odd can defend. They are not
obligated to do that but must narrate if they prepare for a future attack.
Health pool is 25. Damage is calculated by the difference between
the attacker and defender dice. Negative is damage to attacker.
The Filigree Prince
Players: 4-5
Roles: secret advisor (1), lovers (3-4)
The Filigree Prince arrives home after a long day of tense administrative negotiations and their lovers have come to help them
unwind. You are the Prince’s secret advisor.
Begin the game by introducing the Prince. Describe their palace,
and their appearance. Inspire the players. Give them luxurious
sensual descriptions to play off of. In addition to visuals,
think about scents, textures, and sounds.
Ask each player to picture their characters. Describe a quality
of the Prince that makes them feel one of the following: protective, curious, grateful, enchanted, admiring.
Each turn:
- Describe a location in the palace
- Determine the order of players (mix it up)
- Player take turns describing a gift for the Prince, material
or experiential, based on the location. It must “rhyme” with the
previous gift in some way. Listen for an experience you can build
on, or an aesthetic choice you can borrow.
- Find one thing you like about each player’s description and
share it.
Players may ask the secret advisor for a tip once per turn, and
receive a creative prompt in the form of a word. Play until satisfied
The Four Gates: A Mindful RPG
Christopher Reed
In The Four Gates: A Mindful RPG, social and physical conflicts
are resolved through the guidance of The Four Gates, an ancient
method of mindful action. It can be played in any setting with
any type of character. The four gates words and actions may pass
through are:
For each question that is answered “yes,” one six-sided die (d6)
is added to a dice pool.
The maximum dice pool is 4d6. The dice are added together and
compared to the target number of 8. If the roll is greater than
8, the player’s action resolves the conflict (the argument has
ended, the physical fight has finished, etc.). If the roll is 8 or
less, the action does not resolve the conflict and the situation
For each question to be answered “yes,” the player must declare
the action or words and present evidence explaining why they pass
through that particular gate. Either the GameMaster or another
player may determine that the evidence presented is insufficient
and deny use of that gate; unanimous table consensus is required,
and table discussion is encouraged to ensure character actions
are mindful.
The fuel is gone
Luke Gearing
the fuel is gone
and you are all so very
something else is on board
something moves from room to room
submit to the horror
else die as oxygen depletes
if you all die the ship drifts endless
submission could save you
if it knows of other fuel sources
or it could just fucking kill you
one plays it - begins in DOCKING AREA or ASTEROID CLAMP
player decides it’s motivation, physique, technology and powers
mark movement secretly & honestly
be terrifying and mysterious.
the others are the crew, fill from top:
CAPTAIN - shot himself dead in bridge
NAVIGATOR - responsible for this
ENGINEER - once kept the ship running
MINERS - desperate enough for the dangerous work
resolve actions by voting. it has one vote worth half the total
players, rounded down
it can veto the results of up to 3 votes in the course of play
THE SHIP - connections represented by *
BRIDGE - pistol, control panels, computers
EQUIPMENT ROOM - miners’ gear
HOLDING CELL - for the mutinous
MESS ROOM - crew begin here
the engine
ENGINEERING - atmospherics and
HOLDING BAY - full of food
and minerals * ESCAPE PODS - all sold.
The Futility of Unrequited Sentiments
Heather Wilson
An Romantic Paper Game for 3 players.
Sit in a triangle. Name your character.
Look at each other. You must look at someone not looking at you.
When you are being looked at you must look away from the person
looking at you.
If you catch another’s eyes, and it feels significant, you must
stare into each other’s eyes until you both feel uncomfortable.
Feeling your feelings. After this you both declare out loud, at
the same time, what your relationship is. Use the following list:
Casual friend
Unspoken love for the other
Best friend
In a romantic relationship
Play continues until everyone agrees
each other. You then discuss how you
discussion should be related to your
ships with each other. Ask questions
on their relationships with
feel about each other. The
current and past relationlike:
What went wrong?
Do you still dislike me?
Are we closer now?
Will you be honest with me about how you feel?
What do you want from our relationship now?
Afterward everyone walks away without looking at each other, or
speaking, for 5 minutes. Feeling your feelings. The game is over,
do something light. Eat chips.
The Game of Magical Thinking
Marshall Bradshaw
A game for one player
1) Write a 50-300 word obituary for someone whose death hurt you
2) Write 20-75 words about their death.
3) Make a Sacrifice.
A “Sacrifice” is a rule you must follow that will make it harder
to write. Examples: Stop using a certain letter of the alphabet,
a certain piece of punctuation, or a type of word.
4) Write 20-75 words either about how their death could have been
avoided or what they would be doing if they had survived. You are
limited by the Sacrifice.
5) Make another Sacrifice.
6) Write 20-75 words about another way they could have survived
or something else they would be doing if they had survived. You
are limited by all Sacrifices made.
7) Repeat steps 5 & 6 until you are ready to let go.
8) Read the obituary from step 1.
The Goblin Warrens
Richard Woolcock
A band of goblins must defend their lair against bloodthirsty
Each player chooses five d6s, representing their five goblins.
Specialties are based on die color: Blue for brawn (strength and
endurance), green for guile (cunning and alertness), and anything
else for agility (speed and stealth).
Trait checks involve a trait (brawn, guile or agility), and a
difficulty number that players must equal or exceed.
Each player rolls 1-3 of their surviving goblin dice, using the
highest roll to determine success. Failure means their lowest
rolling goblin dies. One goblin also dies on a double, or two on
a triple.
If the trait matches a goblin’s specialty, the player may reroll
that die, keeping the new result.
Adventurers are represented as colored d8s, and classified as
fighters (brawn), wizards (guile) or rogues (agility). Combat is
a standard trait check, except an adventurer die is rolled with
the goblin dice to determine the trait and difficulty (1-8). The
adventurers must be fought until defeated.
An adventure has five scenes, narrated by the GM. The first four
require a trait check with a random trait and difficulty. The final
scene involves fighting the adventurers (one per player).
The Great Work
Luke Jordan
Ours is a world of shadows. There are sparks of heavenly fire, but
they are mired in mortal clay. We are diminished, robbed of our
true potential.
But in some there is a fire, not a spark. Bright enough to banish
shadows. Bright enough, even, to turn lead into gold...
How to Play
You will need a Tarot deck, and 3-5 friends.
Each player creates an Alchemist.
-Choose their name and e.
-Choose a Major Arcana to represent them.
-Choose their Great Work (maybe immortality, transcendence,
life-creation). Match it to a Suit, then declare a Major Arcana
that will mark its completion.
To play, go around the table in rounds. Starting with the oldest player, go around the table drawing from the Tarot deck and
describing your progress as below:
-Minor Arcana from your Suit: your work advances. Describe how
you advance towards your goal.
-Minor Arcana from another Suit: you are sidetracked. Describe
the useless wonder you create.
-Major Arcana: your power grows. Describe how, and from now on
draw two cards.
If you draw the Major Arcana you declared, you achieve your miracle. Describe the change it makes in the world of clay, then the
game ends.
The Haints’ House
Jax Bryk and Rose Bailey
You are a Haint, a thing that goes bump in the night. You live in
a military fort, or an old home, or an abandoned prison. Your job
is to keep the humans out -- but you have to deal with all the
other Haints bumping around as well.
At least 1 GM
At least 2 players
1d6 per player
Write down the following: your Name, your Type (ghost, ghoul,
nightmare, etc.), your Appearance, your Dread Power (possession,
turn invisible, etc.), and a number between 2 and 5. If your
number is closer to 6, you are more Friendly. If your number is
closer to 1, you are more Spooky.
Each player also contributes one fact about the home.
When you do something Spooky -- intimidation, aggression, haunting, etc. -- try to roll over your number.
When you do something Friendly -- diplomacy, compassion, healing,
etc. -- try to roll under your number.
If you roll an even number, you get an “and”. Describe what happens in addition to your roll, whether it’s a success or failure.
If you roll an odd number, you get a “but”. Describe what happens
in spite of your roll whether it’s a success or a failure.
The Hands of Rasputin
Jack Ford Morgan
Use one hand as your character - a rotting servant of Rasputin!
Scuttle. Roll dice with other hand.
Pick a Russian name.
Your goals: hunt and kill the Romanovs to gain the most points!
Turns: Choose a Romanov. Another player creatively narrates their
castle escape attempt. You narrate your murder attempt, then roll
the dice.
Miming and/or Gory Description grant +1 each.
Meet/beat the Romanov value to eliminate them. Also gain that
many points:
Baby Alexei
Princess Tatiana
Princess Maria
Princess Olga
Tsar Nicholas II
Tsarina Alexandra
Failure: hide one finger.
You’re eliminated from the game when all your fingers are gone.
Individual Romanovs escape if unsuccessfully attacked three
Victory is yours when it is impossible for others to win!
Example turn:
Player A chooses Nicholas.
Another Player: “The Tsar is attempting to escape through a
Player A: (Miming actions +1) “I scuttle and flush myself down
a toilet, then I crawl down his throat, choking his windpipe.”
(Gory Description +1)
Player A rolls a 3, adds bonuses to get five - enough to eliminate
Nicholas and gain his 6 points.
Next player’s turn.
The Heist
Nick Miller
shade tokens, evidence tokens.
One player is GM, the rest are Criminals planning a big heist.
Phase one:
Each Criminal declares a specialty; collects 3 shade tokens.
* Criminals draw a map together, each notes one obstacle they
will overcome with their specialty.
GM secretly writes one complication per Criminal.
Phase two:
* GM chooses an obstacle to resolve. Criminal describes how
they attempt to overcome. Have a GvC Conflict.
* GM may introduce written complications at any time.
GvC Conflict to resolve.
Have a
Phase three:
* One Criminal picks up The Loot. Only one Criminal can hold
The Loot. Others may CvC to gain control of The Loot at any
* GM challenges each Criminal to describe their getaway. Have
GvC Conflicts, but GM gets +1 for each evidence token on the Criminal. Failure means Criminal is arrested. If the Criminal with
The Loot is arrested, GM immediately wins.
Any Criminals left win!
GvC = GM vs Criminal; CvC = Criminal vs Criminal
Both parties roll 1D6, highest roll wins.
* Before rolling, other Criminals can give a single shade to
GM or Criminal to +1 that roll. (Criminals exchange shade; GM
Each time a Criminal fails, they gain an evidence token.
The Hero Heads Home
You’ve saved us… but at what cost?
One of you is a Hero, the last surviving member of their Fellowship. You’ve seen your friends lose their way on the path to
victory, or suffer their ultimate demise. Your task is to return
to safety, to home.
Everyone else, pick one from the list. No doubling up.
The friend, loyal to a fault. What made you falter?
The betrayer, loyal to another. Who?
The knight, the honorable. What drew you away?
The innocent, the unspoiled. What broke you?
The mentor, the guide. What killed you?
The game begins on the Precipice of Darkness, where the Hero has
slain the ultimate evil. Starting from the top of the list, go
around the table twice.
In the first round, only that player and everyone above them on
the list plays. The Hero frames the scene, detailing their return
to its location and any key differences. Play out the scene until
the character’s question is answered.
On the second round, everyone plays. The player introduces their
character and frames the scene they first meet the Hero in. Everyone else describes how their characters act. The Hero can only
try to remember.
The Hero’s Last Stand
Michael Blatherwick
Your party is under attack.
Will you be a hero? Even if it means dying?
Give your character an Essence: a defining trait or proficiency.
The GM sets the scene and everybody discusses possible actions.
Each round, one or more players describe and take actions.
The GM assigns each action a difficulty from 3 to 6 and chooses
its alignment:
- Recklessness
+ Recklessness
+ Valour
------------------------------o------------------- Valour
Your alignment (if any) is determined by your Recklessness and
Valour points, which start at zero.
Modify the action’s difficulty:
Same alignment as you: -1
Opposite alignment: +1
Essence helps: -1
Essence hinders: +1
Success is D8 >= difficulty.
Adjust your Recklessness and Valour by +1 or -1, according to
your action’s alignment.
Gain a Lost token if your Recklessness increased.
Gain a Victory token if your Valour increased and your action
Gain a Lost token if you rolled a 1.
The GM describes the outcome of each action, then introduces the
next round.
If you have at least 3 Lost tokens, you die next action.
The game ends if:
The party (including dead players) has at least [2 * party
size] Victory tokens
Everyone is dead
All hope is lost
The Heroes’ Journey
Vi Brower
You and your friends are adventurers trying to find a treasure.
Get the coordinates for a Geocache location and put them into
your phone.
During the adventure, discuss past adventures you’ve been on.
Talk about the treasures you found and the ones you hope to find
in the future. Develop your character as you explore the environment. They might be a person that wishes to explore the world,
open a shop to sell rare items, collect trophies from past adventures to prove they are an excellent hero, or whatever you feel
is in this adventurer’s heart.
When you encounter an interesting area such as a hill or downed
trees you explain those as obstacles your characters have to
overcome. If it’s a hill it could be a mountain your characters
are climbing. The downed trees could be pillars of a long forgotten temple left to ruin and you have to climb over those pillars.
When you finally arrive at the cache you can claim the treasure,
however, you must leave something for the next adventurers.
Remember to respect nature and the rules and community of geocaching.
The Holy Mountain
Elizabeth and James Iles
You are pilgrims. You carry burdens, wear concealing clothing,
and seek absolution for a transgression. You climb a mountain,
visiting shrines linked by perils.
Pilgrims must not:
Speak of life outside.
Speak of the trail ahead.
Show their face.
Invoke their ancestors.
Start at the first shrine. In turn give the shrine keeper something from your pack and say how it fulfils their requirements.
Then together perform the purification ritual.
During the ritual you break one prohibition you haven’t broken
Your life:
The trail:
Your face:
Describe your home. Say one thing you regret leaving
Warn of danger and say why you turned back last time.
Receive an otherworldly item, described by the others.
Reveal your transgression.
Then you leave the shrine and travel onwards. One pilgrim describes how the next peril endangers them. Another pilgrim describes a skill/tool they use to protect them, and what it implies. Repeat until you reach the next shrine.
When you reach the fifth and final shrine, you may enter or turn
back. Pilgrims that enter are never seen again.
Shrines demand:
Purification through:
The Human World
Clio Yun-su Davis
For five people, played inside a shopping mall.
Humans died out a century ago – all except one child put in
cryosleep. Now that child has awoken and is in the care of androids programmed by the deceased parents to teach their child
about the world in their absence.
Time has taken its toll on the androids. They’ve malfunctioned
and view the world in extremes. The androids are:
A, who was meant to critique and analyze art, but now sees everything they encounter as art.
D, who was meant to see the influence of the divine in everything,
but now believes the divine created every single thing for very
specific reasons.
S, who was meant to encourage an appreciation of science, but now
thinks every experience is a psychological experiment.
N, who was meant to balance the others out with healthy skepticism, but is now a nihilist who believes nothing has meaning.
The mall exists in virtual
or object and the androids
their worldview. The Child
convincing. The android to
reality. The Child approaches a store
must argue their case for why it fits
awards a point to whoever is the most
be awarded seven points first wins.
The Island of Derring-do
Russell Tripp
The Adventurers Guild was formed when real pros tired of cleaning
up the bodies of wannabes. You must pass initiation to join the
guild by surviving the Island of Derring-do.
The island is filled with traps, monsters, robot ninjas, former
wannabes, and natives sick of strangers destroying stuff.
Shuffle 1 (or more) card decks. Deal 7 cards + 3 tokens to each
player. Distribute your cards into 3 “statistics” piles - Mind,
Body, Will. Cards have values from 1(Ace) to 13(King).
Player to your right turns over top card (=difficulty) and describes your challenge. Place 1 token on table and play cards
from ONE of your piles that add to more than the difficulty.
Describe success. Take cards equal to ½ excess over the difficulty
(min 1/max 4). Distribute into statistics piles you DIDN’T use.
Help others by describing aid and adding cards from 1 pile (no
token). Only the player who offers the most aid may add cards. On
success, take ALL tokens on the table (no cards).
No tokens left? Can’t beat difficulty? Describe failure and discard 1 card. No cards left = death.
When deck runs out, describe how you use remaining cards to escape the island.
The killing action
Robert Carnel
A supplement for BlackHack-based games
Every character starts with a d20 Risk die. Every day the character kills a sentient humanoid creature they role the risk die.
The first time they fail they must choose the path of either Remorse or Hatred.
Once they have chosen a path, each time the risk die ticks down:
Remorse, create a rule of behaviour around killing that justifies
it in your character’s mind, e.g. refuse to draw your sword first,
pray for each of the souls you take; Hatred, choose one species
you have killed since the last time your Risk die ticked down to
join the creatures you hate, your character wages a genocidal
war against their hated species, seeking to kill non-combatants,
destroy settlements, poison water supplies and so on.
Once the risk die is exhausted: Remorse, the character retires
from a life of violence; Hatred, the character is no longer
interested in pursuing any goal except their hate and refuses to
interact with those who don’t share their beliefs.
The King and its Mute Jesters
The Mute Jesters are to deliver news to the King in place of
the Court Advisor, fearing that the news would bring about the
wrath of the King. The Jesters are there to deliver the news in a
light-hearted fashion to avoid King’s wrath.
The Game
1 person as the Court Advisor who will write a set of words on
paper(s), reveal each word only to the Jester during play.
Minimum 2 Mute Jesters who will translate the words written by
Court Advisor to the King with hand/body gestures.
1 person as the King who will attempt to guess the answer gestured by the Mute Jesters.
The Jesters that managed to get the most answers from the King
under 1 minute wins the round.
If you’re up for it, Jesters can combine string of words to form
a sentence cooperatively together.
Each Jester has 1 minute to get the King to answer as much as
The King can be a different person for each Jester.
Write at least 10 set of words/short sentences per Jester.
Players are allowed to suggest a theme before starting for the
set of words to be written and played.
The labyrinthine library
Scrabble tiles,
DM & 3-4 players
Players are the Arcanist’s assistants. Sent into the labyrinthine
library to find a lost spell scroll. The DM makes up a series of
Character creation
Characters have 2 HP. Take 2 scrabble tiles. The Letters are your
Initials. Make up your names. The numbers give you 2 abilities
from list below.
1 = +1HP
2 = nimble
3 = goodshot
4 = brawler
5 = small animal companion (cat/owl/ferret etc)
8 = academic
10 = 1 (DM approved) spell
0 your choice
Challenges are resolved by players pulling scrabble tiles. If
player justifies using ability, pick 2 & return 1. Players keep
used tiles.
Vowels = success
Consonant = failure
& If
B bookshelves change their layout
C cursed tome opens
D find drinks trolley
F fairytale comes to life
G goblin book thief attacks
M meet forgotten previous apprentice
P poisonous bookmold
T trap!
Y learn something helpful
DM decides if a failure means characters lose 1HP, face additional challenges or simply fail to progress.
DM draws a tile to represent NPC attacks. All NPC have 1HP. Successful attacks by players & NPCs remove 1HP.
DM wraps up when all tiles used. Surviving characters use collected tiles to create the spell words.
The Last Day
Andrew J. Young
They are coming. They are endless. They will destroy everything
and everyone.
What will you do with your last day?
* What do you use?
* Who do you defend?
* Where do you stand?
* What are you looking for?
* Where do you look?
* Who do you tell?
* Who do you find?
* Where do you go?
* What do you do?
* What do you crave?
* How do you get it?
* How does it make you feel?
* How do you travel?
* What do you bring?
* Who do you meet?
* Who do you tell?
* What do you bring?
* Where do you go?
Once everyone chooses and answers their questions, roll dice.
Fight (1d20 x5): the number of them you defeated
* Who did you save?
* How are you overcome?
Learn (1d10): truths you uncovered
* What did you learn?
* Why didn’t it work?
Love (2d6): people you helped
* How do you say goodbye?
* What remains unsaid?
Indulge (1d6): times you laughed
* What is your best moment?
* What do you regret?
Run (1d100 x10): miles you traveled
* Where do you stop?
* What keeps you from going on?
Hide (4d6): hours you remained hidden
* How did they miss you?
* How do they find you?
The Last Dragon
Fabien Badilla
You are Dragons, living in your own Regions, working to outlive
all others and become The Last Dragon.
Attributes start at 1:
Dragon >>> Hoard | Sleep | Terrify
Region >>> Riches | Cultists | Adventurers
Each era:
Dragons choose which Dragon Attribute dominates their focus.
Dragons should:
>>> Describe their deeds with dramatic detail!
>>> Name / track people, legacies, artifacts, monstrous beasts.
>>> Interact with details from other Regions.
>>> Make maps.
>>> Roleplay / Banter / Tease one another!
At the end of each era, Dragon / Region Attributes change based
on their focus:
>>> Hoard+1 >>> Riches-1 | Adventurers+1
>>> Sleep+1 >>> Riches+1 | Adventurers+1
>>> Terrify+1 >>> Adventurers-1 | Cultists+1
Special Events:
Hoard / Cultist: every 4 levels
>>> Dragon chooses any two Attributes (even another Dragon /
Region’s Attributes) to give +1 / -1.
Adventurers: every 3 levels
>>> Adventurers rally against the Dragon
>>> Roll Dragon versus Adventurers.
Riches | Adventurers | Cultists =-3
Region devolves.
Dragon invades the Region with the highest Riches.
Roll Dragon versus Dragon.
>>> Dragons: [Terrify] * D6 + [Cultists]
>>> Adventurers: [Adventurers] * D6 + [Sleep]
>>> Highest wins.
>>> Reroll ties.
>>> Losing Dragons perish.
Rinse / Repeat.
CONGRATULATIONS! You are The Last Dragon!
All other Dragons write a poem (#TheLastDragon) about your life’s
The or of your favorite poem wins the game.
The Last Summer
Nicolas Hornyak
You are teenage students in a hostile town. In one tragic summer,
each of you will lose your lives. But your story will be told. It
won’t be forgotten.
You are not: white, male, straight, cisgendered, or considered
normal. This is why you die, and in many cases, helps explain why
life was hard. After picking one or more of those traits, flesh
out your characters.
Games of blackjack decide the result of encounters. If you beat
the Dealer, you win the encounter, but revenge will follow. If
you bust or fail to beat the Dealer, you lose. A character must
play blackjack at least once a month.
The game starts in June. School’s out. Trouble is afoot. The
Dealer must play blackjack with everyone at once.
July. Revenge approaches. The Dealer only plays blackjack against
pairs or trios.
August. Death follows. The Dealer plays blackjack with only one
character at a time.
September. The story ends for everyone. Contemplate every encounter. Tell the stories of how you died, either by homicide or
suicide. After you do so, speculate on how the world changes for
the better, even if you don’t get to see it.
Take a deep breath.
The Life of Paul
Tony Obert
Life of Paul
The life of Paul is an interesting one. Everyday he wakes up and
is thrust straight into an adventure. Everyday he dies. This
repeats until the Fates (you) get bored.
Using a 20 sided dice you control his fate. When you roll to determine how his day is going use a scale of 1-20. 1 is the worst
outcome, 20 is the best. Paul is a mundane person with no negative or positive traits.
Game play goes as follows
Paul wakes up…
Player rolls (6 not great).
Paul has a head ache.
Next player rolls… (16 very good)
But it is easily fixed with some water.
Next player rolls… (5 much worse)
The water was poison, he has 12 hours to find a cure.
And so on…
Players are encouraged to just give bullet points but longer
descriptions are ok too.
Don’t take too long since the game is meant to be fairly fast
paced and improv based.
Every day of Pauls life begins with him waking up and ends with
him dying or going to sleep (for continuity’s sake).
The Manor Game Farm Purge
J Mitchell
Tomorrow, once the world’s most visited and diverse zoo closes
forever in horrible disrepair and only the animals that survive
the night will get relocated.
Chose one animal to role-play
Chose your animal’s voice to role-play.
Chose one phobia: with captivity comes trauma.
Narrate challenges involving:
The hazardous facility
The misguided staff
The roaming gangs of violent animal antagonists purging their
once fair zoo of the “unsalvageable”.
Game starts at sundown when the last visitors leave. The staff
remains for the first scene then bids a tearful goodbye. The antagonists begin enacting their full throated purge.
To succeed a challenge, players must describe in their animal
voices how they overcome each challenge. If narrated in their
animal voices = success!
If they fail to speak in their animal voice = suffer tragic consequences described by the storyteller!
After three failures, any failure can be descriptively fatal. The
storyteller moves through the night covering 4-6 scenes announcing the final scene at dawn.
Storyteller: for every three successes, you may optionally compel
one failure. Also, call Frenzy once during game = players become
bestial for the remainder of that scene and may turn on each
Play lasts until dawn or purge complete.
The Marketers
Brad Jones
You are marketers, trying to sell products presented by your
President of Marketing, and add them to your portfolio. The game
is played with 3-6 marketers. The first marketer to add 5 projects
to their portfolio wins the game.
Each round, one marketer will serve as President of Marketing.
The President has 10 six-sided funding die at the start of each
round. The President will make up a ridiculous product, and the
marketers must come up with a strategy to sell it. The marketers
are encouraged to ask questions about the product, such as who
makes it, what does it taste like, etc.
Each time a marketer pitches a good, funny, or ridiculous idea
for the product’s marketing, the president can reward them a
funding die. Other marketeers build off this pitch, adding to the
overall marketing strategy.
When all the funding has been passed out, each marketer rolls
their funding dice, to see how much profit their ideas contributed. The player that rolls the highest gets to add the project to
their portfolio; ties go to the marketer with the most funding
If no-one has won, the marketer to the President’s right becomes
the next President.
The Mug Is Half...
Ray Otus
A Solo RPG
You play a character who is drinking a much needed cup of coffee.
Think about why you NEED coffee right now and how you will take
Put one die in your hand when you are ready to drink. If you add
real sugar, put another die in your hand. If you add cream put
another die in your hand. If you add anything else at all: (ice,
syrup, cinnamon, low-cal sweetener, coconut milk), take a die out
of your hand if you are holding more than one.
Roll and choose the highest die.
1: The coffee is dark and bitter. It gives you resolve and a
razor-edge clarity to face the abyss.
2-3: The mug is empty. Your mind was so full of other thoughts
that you drink the coffee without even tasting it.
4-5: Ah, coffee! Your problems briefly melt away, but come crashing back in when the last sip is gone.
6: The coffee is rich and flavorful. Life is sweet! Even if it
sometimes seems overwhelming.
You can drink another cup and reroll, but you must re-roll any 1s
or 6s one time.
The Orb
Rickard Elimää
In a distant future, the orb is one of the key parts of human
Discuss the following:
• what is the orb’s functions?
• what are the orb’s components, and how does it look like?
• what groups are affected by the orb or have a relation to it?
Name at least three.
Each participant come up with a character of their own that has
something to do with one or several of the groups. At least three
groups should be represented by all the participants’ characters.
Each participant declares the agenda of the character, which is a
version of the following three:
• steal the orb
• change the orb
• destroy the orb
During the declaration, it’s also important to tell why the character has that agenda (even if it may be a secret).
The game ends when more than half of the participants can reach
their goals through terms of agreement.
Discuss how.
The Orpheus Trail
E. Lewis
The road to Hell is paved with the bodies and possessions of the
settlers who went ahead of you. Rumor says the colonists of the
first circle of Hell mine rare minerals and grow rich off strange
soul-powered sciences. Meanwhile Earth swelters, overcrowded and
suffering. How different could it be?
Three types of people take the risk: SINNERS, SCIENTISTS, and
SINNERS shorten the road to Hell by SINNING. SCIENTISTS and
RUINS, but they are at the mercy of the SINNERS for travel.
The colonist caravan will not reach the first circle of Hell until
the characters have performed all seven mortal sins: GLUTTONY,
SINNERS may teach other characters to SIN, but by doing so they
surrender their power over the caravan. Many SINNERS are pressganged, unwillingly recruited from prison. Extort your fellow
colonists for the best chance at a new life! Or teach them what
you know in exchange for TECHNOMAGIC and SAFE HAVEN.
Establish character relationships. Take turns starting scenes.
Survive demon attacks, ford rivers of blood or pay the ferryman, and gaze on the ruined wonders of the afterlife. Adventure
The Outsiders RPG
David Rollins
Those who know what is hidden protect the world. These Outsider
characters are run by the players. Everything else is run by the
Characters are a brief written description outlining look, attitudes, background, skills and experience. The group shares these
descriptions and makes changes to their histories to link them to
each other.
When a character tries something where failure would be interesting make an Action Roll: Player rolls 1, 2, or 3 D6s if their
character is Unprepared, Ready, or Prepared (respectively) based
on their character description and previous actions; Other rolls
1, 2, or 3 D6s for Stressful, Hard, or Long-shot actions (respectively); Player succeeds with one die higher than the Other’s
highest. Two higher is a bonus and three higher is a crit. A tie
means success with Difficulty or deadlock. Two dice under the
Other’s top die is failure and Difficulty. Three under takes a
character out (eg: KOed, flees in terror, mark makes public scene,
is a die added to Other rolls against that character.
is mental, emotional or physical stress that reduces
performance shown with coins or tokens placed on the
sheet and removed through meaningful character action.
The People You Meet On The Graveyard Shift
Jerome Pfitzner
You work a dead-end job - shelf-stocker, burger-flipper, roadie.
You’re miserable, but you still hold on to something.
Tell everyone your job, tell them why you hate it, and tell them
why you continue. Your name is optional.
You have three Traits - Hungry, Tired, and Poor. Each starts as
a d8. Write down three things that are OK about life - these are
your Holds.
Whenever one of your Traits come up, roll it. If you rolled a 3-,
reduce that Trait’s die by one step. If you rolled a 6+, tell everyone how that Trait screws you over, and increase that trait’s
die by one step - if it’s a d12, treat the roll as a 9+ instead.
If you rolled a 9+, cross out a Hold. If all of your Holds are
crossed out, you leave the game - commit suicide, go postal,
If a Trait would be reduced below a d4, remove it from your
character. Whenever someone reaches out to you, you can replace a
crossed-out Hold - this can be good or bad.
--One player is the Boss - they describe the world, and should be
cruel to the other players. They don’t have Traits or Holds, and
never roll.
The Perfect Moment is Now
Harry Smith
Required: Deck of Cards
Something is always messing with the time stream. If it’s not
scientists in strange contraptions, it’s teenage wizards with
wyrd watches.
You are Time Wardens. Devoted to maintaining the “correct” order
of History. It’s your job to untangle time paradoxes.
Situation: Someone has interfered with History.
Objective: Resolve the temporal interference.
Character creation: Assign 3, 5, 7, 9 uniquely to each attribute:
Hearts: Social.
Diamonds: Mind.
Clubs: Strength.
Spades: Speed.
Session start: Deal 5 cards face-up. This represents the next 5
Actions that should occur.
If a character wants to attempt an action that might fail, they
must spend a face up card. If it can’t fail they succeed without
spending a card.
After spending a card, discard and replace it.
Players must spend cards from left to right. Players can spend a
card out of order, if they discard all face up cards.
The action fully succeeds if
the spent card’s suit matches the appropriate attribute
and the number on the card is less than the skill rating.
Partial success if only the first is true.
There is no turn order.
When the deck runs out the GM narrates whether History was maintained.
The Petitioners
In this collaborative, character creation game players take turns
to draw and develop the character(s) who wait in the ante room of
the palace or temple to petition for aid.
d6 - optional
For each character place a sheet of paper in front of the group.
Starting with the character name, roll a d6 (if desired) to decide what to add, players should take turns and may freely decide
to move to the next section as appropriate.
Name, roll and add a
1, 2. Consonant
3, 4. Vowel
5. Diphthong
6. Same as previous roll
Distinguishing features or dress, roll and describe/draw
1. Head
2. Arms
3. Legs
4. Upper body
5. Lower body
6. Extremities
Totems, roll and describe/draw their look and reason
1. Health
2. Love
3. Travel
4. Wisdom
5. Blessing
6. Weather
Heraldry, roll and describe/draw the symbol and its story from
1. Mother
2. Father
3. Paternal Grandparent
4. Maternal Grandparent
5. Great-Grandparent
6. Ancient ancestor
Items, roll and describe/draw the item and its history
1. Weapon
2. Book
3. Jewellery
4. Armour
5. Letter
6. Relic
When done they can put forward their request.
The Places Where I Found You
Tools: Pencil and paper.
Roles: The House (mute). The Ghost. The Child. The Diary.
Players: 4. Combine The Child and Diary roles to play with 3, and
The House and Ghost to play with 2.
1. In silence, The House begins drawing a location - such as a
house, room, or outdoor setting - on a piece of paper. The Ghost
interprets the image and answers questions from The Child and
Diary about the location while The House draws.
2. The Diary narrates an average day from The Child’s past set
in the sketched location. The House illustrates the setting with
features from The Diary’s story, until the The Ghost interrupts.
3. The Ghost creates a Haunted Object, which The House draws, and
recounts The Child’s monstrous or unsettling encounter with the
4. The Child responds with a positive memory or fantasy about the
location or Haunted Object, and crumples up the page.
Repeat Steps 1 through 4 two more times.
5. The Ghost chooses one of the crumpled pages at random. They
reveal The Ghost’s origin or first manifestation in that location.
6. The Child takes another crumpled page and describes their final
encounter with The Ghost in that location.
The Protector
Chloe Sutherland
Strange things happen at your high school. One girl fights from
the shadows - unexplainable power against unknown horrors. She
will deny it. But you see glimpses… you hear rumors.
Share a time you, or a friend, were helped by The Protector.
Shroud your retelling in uncertainty but hint at the extraordinary. Ask others for more detail. At the end, another player
names a power they now believe The Protector has. Write it down.
Draw a playing card and place it, face down, beside the power.
Repeat, each sharing a story in turn, until she has eight rumored
Choose someone to play the Ultimate Foe that opposes The Protector. All other players witness this battle - describing The
Protector as she fights, unequivocally in public for the first
time. As players describe the use of a power, they flip the card
relating to that power. If the card is black, The Protector can
use that power. If it is red, the gossip was false, the Ultimate
Foe makes the situation worse.
Win or lose.
When the last card is flipped, gather and shuffle them. Draw one.
If it is black, The Protector succeeds.
See the battle to its end.
The Quest for the Object of Desires
Luke Ensign
Players are on a quest to find a mystery item of many forms that
fulfills wishes. Each player chooses one from each of these categories when creating a character:
Skills: Force, Magic, Charm
Traits: Will, Dexterity, Influence
The game leader then determines the location of the item. Players
take turns declaring an action that moves them closer to their
goal, with each action being unique, and rolls 1d6 to determine
if the action is successful. The die roll needs to be above a 4
for the action to be successful. If the player has 3 unsuccessful
rolls in a row, the player dies on their quest.
The game leader determines the skill and trait categories for
the action. If the action matches the player’s skill category,
the player rolls an extra d6, with only one die needing to be
successful. If the action matches the player’s trait category,
the player needs to roll above a 3 instead for the action to be
The first player to have 5 successes without dying or the last
player alive wins.
The Rapid and the Raging
Ed Turner
3-6 players. Two index cards each.
On one card write a city and its Problem. Something entrenched,
like “Corrupt cops.”
On the other card, write a character, their vehicle, and Problem.
Something simple, like “Out of coffee.”
Characters start in First Gear.
On your turn:
Move your character to another player’s city.
Explain how you’ll solve a problem (yours or the city’s) the only
way you know: with illegal street racing.
-The city’s player narrates the course and obstacles (using Problems as a guide).
-You narrate your driver. Other drivers in the city can race too,
to aid you.
-Narrate sick driving stunts appropriate to the gear you’re in:
--First: world-class. Navigate effortlessly; ramp off anything.
--Second: effectively supernatural. Drive across water, up walls.
--Third: physics-defying. Outrace bullets, plow through trains,
--Fourth: magical. Become wind, control storms, drive through
--Fifth: transcendental. Embody pure Driving.
-When you’re ready to win the race, shift into the next higher
gear and narrate your victory and its aftermath:
--Gears 2-4: Solve the Problem, replacing it with a worse one.
--Fifth: Solve your Problem and the city’s outright.
Take turns in any order.
Solve every problem.
Celebrate your victories together.
The Sorcerer Supreme!
Andrew Harrison
THE SORCERER SUPREME sets a simple task for the PLAYERS.
They need to invent a SPELL that solves the task.
No. - WORD - Definition
1 - Si - Trigger
2 - Magnitudine - Size
3 - Morphosia - Shape
4 - Ex-Nihil - Create
5 - Locatia - Location
6 - Emulus - Imitate
7 - Somateria - Object
8 - Injectiv - Insert
9 - Extractus - Extract
10 - Crescere - Increase
11 - Reducto - Reduce
12 - Transmutia - Convert
13 - Preventia - Prevent
14 - Vitalia - Life
15 - Vectora - Kinetics
16 - Luminus - Light
17 - Thermia - Heat
18 - Potentia - Electricity
19 - Chronos - Time
20 - Arcano - Magic
For each WORD in a SPELL, the PLAYER rolls a D20.
Roll - Result
20-16: Critical Success
15-6: Success
5-2: Failure
1: Critical Failure. Roll a D20.
The result corresponds to a new WORD that REPLACES the WORD you
attempted to use.
To save a cat from a tree, you try to shrink the tree.
REDUCTO - (Reduce)
SOMATERIA - (Object)
Then roll 3 d20’s
The WIZARD rolls 10-17-2
Reduce (10): Something definitely gets reduced.
Size (17): Size is correctly targeted.
Object (2): Instead of the tree, the cat is selected.
The cat shrinks to the size of a mouse.
Then the next player tries a new spell!
The Spirits Somnia
Caroline Berg
You are training to be a Somnia, a deliverer of dreams. Each
night you fly through the gates of sleep to deliver dreams. If
you gain four or more nightmare points in seven nights, you will
not become a Somnia.
Your Somnia has three traits. You may put all three traits towards one type or chose a mix from either.
Horn [Truthful, Calming, Terrifying]
Ivory [Deceitful, Cunning, Soothing]
The gate you enter determines the type of dream delivered.
one six-sided die (1d6) for the gate.
(4-6) Horn Gate – Prophetic Dreams
(1-3) Ivory Gate – False Dreams
Once you have a gate, describe and deliver your dream.
Roll 1d4 for the number of nouns you must weave into your dream
description. If playing alone pick nouns from around you; if
playing with others, they provide the nouns.
Roll 1d4 for each noun in the dream. The sum of those roles is
the dream number. When delivering the dream, roll 3d6 dice.
For each trait you have for a gate, add or subtract two points
to your delivering roll. If the sum is 1-3 away from the dream
number, the delivery was a success. Otherwise gain one nightmare
The Stars Are Angry
We are the stars and we are angry.
The people of earth once revered us.
Now they worship their own lights.
They do not need us.
For this, they will pay.
Players: 1-4
Materials: D6, Map of the World
Each player goes three times.
On your turn: Make the people of earth pay by making a star fall.
Toss a die to try making it land on the map:
If it lands off the map, roll again. If intentionally missed
describe: the people are stubborn. The people entrench their
worship of their artificial lights.
If it lands in water: describe how the people of earth once loved
and worshiped the stars.
If it lands on ground: draw a circle around the die on the map.
Check the result and describe:
1-3: The artificial lights do not return. The people are destroyed and have paid.
4-5: The artificial lights return slowly. The people haven’t
learned their lesson.
The artificial lights destroy the star. The people haven’t
learned their lesson.
At the end of the game, the people of earth send us a star of
their own. What do they say to us?
The stars going out, one by one
John Elson
As a group, decide the premise:
Everything is finished. The Great Work was [completed]/[thwarted]/[abandoned] [long ago]/[during your lifetime]/[just now], and
the Final Threat was [defeated]/[victorious]/[postponed]. You
didn’t play a big role. Now, all that’s left is your [solar system]/[space station]/[ship], and a rapidly shrinking light horizon. The universe has [several generations]/[one generation]/
[less than your natural lifespan] left. Escape [is now]/[was
always] impossible.
All characters/factions/places have an:
Attitude towards the end: [denial]/[anger]/[bargaining]/[depression]/[acceptance]. Players can’t choose Acceptance.
Attachment: [technology]/[cultural symbol]/[ordinary household
item]. This Attachment is the last of its kind and irreplaceable. There are no duplicates or sources of new Attachments
except for other characters/factions/places.
Advantage or Disadvantage.
To resolve disputes:
Roll 1d6 vs the gm’s target number or an opposing character’s
roll. Everyone loses ties.
Relevant Advantage(s), another character helping, minor use of
Attachment: +1d6, drop the lowest.
Relevant Disadvantages(s): +1d6, drop the highest.
Full use of attachment - reroll retroactively, or roll d10s.
Give up the Attachment forever.
3 successful attacks makes a character helpless.
You cannot take an Attachment unless every Character defending it
is helpless.
The story of my life
Yoshi Creelman
A game for waiting in line in a public place.
You’re dead. So are all those ahead and behind you in line. The
queue for the after-life is long, slow, and winds through the
living like torture, reminding you of what you no longer have.
You do have your memories, well some of them. You will need to
tell the arbiter your life story.
Everyone has heard rumors of themes the arbiter appreciates.
Share these rumors.
It’s time to practice.
Take turns
Begin your saga with, “It all started when...”
Continue your tale until you reach a crossroads, where the details are fuzzy, request suggestions to impress the arbiter from
your companions. Let the suggestions simmer as you listen to your
companion’s tales.
When it is your turn again, continue your story. Repeat crossroads as needed.
When you reach your conclusion, finish with, “and that was the
story of my life.”
Continue until all tales are told... or you’ve reached the arbiter.
May your stories amuse and impress...
Let the surrounding living and location inspire.
How/when/why did you die?
What did you die for?
Who will miss you?
What/who will you miss?
What was left behind?
The Suits RPG
Damjan Miladinovic
You’re called The Suits. It’s not a matter of way you’re dressed,
but of your skills. You’re thieves, burglars, cons. You’re Magicians. And you’re expensive. But only for being the best. And
now, you have a mission.
The suits is an RPG about magician thieves. The world is the
same as ours, and they are not actually using magic, but skills
of hands and minds. They are called The suits, because they use
playing cards as their call sign, and they are recognised by the
suit of the card, which represents their speciality - Hearts the negotiators, Clubs - the muscles, Spades - people with fast
hands and Diamonds - safe, and any lock crackers. The game is
played with a deck of cards, each player (including GM) drawing
5 cards. 2 is the lowest number, King and Ace are the highest.
Every action players do They draw from the top of the deck trying
to hit a number. They can then use a trick - add card from their
hand to help themselves, or friendly player, redrawing after. The
Trick has to be explained with detail, and approved by GM. After
deck is emptied it is reshuffled.
The Tale
Daniel Comerci
You are the Initiate, a man whose story and virtues are being
tested. Your friends are the Council listening to you. Both of
you take up to fifteen Bones.
Initiate, say who you are, your Qualities and Flaws.
Describe your Challenge (save, recover, defend, etc.).You will
discover during play if you obtained your Goal or not.
Describe the Virtue at stake (courage, mercy, loyalty, etc.) and
“I am [name], and I’m here to tell you how my [Virtue] was challenged while I tried to [Challenge].”
To play narrate your journey toward your goal. The Council will
help you by suggesting how the world reacts. Last word is yours.
When Virtue is at stake the Council can decide that things are
not how you describe. They will say “Lie”, declare a different
outcome and remove one of their Bones. You can accept by saying “Truth”, or refuse by saying “Lie” and removing one of your
Bones. Tell a different outcome. Continue with Lie/Truth until
one does not accept.
The story will end when Initiate or Council remove their last
stone. End it in a meaningful way, saying what happened and if
something shattered your Virtue or Goal.
The Tavern at Dungeon Level 200
Jim Dagg
One player is a monster that arrives at the dungeon tavern. (Describe yourself!) The other players are waitstaff. Choose your
class (Bartender, Cook, or Server) and your species.
The monster shows up to the bar or get a table and orders a drink
or dish, but some ingredient is unavailable. (A Cook chooses.)
The remaining players go to recover what’s missing; inevitably
it’s available in somewhere in the dungeon. Where? Roll 2d6 and
choose one:
1)Mushroom Forest
2)Flooded Cavern
3)Catacomb Keep
4)Clockwork Labyrinth
5)Slimy Sewers
6)Lava Hellpits
The monster takes three tokens, plus one for each other player.
When the group goes somewhere or does something, they automatically succeed unless the monster player uses a token to add a
challenge. Any player can attempt to overcome it, but if you
just rolled for something, let someone else go. If it’s something your training as a bartender/cook/server would help you
with, roll 2d6 keep highest; otherwise, 1d6.
1-3: It goes wrong
4-5: You do it, but…
6: Success!
After the last challenge is overcome, the team returns to serve
the dish/drink. How does the monster like it?
The Tavern of Tall Tales
Oliver Richter
A collaborative narrative role-playing game
At the crossroads between worlds stands the Tavern of Tall Tales.
Grimbold, the owner, loves stories. Tell a great one and your
drinks are on the house! Don’t disappoint him...
The games comes with a pack of custom cards which contain a pair
of opposing words each, like:
(Noise) – [Silence]
(Strength) – [Weakness]
(Bright) – [Dark]
One word of each card is [black], the other (white).
Players can create their own cards to supplement/replace the
originals if they wish to.
Players also require [black] and (white) tokens.
One player is Grimbold. He draws 3 cards for each other player.
Each player starts with 2 [black] and 2 (white) tokens.
Players take turns collaboratively telling the story.
Grimbold plays a card from his hand, and the current player has
to incorporate it into his narration. The player spends his
tokens on choosing the (white) or [black] aspect of Grimbold’s
The game ends when Grimbold has played all cards, or when Grimbold has given the players three “strikes” for struggling to tell
the story.
Optional: Use a small hourglass to limit the time each player has
for his story segment.
The Things We Do For Love
Kate McCane
2 Players and a Judge
The players decide on a familial relationship (siblings, parent/
child, cousins, etc.)
The judge determines a setting (modern world, fantasy, sci-fi,
horror, etc.)
Player one has something (money, gold coins, a piece of technology, a cursed dagger, etc. This is determined by the Judge) that
Player two wants. Player two has to convince player one to give
it to them, while Player one refuses. In the course of the argument, Player one and Player two make up their mutual history. The
Judge keeps track of said history and determines the winner based
on most creative back-story and reasons for needing the item/
not being able to give it up. A player who incorrectly refers to
a previously mentioned point of mutual history has automatically
lost the argument and therefore the game.
The Town of M
Jim McClure
Divide one bag of plain M&Ms into piles by color.
Give each player one color of M&Ms.
The player with the most M&Ms is the leader of the town.
The other players represent the diverse society of the town. Each
player should describe three things that define their group.
The leader will divide their M&Ms into roughly three even piles
representing Laws, Expectations, and Social Norms. The leader
will take one M&M from any pile and make a declaration about the
town that specifically oppresses one group of people.
The people can work together and fight back by “rolling” their
M&M’s. Players may throw as many M&Ms they want on the table,
any that land with the “M” face up are counted as a success. All
rolled M&Ms are eaten.
If the players get enough successes they describe how they
changed or subverted the declaration. Otherwise, the Leader’s
declaration stands.
Successes needed
Laws: One Success
Expectations: Two Successes
Social Norms: Three Successes
Repeat this process until the Leader has no remaining M&Ms then
discuss as a group how your town would function with the society
that was established.
@GMJimMcClure Thirdact.pub
The Trial
Isaiah Stankowski
Someone must have slandered you, for one morning, without having
done anything truly wrong, you were arrested.
Select one player to be the Accused. The Accused is not en ed to
know their crime and must struggle to preserve their dignity. Remaining players are Accusers who oppose or support the Accused by
playing their family and friends, and members of the oppressive
court system.
Starting Coins:
Accused- 5*Players
Accuser- 5
Bank- 5
The Bank is hidden to the Accused but accessible to Accusers. Accusers may steal from the Bank. If the Accused correctly announces the theft, they receive the stolen coins. If the accusation is
false, the Accused pays one coin to the Bank.
Take turns framing scenes from the Accused’s life, beginning
with the arrest. If a scene ends favourably for a character,
their player may gift the Judge, a non-player entity, up to three
coins. If disagreements arise, simultaneously bid coins. Highest
wins narrative control, but must yield their bid to the Bank.
Losing players may pay their bid to negotiate details of the
scene. When all players are without coins, the Trial begins. The
player who gifted the most coins to the Judge narrates the Trial’s outcome.
The Tribe
Oli Jeffery
A game for a GM and 4-6 players who play members of a stone-age
tribe, hunting, finding shelter, and fending off attacks from
rival tribes.
All in-character dialogue must be spoken in the tribe’s Tongue.
Write a syllable on an index card each. All words in the Tongue
must be formed from these syllables.
To define a new word in the Tongue, declare the word in English.
1-2: You fail to communicate. Nobody may attempt to define that
word again.
3+: Pick a number of the syllables equal to at least its English
syllables to form the new word, and write it on an index card.
Everyone can now use it.
5+: Also define a new syllable.
When you attempt something new, e.g. making a spear, or creeping
up on a wolf, roll.
1: this action is Taboo. You fail and nobody may attempt it
2-5: only you may attempt this action.
6: all the Tribe may attempt this action.
To attempt a defined action, roll.
1-2: You fail. The GM will describe what complication arises.
3-5: you succeed, but the GM will describe a compilation or hard
6: you succeed.
The Trust
Dave Proctor
Three players are Corporations. Describe their names and industries.
One player is The People. Describe their land, their culture.
Corporations commission a factory (a square of paper). Describe
its product.
Roll a d20 for factory OUTPUT.
Roll a d20 for factory COST.
Output minus cost equals NET. Write these on your factory. (Net
can be negative).
Players take turns. The People go last.
Each turn, Corporations can:
- Commission or close one factory
- Change a factory’s OUTPUT or COST by 1
- Steal a factory by grabbing it and increasing its COST. The
robbed Corporation can grab it back, increasing COST again. This
continues until someone gives up. Each increase is final and immediate.
Narrate your actions. Be proud. Be profitable.
The People can:
- Make a request of any or all Corporations (ask for change in a
factory’s COST or OUTPUT, beg to close or not close a factory).
Corporations address (or ignore) these requests immediately.
- Take action against one Corporation (Destroy a factory, transfer a factory to another Corporation). These can’t be stopped.
Narrate your actions. Be convincing. Be vengeful.
Add each Corporation’s NET across all factories for a score.
Highest score after four turns becomes The People.
The Truth of the Stars
Corinne C.
Players: 3-5 overworked royal astronomers
Needs: Large sheet(s) of paper; pens/pencils; 50-60 dice (assorted); a timer; Her Majesty’s mantle.
Her Celestial Majesty’s coronation is only a few nights away.
Before then, unquestionable evidence of her right to rule must be
scientifically documented.
One player dons the mantle of Her Majesty, and sets the timer,
Each astronomer:
--Grabs a handful of stars (dice), casting them onto the paper.
--Observes the Truth of the Stars. This must:
*Form a constellation, which the astronomer draws.
*Adhere to the Sacred Laws of Mathematics. The astronomer must
explain how, based off stellar properties, e.g. color/size/magnitude (as represented by the color/size/number on the dice). Ex:
‘these stars share the same color’ ‘the stellar magnitudes are
(multiples of three/prime numbers/even/etc.)’
*Illustrate a myth supporting her Majesty’s rulership.
When the timer expires, astronomers present their findings for
judgement. (Her Majesty chooses the order.)
Her Majesty declares which Truth is most correct. That Truth
serves as the starting point of the next night’s myth (building a
single tale.)
REPEAT, passing the mantle of Her Majesty to the left, until all
players have assumed it.
The Victory Circle; A Nano-Larp
Jason Morningstar
Stand in a corner and say: “Rhode Island. July, 1676. We’re
English farmers who have been at war with the Wampanoag Sachem
Metacom. Some have lost everything. With our native allies the
Mohegan, we’ve captured 40 of Metacom’s warriors. The Mohegan are
uneasy. They desire a captive. We are reluctant to disoblige our
Decide together: Give them a man who boasted of killing nineteen
Englishmen [go to 1] or refuse [go to 3].
[1] Say: “They form a jubilant circle and hack off the warrior’s
Stop the torture [3] or step forward and be complicit [4].
[2] Say: “The Mohegan invite us to bash in his skull to revenge
Swing your clubs [5] or decline [7].
[3] Say: “The Mohegan furiously break their alliance and join
Metacom’s confederacy. We’ve doomed the New England colonies.”
[4] Say: “The Mohegan make him dance and then sever his fingers.”
Stop them [3] or join the circle [6].
[5] Say: “We beat the captive to death.”
[6] Say: “They break his legs and prepare to kill him. He remains
Take up clubs yourselves [2] or stop this [3].
[7] Say: “They beat the captive to death.”
The Village
Daniel Kraemer
The elder ones in the village say the fog has always been there.
And it is to be avoided. Everybody knows it’s not a regular fog.
It never has been. It appears in bright sunlight, it started
creeping out of the forest and it fools your senses. Over time it
came closer to the village.
Only a few in the village have actually been in the fog by accident but they spoke of strange noises, a feeling of being watched
and a desire to go in deeper, to find out what’s going on. Sometimes these stories are told at the campfire, choking the spirit
of the community.
One day someone new came to the village and rumor had it that he
or she came out of the fog. Something about the being felt wrong.
Both alien and familiar at the same time. It looked human but
clearly wasn’t. But the strangest part was what words he or she
uttered at the border of the village.
Before walking into the fog, the being said: ’We don’t want you
any harm. We want to help you. You can feast on our souls.’ Then
it disappeared.
The Wake
Nick Cummings
Honor the memory of the friend you lost.
• Three or more people
• Notecards
• An urn — a fireproof vessel
• Matches
If the weather permits, go somewhere nice. If not, go elsewhere.
Seek quiet. Stay close.
Sit in
a circle around
the urn.
Each person takes three cards and writes a number on the back of
Using no more than four words per card, each person answers the
On the first card,
recount a treasured memory with a friend.
On the second card,
describe a time you felt alone.
On the third card,
share your source of hope in the face of adversity.
Shuffle all cards into three stacks by number. Each person takes
one card from each stack, making sure not to draw their own.
Each person studies their first card. When ready, they share that
memory with the group as though it was their own before tearing
the card up and dropping it into the urn.
Once each person has spoken, repeat for second and third cards.
When the time is right,
burn the cards
and seal the urn.
The world is ending
Pablo López
The world as we know it is ending. Nobody knows why, but some
destruction signals like earthquakes and plagues are happenings.
Playing N persons, each player writes on paper N-1 apocalyptic
disasters (e.g. plague) and a list with N+1 resources for surviving (e.g. packed food). Additionally, each player writes on paper
a root cause for the end of the world (military virus, drought,
One by one, each player chooses one apocalyptic disaster on his
paper and narrates it to one of the other players (trying to
assign one disaster to each player along the game). Then, the
chosen player must narrate how he survives the disaster using the
resources in his paper. If he need an additional resource he can
talk and negotiate with other player to exchange one resource by
another. If the player is not able to overcome the disaster he
must give one of the resources to the player that narrated the
When all the disasters have been narrated, the player with more
resources (survived more times) wins and narrates how he discovers the root cause of the apocalypses (the cause he wrote) and
how he stops it (or not).
The World of Retail
Christopher Richter
For 3 to 6 players.
Players will take on the identity of a retail associate the GM is
the General Manager of the establishment.
Players will each need a d6 & d10.
Each player will start with 25 XP. If a player loses all of their
XP they are fired.
GM will set challenges for each player to do either as a group or
separately depending on the situation.
Players will roll a d6 versus customer roll. If a player’s roll
is higher than the customer roll, the customer will walk away
happy. XP received for each happy customer by rolling d10. If
a customer walks away unhappy that player will lose 5 XP. If a
player rolls a 1, GM makes a termination roll on d6. 6 = Fired.
Customers need goods to purchase. Players will roll d10 versus
stock roll. If roll is higher, customer will receive the item. If
out of stock, player will lose 2 XP for each item. If customer
walks away happy with an item roll addition d6.
Players earn rankings for XP gained.
50 = Department Manager
75 = Night Manager
100 = Assistant Manager
150 = Store Manager
First player to 150 XP wins
There Is No Way Out Of This Arena
This is a game about gladiatorial combat, for 2 core players,
and, optionally, any number of observers.
One person plays The Gladiator, and one person plays The Arena.
The Gladiator describes what they’re fighting for (glory, God,
survival, the thrill) and why they’re in the arena, and rolls
1d100 to determine their health at the start of the game. Each
round, The Arena rolls 1d20 to determine the damage they inflict
on The Gladiator. They then describe what challenges The Gladiator faces, and The Gladiator describes how they defeat them, if
they still have health left, or how they are defeated, if they
If there are any observers, they play The Audience. They describe
who is watching the battle and how the audience feels about it/
The Gladiator themselves. In their Mercy, The Audience can, once
per game give an extra d20 to The Gladiator, to put off the end
for a little longer. Or, should they so choose, they can give
their extra d20 to The Arena, which can be a Mercy, too.
The game continues until The Gladiator is out of health, but can
easily be started again.
The Arena is always ready for another Gladiator.
They’re just dice, right?
Joseph Propati
Four adventures enter an inn. They’re drawn to quiet corner with
a small wood table.
Setting aside their gear they notice four
odd looking dice on the table.
The Barbarian picks up the
dice, examining them with a skilled eye.
Nondescript but each movement of the dice produces a red glint.
Unimpressed, the Barbarian tosses the dice back on the table.
With a red flash the doors to the inn bursts open. A huge swamp
troll scans the room and sees the four adventurers. The troll
charges the party; a massive hammer swinging wildly in the air.
“Hey, isn’t that…” Before the fighter can finish his statement he
is flattened by the massive hammer with a sick sounding splat.
Knocked off balance, the cleric hits the table causing its content to fly. Instantly all four adventurers are sitting at the
table with the Barbarian holding four dice in his palm.
Unsure of what just happened, each adventurer glance around; no
troll, no squashed fighter, nothing.
The Barbarian lowers his hand, places each wood die softly on the
table. They slowly rise from the table heading to the door and
quickly glance at the quiet little table in the back corner.
The religions of the world protect humanity from extradimensional
horrors with their rituals, ceremonies, and secret societies.
Their conflicts are a result of our lost perspective on the THINGS
BEYOND, and True Heretics seek this chaos to invite the THINGS
True faith is a powerful force that blocks out more sinister
feelings; The feeling of being watched, the feeling of unease at
being alone, paranoia, and insanity are simply the symptoms of a
much darker manifestation.
You are a SHIELD OF FAITH. Your reasons are between you and the
THINGS BEYOND, but you are protecting humanity; your job is to
WITNESSING means seeing, and surviving the Things Beyond.
SEALING means hiding, closing, or destroying a conduit to the
Things Beyond.
RESTORING means an act kindness, a reparation, or a soul journey.
Any time you RESTORE, SEAL, or WITNESS, you gain either POWER or
POWER is a temporary boon and is physical, mental, or magical;
strength, stroke of genius, or magic.
INSIGHT is permanent knowledge from Things Beyond; INSIGHT is
often needed to fight THINGS BEYOND.
For when an outcome isn’t apparent, roll 2d6. <6 fails with
consequences, 7-10 succeeds with consequences, 11-12 succeeds
This Is Not an RPG
Alexander P. Slotkin
Inspired by the automatic techniques of surrealist artists.
Requirements: Friends, pencils, paper, a game spinner or paper
folded into a point that you can spin, absinthe (optional)
1. Goal: Each player writes a verb, adjective and noun. Spin to
determine whose answer fills each blank. If a player is selected
multiple times, spin again.
“We must [VERB] the [ADJECTIVE] [NOUN].”
Write the completed goal on a separate piece of paper.
2. Characters: Each player writes entries for the bracketed words
below. Spin to select a player. Spin again to select their character’s first name, then go clockwise to fill in the rest. Repeat
for each player, respinning if necessary.
is [ABILITY]. My weakness is [WEAKNESS].”
Write the completed character descriptions below the goal.
3. Begin: Each player writes a sentence to establish the start
of the scenario. Spin. The selected player expands on their
sentence, describing what happens (in two minutes or less) using
the goal and character descriptions as a guide, and ending at a
moment of decision/uncertainty.
4. Play: Repeat step 3, describing what happens next. Continue
until the goal succeeds, fails -- or something else entirely.
Thomas Crown Affair RPG
Brian Rogers
Three Players: GM, Thief, Investigator. For Thief & Investigator their only equal is the other. Game is a diceless series of
1) GM & Thief: Play complex robbery – 4+ steps & distraction.
(Investigator player not present)
2) GM & Investigator: NPC Cops mis-analyze crime to tell Investigator what didn’t happen. Investigator discerns what actually
3) All: Thief makes a mistake, becomes suspect. First meeting
between Thief & Investigator.
4) GM & Thief: Design base, where & how stolen items hidden.
(Investigator player not present)
5) GM & Thief: NPC Cops enter Thief’s base; their failure probes
6) GM & Investigator: Play entering Thief’s base; Complex entry –
4+ steps & distraction. Diceless outcome ranges from total failure to total victory, likely partial victory.
7) All: If partial victory, Thief even stronger suspect. Second
meeting between Thief & Investigator.
8) All: Cat and Mouse Relationship scenes. Is there a mutually beneficial resolution? (If interest or time, repeat 4-7 with
second base)
9) All: Play complex (4 parts + distraction) second robbery with
Investigator working against Thief during robbery. Thief gives GM
3 advance notes to make what Thief appears to be doing not what’s
really happening.
Who wins?
Those Last Moments
Senda Linaugh
This is it. The moment you fell. The world is moving so fast and
yet so slow as you fall — the moments before this one flashing
before you — why did it have to be like this? You can see the
bullet tracing the air next to you, but it doesn’t matter now,
you’re dead when you hit the ground.
You can play this game with friends as NPCs, or play alone in
For each vignette, roll 1d6. If your result is 1-3, the problem
intensifies in the scene. If you result is 4-6, you thought the
problem was de-escalating (but find out later it wasn’t).
1. Relationship
Play out a moment representing how you know the person who caused
this situation.
2. Regrets
Play out a scene illustrating what you regret most about your
inevitable demise.
3. What happened?
Play out a scene illustrating how you ended up on that roof top.
4. Falling
Play out a scene illustrating how you fell from the roof.
5. The End
Roll 1d6. On 1-3, describe your last moments and how you hit the
ground. On a 4-6, describe your miraculous salvation.
Those Who Fled
Bruno Dias
3 to 5 players play the leaders of a community that escaped servitude under the Empire, into foothills where massed patrols of
legionnaires can’t follow.
Another player, the Adversary, plays the Empire, nature, and the
spirit world.
Character creation: Name an advantage you have (eg: a skill, a
type of magic, a weapon). The Adversary then names a threat (eg:
a scarcity of food, a wandering Imperial patrol).
Threats have 11 strength by default; +3 during their season: Summer for the Empire, Winter for nature, Fall for the spirit world.
Each scene is a season, starting with Spring. Players take turns
establishing a scene where they strike against threats. During
Winter, the adversary establishes a scene instead.
Resolve challenges by rolling 3d6 against the strength of the
threat you’re struggling against. If you have an advantage, or if
you are choosing to hide and escape instead of fighting, roll 4d6
instead and drop the lowest die.
At the end of each season:
- Decide whether the threat is defeated or becomes stronger (+1
- If all threats are defeated, the players narrate an ending.
- If a threat has 15 or more strength, the Adversary narrates an
Time to Run
Sanchit Sharma
This is a game for two players. One of you will play a megacorporation, the other a lone decker.
You will need some playing cards and tokens.
Describe the corporation. Who are their customers? What is their
Describe the decker. What kind of person are they? Why do they
want to destroy the megacorp?
Remove face cards and jokers from the deck and deal two to the
corp player and five to the decker.
Once both players are ready, each frames an opening scene to
introduce their character. After this, they take it in turns
setting scenes (the decker goes first).
Set the scene.
Are you acting towards your goal? Note: non-action scenes are a
good way to explore characters and motivations - don’t always go
for the action scenes!
If so, during the scene each player places a card face down. Flip
both at a suitably tense moment - the higher number indicates the
winner of the scene (Ace low). The winner gets a token.
Conclude the scene. The megacorp player draws to two cards.
Once five action scenes are completed, the player with most tokens ‘wins’ - there is one final scene describing how they win the
Time Travel Start-Up Company
Jen Kitzman
Grab your double-nine dominoes and hurry to the Pitch Meeting.
Place the 9/9 tile centrally - this is your angel investor.
Shuffle, draw a hand of 7 tiles for two players, 6 for three and 5
for four.
Highest matching tile goes first, then second highest etc - Players describe their Entrepreneur and play the tile. Players without a matching tile draw until they have one.
Play 4 tiles on the investor, one/side.
Pitch your Time Travel Start-Ups by playing a match on 1 of 4
open ends and outlining them.
When everyone has pitched, add each individual’s played tiles.
Highest pitch + Entrepreneur has sold The Mission.
Play out the Mission via matching until every player’s hand empties.
If you pass, draw.
Describe how you engage in Time Travel Office Bullshit with each
play or pass.
Place a double in front of you to start your own Project. Choose
between your Project or the Mission on your turn.
Hijack a Project by playing ends that add to 10, mark this closed
except for you.
If you clear your hand playing on the Mission, describe a Mission
If you clear your hand playing on a Project, describe a Personal
Tiny Tribe
VLF Transmitter
The players are leaders of a 100 tiny person tribe trying to
survive in a suburban home. They may be fragile and an inch tall,
but each one is absolutely devoted to their leaders.
GM / leaders decide on goals like “Drink Milk” or “Make Fire”
that the leaders must guide their tribe to complete.
Conflict Resolution (CR)
1. GM chooses dice based on difficulty and risk
2. Leaders assign a number of tribesman to the job
a. Moving tribesmen over gaps or vertically necessitates assigning as many tribesmen as the leaders want to move, moving
more tribesmen may be more risky
3. The number rolled is the number of assigned tribesmen who died
in service
4. At least one tribesman must survive for success
5. If the lowest possible number is rolled everyone survives
After CR1 a leader can choose to complete the task themselves.
This guarantees success but will always kill the leader, who must
now lead from beyond the grave as a ghost!
Objects can be carried. After CR1 the leaders may describe how to
use an object to complete a task. The GM gives a number between
zero and infinity to be subtracted from the roll.
To Alex!
Jenn Martin/Todd Nicholas
For 3-6 players, over drinks.
You just attended your complicated friend Alex’s funeral and are
now drinking and telling Alex stories.
Make three types of notecards with the following written on them:
-Almost arrested
-The big fight
-Best party ever
-Childhood memory
-Getting lost
-Helping someone
-Favorite color
-Sad song
-Funny movie
-Your shared place
-Comfy t-shirt
-Funny selfie
-You know a secret
-You saw another side
-You have more information
-You saw the fallout
-Alex confessed something
-You and Alex talked about it
You may add to these lists.
Each player draws 1 card of each type. On their turn, they use
the “Prompt” and “Inspiration” cards to improvise a story about
Alex. Other players may interject with questions, color, or
comments. Players may play their complication card during another
player’s turn to add a new dimension to the story.
After everyone’s turn, each player selects one of these prompts
to conclude their reminiscing:
I’ll miss Alex because…
I loved Alex because…
I’m glad Alex...
I’ll never forgive Alex for…
I couldn’t understand why Alex…
I wish I would have told Alex...
The game ends with all players raising their glasses and toasting
“to Alex!”
To Sea In A Sieve!
James Baillie
The players are the Jumblies, setting off to have adventures
beyond the sea. In a sieve, naturally.
Each Jumbly has three skills: culineering (for creating food,
machinery, or food-related machinery), seachanting (for singing,
interpersonal & trading rolls), and unwibble (a jumbly with more
unwibble is taller and braver). At game start they get 21 points
to share between these as they wish. They must roll equal to or
under their skill on 2d6 to pass a roll, taking into account any
modifiers from the difficulty, equipment, etc.
Players may take 5 skills OR common household items of any sort
the GM allows them and are of a tech level no later than ca
1800, excepting sporks, which are forbidden except to priests of
the Jumbly deity Timballo. Priests of Timballo may *only* carry
sporks as tools, but get a free starting block of stilton (effects unknown).
Note that Jumblies have no ability in combat at all but are able
to set traps, talk, and run away quite effectively. Terrors might
include giant silver-bees, the sea, or the Torrible Zone. Player
goals may include purchasing certain items, exploring locations,
finding new homelands, or simply eating as much cheese as possible.
To Serve A Monstrous Empress: A Sacrifice
Alex Guerrero-Randall
Four players: One Empress, four artificer-supplicants.
Bring: Tokens in three colors, four bowls, one bag.
The Empress is: (Circle four)
Slick / Armored / Insectoid / Dead / Humanoid / Divine / Writhing
/ Bloody-tongued / Alien / Naked / Daemonic / Mechanical / Blind
Describe Her.
Each artificer-supplicant is: (Circle four)
Genderless / Desperate / Skilled / Secretly, Tremblingly In Love
With The Empress
What you have left to give: Tokens: your VITALITY, SANITY, and
One-by-one, in no order, snatch one token each--concealing them
under your bowls--until each player has… seven? (Did you get one
more? Glow with secret pride and shame.)
To embody the Empress first: sweep visible tokens into the bag.
[No character speaks--make noises.
You’ll make ridiculously overwrought grimdark-ass gifts for the
Empress, enhancing Her GRANDEUR, HORROR, and ALLURE.
Artificer-supplicants, simultaneously: prostrate yourselves. Gather tokens; raise this offering in your trembling hand.
Players: each describe your offering: weapon, art-object, piece
of yourself? (Yes.)
Empress: Take. Everything. Describe your treatment of the one
artifact that best pleases you. Stroke its maker’s head.
Hurl tokens into the bag.]
Next: Embodiment of the Empress passes left. Another AUDIENCE.
When you’ve nothing left to give: At last! FEED YOURSELF TO THE
EMPRESS. How does this change Her?
Play until only the Empress remains.
Too Many Love!
Ben Coler
Each Player but one portrays a Suitor. The last portrays the Love
Interest. All Players start with 3 Damage; each Damage has a
name, chosen by the Player. The Love Interest always gets “Dense”
and “Unremarkable,” but can choose the final one.
The Love Interest also serves as the Game Master, creating the
scenarios that everyone role-plays. These scenarios should give
every Suitor a fair chance to resolve a plot complication with a
Challenge: roll a six-sided die.
1 = Botch; complication worsened or is created.
2 or 3 = Failure.
4 or 5 = Resolved.
6 = Overboard; resolves complication but creates another.
If a Suitor’s Damage(s) could affect the Challenge, each adjusts
the roll by 1, as judged by the Game Master.
If a Suitor resolves a complication that they created with a
Botch or Overboard, they remove any Damage that affected it.
Suitors may also assist, but an assistant only removes Damage
that worsened the complication. However, the Love Interest only
removes Damage if a Suitor assists.
When the Love Interest has no Damage, the game ends. The Suitor
who removes the most total Damage wins.
Too Much Bubblegum: More than you can chew!
Bruce ES Warner
Aliens are amongst us and it’s time to fight back! ...But this
bubblegum won’t chew itself.
Every player adds a handful of d6s (bubblegum) to a pile on the
table. Shuffle two jokers into a 52-card deck.
Each round, players take however much bubblegum they want from
the pile (minimum one).
Count the remaining bubblegum. Each player takes turns drawing
a card face-up until one card has been drawn for each bubblegum
left in the pile.
If you draw a joker, roll the dice you took. If any die comes up
1, you’re abducted! Shuffle everyone’s cards back into the deck
before you go, and come back next round as an infiltrator.
At the end of the round, shuffle the deck and discard all the dice
you took: you chewed that bubblegum or died trying!
Once per game you can swallow your gum: re-roll all 1s. (Don’t
eat the dice.)
If an infiltrator draws a joker, they pick a human to roll instead.
If you run out of humans, the aliens win.
If you start a round with no pile left, you’ve chewed all the
bubblegum and the remaining humans can start fighting the aliens!
Tracy is Dead
Mark Van Vlack
Tracy’s last ride:
Tracy is dead.
You are on the way to the funeral.
Play this game in a car, on a trip.
Turn on the radio.
The next song reminds you all of Tracy, a favorite song.
The driver starts, look around at the traffic. Say something
about Tracy based on the cars you see.
Oncoming cars are negative, Cars in your lane are positive.
The Person speaking must pick a car then tell.
(Cars Oncoming / Same lane)
Red car: A time you angered Tracy / Tracy angered you.
Yellow Car: Something Tracy loved / something you loved about
Black Car: Something bad Tracy did / something bad you did to
White Car: A memory you made with Tracy Positive / negative
Green Car: A Trait Tracy had you admired/ Trait Tracy had you
Any other color: A short quip about Tracy.
Speakers go clockwise though the people in the car.
When the song ends:
What kind of person was Tracy?
Who in the car was closest to Tracy?
Who in the car should have skipped this funeral?
Tracy not a good name? pick another
Transient Global Amnesia System
Francesco Rugerfred Sedda
Transient Global Amnesia System
A narrative role-playing game for 3+ players
Design by Francesco Rugerfred Sedda
Sit in a circle, close enough to each other that you can whisper
to the players on either side without standing up.
You all play a single character suffering from Transient Global
Amnesia: they are not able to recall recent events.
The player that most recently forgot something important goes
first, starting the game whispering on the ear of the player on
the left the phrase “You wake up. What do you do?”.
The player receiving the whisper whisper back the answer, then it
turn on the player on the left, describe what’s happening around
the character and ask “What do you do?”
After the first complete round, the game may end when a player
whisper “You fall asleep.” to the left.
Translation of Cave 7 Pictographs: First RPG?
Stark Fist
[Translator Notes]
Caveman: The Grunting
Ogg [Character] has things [Attributes]: Arms [Strength], Legs
[Speed], Eyes [Sense], Bruises [Wounds]. Ogg take 12 bones
[d6’s], put 1 on each thing then Ogg put rest how Ogg wants on
things not Bruises . Bruises bone? Bruises Ogg has. Ogg start
with 1 bruise.
Ogg do something? Skygod [GM] tell thing Ogg use and HITS Ogg
need (1 (easy) to 3 (hard)). Ogg roll bones from thing. Bones
more than Ogg’s Bruises are HITS, others MISSES.
Ogg get Hits? Skygod happy, Ogg does it. Not? Skygod angry, Ogg
Throw away misses, give hits back to thing. Ogg not want to throw
away missed bones? Ogg take bruise.
Thing has no bones? Ogg pass out: Ogg take bruise and rest until
Skygod tell Ogg get up.
Ogg has 6 bruises? Ogg dead.
Other Ogg against Ogg? Skygod tell thing each use, Oggs roll
bones, Ogg with most Hits win. Oggs fight ? Loser take bruise.
Ogg rest? Ogg not roll bones, lose to other Oggs .
Rest 2 hours? Put 1 bone on thing Ogg choose. Thing not have
more bones than start with.
Rest 2 days? Ogg has more than 1 bruise?
Ogg lose 1 bruise.
Trapped in Deep 7
William J. (B.J.) Altman
“Catastrophic failure detected. Implosion imminent. Evacuate
You’ve almost escaped the undersea lab when… SABOTAGE! You must
repair the escape pod before time runs out.
1 film canister per person
Alka-Seltzer tablets
Eye protection
Small jigsaw puzzle
Everyone chooses a role:
Captain: Gives orders, works canisters
Scientists: Finds pieces
Engineers: Places pieces
Act according to your role but only as the Captain directs. Working like this, solve the puzzle to repair the pod. If there is no
one left to fill a role, you can share a role (e.g. if no Captain,
a Scientist can take charge).
Each canister begins half full of water.
Put half a tablet in one canister. Snap on the lid. Turn it upside down. GO!
If you don’t get the lid on right and water spills out, STOP. You
don’t close an airlock correctly and drown.
When the canister explodes, STOP. Part of Deep 7 implodes from
water pressure. If the canister hits you, a bolt comes loose from
water pressure, flies across the room, and kills you.
Start another canister. GO!
If all the canisters explode before you solve the puzzle, Deep 7
implodes, killing everyone.
Trash Pandas
Eric Farmer
A heist game starring raccoons.
The Gear:
4 humans
20D6s + 1D6 (for Glitter)
A high-sided box
The Cast:
Ringo; clever - Shake the box after seeing the results.
Mittens; crafty - Your roll succeeds on 3+.
Porkbutt; big ‘un - Pick 2 numbers.
Glitter; wild - Roll for your number, that die counts. Keep it.
Start with Ringo and The Approach.
The Turn:
Put the dice in the box and SHAKE, but don’t peek. Pick a number
from 1 to 6. Peek! Pull out matching dice. (If none match, tell
your raccoon’s zany misadventure. Pass the Turn, but not the
Phase.) Pass dice clockwise, giving 1 to each person until gone.
Each rolls, on 4+, add a successful detail and return the die to
the box. On a 3-, introduce a goofy complication and discard the
Pass the box to any player. They start the next Phase. Continue
until the Score, or all the dice are gone and you bust!
The Phases:
The Approach
The Opposition
The Twist
Plan B
The Score - Everyone secretly picks a number and one SHAKES the
box. Each match is a delectable treat for you!
#1: The Cat Flap, CATS!, Fishtank...
#2: Dumpster, Its Massive Bulk, Locked!
Travelling is not so easy...
the scablander
Take or make a map of your (fantasy or reality) city. Overlay
a grid of hexagons; scale it such that it takes 1 hour to walk
between hexes (or 20 minutes to ride or drive).
You have a destination (where?) that should be reached soon
Every three hexes walked (9 ridden), you must eat (how?).
Every nine hexes walked (27 ridden), you must sleep (how?).
Every hour, there is a chance of finding something entangling.
Roll a six-sided die (d6), then ask the person to the right of
the last person asked.
[1] Someone/something tells you that something important or useful (what?) is just up ahead.
[2] Someone who owes you something (or who is bound to you by
honour) is seen. Do you try to avoid them?
[3] There is something valuable (what?) nearby (where?), but it
is moving away (why?).
[4] There is something dangerous (what?) nearby (where?), and it
is moving towards you (why?).
[5] Someone to whom you owe something (or who is bound to you by
hatred) is seen. Do you try to avoid them?
[6] Someone/something tells you that you should never come back
here (why not?).
Good luck.
Treaty at the Stones of Black and White
Dan Sparkman
Learn Go. Play.
Half to 3/4 of the way through the game, pause.
and negotiations.
Hold peace talks
Each player rolls a d6 for a Secret objective.
1.Randomly select a personal enemy.
2.Get the captured stones released.
3.Gain control of another formation on the board.
4.Grow your territory by placing stones on the board.
5.Secure a Trade route. Gain a right-of-way from every player
the route passes.
6.Make your own.
Each player chooses a formation on the board. That is their
army, tribe, or geographic region. Deal a card from any deck,
Magic, tarot or standard playing cards.
Take turns introducing yourself, using your card and area on the
board. Then roll a die publicly, odd you are loyal (to the color
your formation is made from) even you are treacherous. Then
secretly roll a die. Loyal players have only a 25% chance of
choosing to betray their color and only to secure their secret
objective. Treacherous players will stay loyal 25% of the time.
The other 75% they can betray if they want.
Start negotiations. The war isn’t over.
chose, you may place a stone.
In turn order if you
Triad - Deckbuilding Game
Tom Jessup
There are 2 decks: Stats deck (Strength, Intelligence, and Dexterity cards) and Main (Spells and Equipment cards) deck.
Everyone draws 8 cards at random from the stats deck, and 2 from
the Main deck.
Place and flip up 6 cards from the main deck in the center row and
The objective is to use spells/equipment (armor and weapons) to
kill your opponents.
Every turn, draw a stat point from the stat deck and 4 cards from
your deck.
Discard 3 stat cards to buy any 2 power stat card, which are set
aside from the primary stat deck.
Use these cards to buy items and spells in the center row, which
go into your discard pile.
At end of turn, all cards played go into the discard pile, and
draw a new hand.
When you’re out of cards in your deck, shuffle the discard pile
and it becomes your deck again.
This deck essentially defines your “class”
Spells/Equipment have specific costs (ex. Fireball = 2 Int, Bow =
2 Dex, 1 Str)
Spells may be played once per turn for free; Equipment are played
and stay out.
Most equipment either have passive buffs or activated abilities,
like attacks.
Tripping Over Yourself
VLF Transmitter
The players function together as a single, very clumsy adventurer.
Each player picks one or more of the following to control
Left Arm
Right Arm
Left Leg
Right Leg
Head & Neck
Torso & Center of Gravity
Conflict Resolution (CR)
•Players want to do something
•GM and players argue over which limbs are involved
•Each involved limb rolls 2d6 individually
◦10+resounding success
◦4-6failure, Can Be Saved (CBS)
•If CBS, another uninvolved (or minimally involved) limb can,
within reason, roll to recover from failure, such as an arm grabbing a chair if the legs fail
•Player controlling multiple limbs? Roll for each
•In combat roll to succeed, then...
Each limb that participates in attack / defense rolls 1d6
+weapon / +shield added together for final damage / defense
Subtract defense from enemy damage for actual damage
Any held object can give +weapon / +shield, it’s up to the
Every physical action, including walking, talking, opening doors,
and grabbing objects, requires CR.
Limb HP
1+Perfectly fine
-10Chopped off
GM Combat
•Choose HP for enemy
•Roll 2d6 for success (>=6 is failure)
•Roll nd6 damage / defense, “n” depends on the enemy
Triumphs and Disasters
James Harland
“If you can meet with Triumph and Disaster
And treat those two impostors just the same”
Rudyard Kipling
You reside in Victorian India. Write and share two sentences
about your character:
1. Your most remarkable Triumph to date, about which you are
2. Your most regrettable Disaster thus far, about which you are
Discuss and note your personal or common adversaries: dastardly
individuals, diabolical societies, frightful locations, scandalous situations, any combinations.
Write two sentences to describe the possible consequences of a
precarious undertaking which brings your character up against one
or more adversary:
1. Triumph, fulfilling your desires and manifesting your virtues.
2. Disaster, thwarting your designs and exposing your frailties.
Toss a coin for your character:
Heads: Triumph.
Tails: Disaster.
Take it in turns to set the scene, and play out the events leading up to your character’s Triumph or Disaster. Involve other
players as allies or adversaries. Have them play their own characters where appropriate.
Keep a stiff upper lip, come what may. Record your Triumph or
Disaster as experience.
For a solo game write all stages. Publish periodically.
Joel Dettweiler
You are a troll: an under-the-bridge, ugly-as-sin, billy-goatsgruff troll.
Fortunately, you chose a bridge with a good wifi connection.
Make up an internet handle and write it down for everyone to see.
In secret, write down three physical aspects about which you, the
troll, are extremely insecure. DO NOT draw on you, the player’s,
The last troll to finish their list starts by stating their opinion on a topic, real or imaginary.
If any troll thinks they have figured out someone else’s aspects,
they can yell “BLOG POST”, at which all other trolls must fall
silent while the first enumerates those aspects.
If right, the attacked troll cannot blog post anymore. If wrong,
the same happens to the attacker.
Play continues until only one troll can still blog.
End with a group pact “by the name of [winner’s handle]” never to
speak or write as you have just done.
Truth, Lies and Bullets
Brian Berg
Truth, Lies and Bullets
A dramatic game of tension and secrets.
The game is played by telling each other lies and truths and
requires two six-sided dice. Roll a d6, and whomever has the
lowest score must go first. On a tie, reroll the tied dice until
one person has a lower result than the other.
On your turn you must make a statement about yourself.
a d6.
Then roll
The person on your right must then guess if your statement is a
truth or a lie. If they guess correctly, you must spin the cylinder and pull the trigger (by rolling another 1d6). If the dice
are the same, you blow your brains out and are out of the game.
If they guess wrong, you do not pull the trigger, and instead
pass the gun (dice) to the player on your right and the truths,
lies and bullets continue. The “winner” is the last person
Turing Story Machine
Michael Such
An abstract machine for generating stories.
A TAPE made of one or more CELLs (4-10 suggested), stores the
Each CELL (= index card), stores (=write down) a single story
ELEMENT (character, location, etc).
STATE (= token) is the current focus of the story. Can be set
equal to (=place on) the ELEMENT in any CELL or BLANK, which is
the empty ELEMENT.
HEAD (= token) is the narrator, always (placed) on a CELL, can
perform the following OPERATIONS on that CELL:
WRITE; change the CELL ELEMENT based on the STATE, narrate this
transformation, set the STATE to BLANK. Writing to a BLANK CELL
introduces a new ELEMENT to the story in that CELL. If the STATE
is BLANK this is arbitrary. If you write a BLANK STATE to a CELL
with a ELEMENT which is not BLANK, narrate an epilogue for this
READ; set the STATE to the CELL ELEMENT; narrate details about
MOVE; the HEAD to a new CELL, narrate thoughts, emotions or
change in story direction.
Perform OPERATIONS with the HEAD. The TAPE and STATE begin BLANK.
START with a WRITE. STOP when the TAPE is all BLANK again.
Tyrze, a MMORPG
“Tyrze” is a MMORPG. The land of Tyrze has different zones populated by different races. Human, dwarf, and elf are the common
races. There are also zones for giants (cyclops, hill, stone,
frost, fire, and Titan), reptile (lizardman, naga, gorgon, basilisk, drake, dragon), demi-human (goblin, orc, ogre, troll, imp,
and Demon), shapeshifters (catperson, minotaur, centaur, treant,
sphinx, and Doppleganger), and undead (skeleton, zombie, ghost,
werewolf, vampire, and Lich). Each race has class restrictions.
There is a level cap of 100. Every time your character completes
20 levels, he may continue leveling that character, or start
over at level 1 in the same zone with a more powerful character.
For example, if your skeleton reaches level 20, he may swap to a
1st level zombie. If your zombie reaches level 40, you may skip
ghost, and go straight to 1st level werewolf. The zones are in
constant battle with each other. One town in each zone is neutral
and populated by NPC’s. I believe a game like this would foster
community, and also allow players to become boss monsters who can
try to ransack other towns. I have many details for this game if
you’re interested.
Ufology For Beginners
Jack Rosetree
Near future. Most people work as internet streaming performers,
dub yodeling tops of the music charts, a poorly-executed secret
alien invasion attempts to take control of the earth. Untrained
UFO pilots crash sporadically across the landscape, ineffectively
disguised aliens attempt to feed humans artificial sweeteners to
kill them with obesity, and mind controlled zoo animals refuse
to do interesting things for their crowds. But most individuals
believe these things to be guerrilla and viral marketing efforts
by big budget movie studios to garner interest in their latest
summer block buster.
You know the truth. The invasion is real. You will stop it.
Name your character.
Each letter in your name gives you a skill: Athletics, Business,
Composure, Deception, Empathy, Firearms, Gambling, Hacking,
Improvisation, Judo, Knowledge, Linguistics, Medicine, Negotiate,
Observation, Persuasion, Quantum Physics, Repair, Streetwise,
Thievery, Ufology, Vehicles, Weapons, Xenobiology, Yodeling,
When attempting to overcome a challenge, roll a d20 against a
difficulty number (0 for trivial, 5 for Easy, 10 for average, 15
for difficult, 20 for extraordinary). For each time a skill appears in your name, add +4 to the result. If making an untrained
check, subtract the number of letters in your name from the
Ultimate fantasy (or is it?)
Marcin Kuczynski
This is a 1 or 2-player game in which you get to play out having
a harem full of beautiful partners.
Write down between 6 and 99 (your choice) names of the people in
your Harem. Add the most valuable trait and the dominant vice of
each. Now roll D6 for each to establish their starting Affection.
Create as many details as you want. Your Harem is now complete.
You start with 3 Energy. Each turn pick partners (pay 1 Energy for each) and narrate the time spent with them. They get +1
Roll a D6 for each person not in the scene above. On 3- their
Affection lowers by 1.
Each even number rolled means, their vice got the better of them.
Explain how you deal with this or their Affection lowers by 1.
If anyone’s Affection reaches 0, there’s turmoil. Each turn, her/
his Affections equals 0, everyone else lowers Affection by 1.
Each time anyone’s Affection reaches 6, explain how their valuable trait makes your Harem a better place.
You can regenerate your Energy by spending one turn in solitude.
In the 2-player version, you act out the scenes, and the second
player controls the Harem.
Needs 4 players, deck of cards.
Split the card piles in 4 piles (hearts, spades, clubs, diamonds)
between players, draw away the jokers.
All players consider a family of three characters and make a simple background for each. Match each character to king, queen, and
jack. Consider which layer of medieval society your characters
belong to, what their ambitions are, and what they would do with
infinite power.
All players raise the card representing the leader of the family
with the backside facing the other players. In turn, present the
card and name the character.
In turn, each player can attack another character. Attacker
and attacked player choose between 1 and 2 cards from the rest
of their card pile, describe their attack, and compare numeric
values. If attacker has the higher value, the attacked character
is removed, and the next family leader is revealed. Otherwise,
repeat with next player.
When no more players have cards with which to attack, shuffle the
rest of the characters together, and put two jokers in the pile.
Draw 2 cards. These cards represent the power couple, marrying
for the betterment of all. The players who own these characters
win. Jokers don’t count.
Unanimous is played with 4 or more people. One person is The
Overseer, and everyone else is a Survivor.
At the start of the game The Overseer describes The Situation,
taking suggestions as desired. Pick something that is perilous
but survivable.
Next is the Survivors’ turn. One at a time each Survivor flips a
coin. Heads is hope, tails is tragedy.
Hope: describe how you find something important and how it helps.
Tragedy: describe another aspect of The Situation and how you try
to fix it.
After they describe their contribution to The Situation the others vote. If they think the contribution was helpful to surviving
they raise their hand. The Overseer may also vote.
Voting Survivors are unanimous: Success
Votes at least equal to voting Survivors: Success
Votes less than voting Survivors: Fail
After all Survivors have taken a challenge The Overseer continues
to describe The Situation, and the challenges begin again.
If a Survivor fails three challenges they are dead and they are
longer counted while voting, though their actions while alive
still affect the group
To survive The Situation the group must have a number of successes equal to twice the number of living Survivors.
Under The Mountain
Liam Moher
Long ago catastrophe beset the great mountain hall of the
Dwarves. It was ravaged and overrun, but several brave souls managed to escape, rescuing one of Dwarfkind’s prized relics. This
is their story.
Pile some coins on the table.
Name your Dwarf and describe them, especially their beard (Dwarf
women have beards too).
Everyone begins with two coins and three items:
* Armor
* Book
* Cask
* Gemstones
* Holy symbol
* Instrument
* Jewelry
* Lantern
* Map
* Mirror
* Mushrooms
* Pipe
* Quill & ink
* Tools
* Weapon
Your group possesses one relic:
* Ancient tome
* Runestone
* Hero’s banner
* Mountain’s Heart
* Sealed orders
Have someone begin by describing where they were when everything
went wrong. Everyone then takes turns adding to the story from
their dwarf’s perspective.
When facing trouble either succumb to it or flip a coin:
* Heads: overcome with style and skill.
* Tails: overcome with difficulty and pain.
Discard a coin:
* Begin a new scene on your turn.
* Re-flip a coin.
Give a coin:
* Interject and add trouble for another dwarf.
Gain a coin:
* Play a supporting character (not your dwarf) in another’s
* Succumb to trouble.
* Join another’s scene on your turn.
* Ask leading questions.
The game ends when you all escape the mountain.
Unknown Kingdoms: The Footsteps of Marco Polo
Johnathan Creed
Renowned traveller Marco Polo has disappeared. Hearing legends of
lands he visited, a band of curious Venetians sets out to document these strange kingdoms, befriend their rulers in the name of
Venice, and perhaps find the lost explorer.
Deck of cards spread face down in a grid to form the landscape.
Red cards: wilderness. Mountains, deserts, seas...
Clubs: cities.
Spades: special settlements. Monasteries, pirate hideouts, ancient ruins…
Jokers: mysteries. Ghost-towns, tombs, hidden temples…
Face-cards follow their suit and indicate a remarkable person
present – mighty king, reclusive sage, legendary thief, infamous
The first player selects a card from one of the grid’s edges to
reveal. They get to describe the place and any distinctive features (culture, diplomatic relations…).
Reveal and describe a card adjacent to any upturned card.
‘Interact’ with an upturned card (discover clues, befriend populace, buy boat…): declare intention and roll 2d6. If the result
equals/betters the card’s number, you succeed. Relevant interactions from earlier in the game give +2 bonuses (necessary for
king-cards). For failures, another player describes what happens.
For face-cards, another player describes the NPC’s reaction
(strike bargain, ask for a favour…).
Take turns to act. Explore these strange lands together.
Vain Superheroes
Mark S. Aquilino
The superheroes have been defeated. The world now turns to unlikely saviors: celebrities. One player is The Nemesis (GM),
who narrates their evil plan; the others choose their celebrity
Government scientists have invented Super Serum, turning the
chosen celebrities into a team of fame-seeking superheroes! While
superheroes must work together to beat The Nemesis’s dastardly
plot, only the superhero with the most Fame truly wins.
The players’ powers are only just starting to take shape. Going
clockwise, give the next celebrity their super-identity and first
superpower – make it hard for them to become famous! Every player starts with two vials of Super Serum; one extra goes to the
player who gives the best identity. Throughout the game, vials
of Serum can be injected in an ally to give them your choice of
Superheroes can overcome Challenges with their superpowers,
rolling 3d6 against a Challenge Number (4-18) set by The Nemesis;
this is set depending on how applicable the superpower used. On
success, the player gains Fame equal to the Challenge Number.
Otherwise, they are injured. Three injuries spells defeat; lose
all Fame but keep playing!
Valkyrie Girlfriend
Jacqueline Bryk
Valkyries claim the dead. But what happens if you don’t completely die?
For at least two players, to be played at appropriate times.
At least one player is a Human, who has had a near-death experience. At least one player is the Valkyrie who came to claim them.
The human should decide how they almost died. The Valkyrie should
decide why they’re attracted to the Human. Roleplay out the neardeath scene in a quiet space.
Any time after the near-death scene, the Human and Valkyrie can
decide that they are going on a date. This is established by the
Human and Valkyrie mutually consenting to a date scene and can
happen anywhere, anytime. The Human has access to all of their
modern tech and knowledge. The Valkyrie has access to the knowledge and tech of an 11th-century Norse myth. This will probably
lead to awkward situations, which is ok.
A player can be Polyvalkyrieous. If they are a Human for someone,
they might be a Valkyrie for someone else. Yes, even in the same
scene. Confusion will result, that’s ok.
Remember to communicate clearly and kindly!
Valor: The Dimming Flame
Thomas Evans
Valor: The Dimming Flame is an RPG about Paladins refusing temptation and darkness within themselves.
Each player is a Paladin; a devolt holy warrior. Each paladin
begins the game with 7 resolve.
The GM is temptation. Giving instances of corruption and bravery
to the weathered souls of the paladins.
Every challenge the GM gives a paladin tests the resolve of these
knights. A test is taken by rolling 2d6. On a result of 8 or
greater the paladin accomplishes a task. If either d6 rolls a 1,
a resolve point is ripped away from that paladin. At zero resolve, the paladin falls from grace and into darkness, no longer
able to walk the path with the rest of the paladins.
Paladins can push their resolve, adding a third d6 to a task
after a failed result at the cost of one resolve. If the third d6
rolls a 1, additional resolve is not lost.
A paladin can possibly restore lost resolve by achieving heroic
deeds or by praying. A paladin can pray once per day by rolling
1d6. On a 5 or greater one resolve is restored to the worn warrior.
Doug Levandowski
Vegas is a phone-based larp for two players: The Gambler (a gambling addict) and The Caller (a person who lives with and loves
The Gambler). It deals with loss, addiction, and fraying human
connections. Play consists of a single daily phone call.
First Call - Setup
Flesh out your in-game relationship. How are you connected? Why
do you love seeing each other every day? What are some tensions
between you?
Second Call - Starting
Have an argument leading to The Gambler going to Las Vegas. What
tensions cause the fight? What does The Caller do to try to get
The Gambler to stay? What, other than their gambling addiction,
makes The Gambler leave?
Subsequent phone calls
A few hours prior to calling, The Caller will text The Gambler
something that happens to The Gambler that day. (The Caller
likely will not “know” the information they text in-game.) The
Gambler fleshes out their day’s story within the following constraints:
They gamble and lose money every day – unless The Caller’s text
tells you otherwise.
They cannot come home or leave Las Vegas.
The game ends when The Caller does not call for two sequential
days or either player decides to stop.
Vestalia: Girls Just Want To Have Fun(ding)
Ludovico M. Alves
This year’s stipend has arrived and every priestess wants to
seize funding for their own projects!
Grab a domino set, shuffle the tiles to form the boneyard.
Each Vestalis picks a number between 0 and 6.
e a card “stipend”, then draw five checkboxes underneath.
Start each round by giving each Vestalis five tiles.
Reveal all the doubles (same pips in both halves).
The winner of the previous round or someone selected by lot picks
one of the doubles or searches the boneyard for one.
The Vestalis whose number matches the pips and the one whose
double was selected can write a project in an index card.
Clockwise, the Vestalis take turns matching tiles with those of
the layout. If unable to do so, she picks tiles from the boneyard
or skips her turn.
If the sum of the pips of the open ends of the layout are multiples of five they can mark those number of points in any project
card. If they had to pick from the boneyard, they must mark those
in another Vestalis’ project.
When a project gets 50 points, it is approved. Mark a stipend
box. Celebrate.
Game ends when there is no more stipend.
@delethiel; www.heroesoftherepublic.com
Kiernan Grimes
1 GM and 2+ Players
Paper and Pencils
1 d6
Every player creates a “superhero” with a gimmicky “superpower”
and a choice of three gadgets. These “heroes” have no superhuman
ex.) Danger Dad: World’s greatest dad, world’s greatest employee,
and world’s worst superhero.
Power: Gut Busting Dad Joke
Gadgets: Trusty Toolkit, Dad-Mobile (family van), and Cargo
Shorts of Carrying
The hero abilities are Speed, Might, and Brains.
All abilities have one point by default, but players may distribute four more between them.
When rolling the d6 for an ability, you must roll below your
ability score.
Gadgets can only be used once, but powers can be used infinitely.
Powers and gadgets always succeed, but may vary in effectiveness.
On all rolls, a one is a perfect success, and the closer to six,
the worse the effectiveness of your action, even for successes.
“Crash!” “Bang!” “Pow!” Our unlikely heroes appear on the scene to stop our
villain. Only one of these heroes can reach the newspaper headlines, so whoever
can capture the villain and hand him to the orities first wins, but if they don’t
act soon, our villain’s plans will begin, causing everyone to lose.
Nick S
Start with several stones. These are gifts.
Gods gather, with complete control over It. Nothing else.
Gods will give gifts to It.
One of you plays It. Close your eyes, for It cannot see. The Gods
have not gifted It SIGHT. But the Gods might.
The rest are Gods.
A God gives a gift. The first gift must be VOICE or SOUND. Give It
a stone.
-VOICE: What does It say? No one will answer It. It is alone. (It
may speak; the Gods may not.)
-SOUND: What does It hear? It cannot answer. (The Gods may speak;
It may not.)
Give more gifts; explore these gifts. Use logic: if the Gods gift
TOUCH, It may feel. What does It feel? A network of sensors? One
organic body?
Remember, It describes what It experiences, not the Gods. The
Gods only discuss with It (given VOICE + SOUND). Compare themselves to It. The Gods may only explore their world through their
gifts to It.
Do the Gods gift It:
-IDENTITY? It becomes Them.
-LOVE? Does It love the Gods?
-SIGHT? What does It see? Monsters? Machines? Mortals?
The Gods can gift It anything.
Play until all gifts are given.
Wannabe Legend
Martina Jansson
As a rookie Cape, to make an impression is as important as succeeding at your task. Without the awe of the mundanes you might
just as well keep working retail.
Capes have powers.
1, choose your Talent. Keep it simple. (Example: Flight.)
2, choose three Schticks - cool moves or practiced applications
of your Talent (examples: Hover, Turbulence).
3, the other players each make up an Expansion (upgrades to your
Talent, like Supersonic Flight) and a Flop (power fizzle) for you.
The two main Stats of the game are Succeeding and Impressing.
Divide 8 points between them.
Then Skills. Divide 10 points between 5 Skills of your choice
(1-3 points per skill).
For each roll, use 2 different 10-sided dice. One for determining
Success, one for Impression. To the dice result you add respective Stat, +points per Skill and +3 per Schtick (describe how
they correspond).
Dice result: Succeeding / Impressing
8 or lower: Failure / Boring
9-17: Success / Impressive
18 or higher: Triumph / Spectacular
Spectacular Failures triggers a Flop, while Spectacular Triumph
grants you an Expansion for a while. Boring Failures will lower
your popularity, but anything Spectacular raises it.
Protectors of Terra are looking for new recruits. Show them your
Vaish Gajaraj
Empires are built through WAR and FAITH.
Needed for Play:
A “Deity” Character
2+ “Monarch” Characters
Followers (Paper Balls)
Monarchs all have unique names for “Deity” and design a prayer
for tribute. Monarchs start with 6 paper followers.
Begin PRAYER ROUND: Monarchs perform their prayers and offer
tributes to the Deity. During each prayer round, Monarchs vie for
the Deity’s blessing. Deity decides favorite prayer each round
and grants winning monarch a BOON.
BOON grants monarch one follower and power to roll 2d6.
If 2d6’s roll over follower count, go to WAR:
Roll 1d6. Limited by one match, set fire up to this many of other
Monarch’s followers. All collateral damage is fair in WAR.
If 2d6 roll under follower count, build FAITH:
Roll 1d6. Gain this many FAITHful followers.
If doubles roll, Fate sends PROPHET npc. Reroll 2d6’s:
If less than original roll, CRUSADE: Sacrificially burn no less
than half of own followers.
If rolled over/equal to original roll, MISSION: Consume all followers of another Monarchy.
Monarchs are beheaded after losing all followers.
Behead all other monarchs, burn heretics, gain followers and vie
for Deity’s love. Last monarch alive is crowned Emperor.
Watch Out! Heartfelt Magical Girl Clash!
Alex Guerrero-Randall
Players: 3-6
Bring: Printout, colored pencils.
This battle has been tougher than most: fend off your Magical
Adversary while achieving the emotional state needed to defeat
Each Girl’s name: a color. (“Vermillion”)
Each has a Wound--emotional? Physical?--that she’s taken. When?
Each feels an Emotion: (Circle yours)
Fury / Serenity / Sorrow / Overwhelm / Love / Terror / Excitement
/ Trust / Inadequacy / Confidence / Guilt / Apathy
Narrate: Why?
Each has a Fabulous Magical Accessory!
Your Adversary is: (circle three)
Manipulative / Brutal / Overwhelming / Scarred / Untouchable /
Opulent / Toxic / Mutable / Sympathetic / Incomprehensible /
Beautiful / Familiar
Your Adversary’s vulnerable to Girls feeling an un-circled emotion. Which? Why? Underline it.
The player with longest hair goes first.
On your turn, choose one:
Clash!: narrate Adversary action/dialogue, your evasion/reaction: Elegant, Clever, Tough, or Desperate. Moved, one other Girl
changes her Emotion.
Flashback!: play a flashback with another Girl. Change each other’s Emotions.
Promise!: as the battle rages, speak your Promise to another
Girl. Extend your hand: if she takes it and speaks, one of you
changes her Emotion to match the other. If not, she changes
Triumph!: If a Girl feels the underlined Emotion, -OR- all Girls
feel the same Emotion, narrate your (Spectacular? Hard-won? Pyrrhic?) victory!
Weapons of Legend
Brian Brus
The greatest warriors make the most of what they have at hand.
This game proves that.
Each player secretly writes on a slip of paper an object, concept, phrase or person, and again on a second paper.
Players pass one paper to the person on the left and the other
slip to the right.
After receiving their new gear, players then add one more detail,
identifying each as an implement of battle with descriptive,
proper names (such as Hamster of Doom or Brian’s Sarcastic Mother).
On the first pass around the table, players take turns describing
one of their two pieces of gear in grandiose terms, emphasizing
origin and purpose. By popular vote, the best is chosen for combat. Ties are resolved randomly.
That person needs an opponent, so the step is repeated, focusing
on the second implements held by remaining players.
After combatants are confirmed, the battle begins! Either player
may launch an assault, showing how the gear is used tactically
to defeat the opponent. Responses, evasions and counter-attacks
follow until a predetermined deadline (five minutes at most).
All players vote to determine the champion. In case of a tie,
both combatants lose.
Repeat unto glory.
James Horgan
To create a character you must choose skills. Any skill you can
justify can exist. Each skill is tied to either your wolf side or
your human side, determine this when creating the skill. Choose
four tier 1 skills, three tier 2, two tier 3, and one tier 4. You
have 2 stats, wolf and man. Both start at level 4.
Checks are resolved by rolling a number of dice equal to the tier
of the skill, then gauging how many are greater than or equal to
the success rating which is the level of the skill’s corresponding stat. The number of successes is compared to a number determined by the gm.
Skills increase by both succeeding and failing at them a number
of times equal to the next tier’s value, new skills can be acquired this way.
Keep track of how many times you use skills tied to Wolf or Man.
For every 5 difference the skill used more decreases by 1 and the
other increases by 1. Upon either stat reaching 7 your character
leaves the game, either losing their humanity or their werewolf
GM: challenge players to find balance between Wolf and Man.
David Okum
Play characters in a Wes Anderson Movie.
Character Creation:
Determine a Wes Anderson actor, an archetype, and two Quirks.
9GoldblumMusicianDumb Luck
Player Roles:
Narrator: The referee tells the story and determines outcomes.
Actors: The other players.
How to Play:
1. Create Characters and figure out how they know each other.
2. The Narrator sets up Part One, describing the setting and
action and then giving each character a scene where they are the
The players and narrator tell a three-part story. Each character
has one scene per Part. Scenes take 5-10 minutes.
3. In Part Two players describe the events of their scene, but
the narrator guides the story, adding complications and determining outcomes.
If in doubt use a challenge of some kind (roll highest on 1d6,
rock/paper/scissors). Describe and move the story logically.
4. In Part Three the narrator describes what happens to each
character. Players can demand challenges.
What Could Go Wrong?
Ethan Cordray
A Game of Heists and Hilarious Consequences
3-6 players, no GM
A die with the same number of faces as the number of players
When a player-character takes an action, they declare what they
hope the result will be and assign it to the highest face on the
(Player A says, “I detonate the explosives. On a 4, the bank
vault door blows open.”)
Then they say, “What could go wrong?” and pass the die around the
table. For each other face of the die, another player describes a
different result. Each must be WORSE than the one before it.
(Player B says, “On a 3, the explosives don’t go off.” Player C
says, “On a 2, they go off and trigger the sprinkler system.”
Player D says, “On a 1, they go off and set all the money on
Then the acting player rolls and discovers the true consequences
of their action.
Before you play, you can use the same mechanic to define the
elements of the heist, such as Target, Location, Attack Plan, and
Getaway Plan. Each player suggests an idea for each element, and
one player rolls to determine which to use.
What The #@*$ Happened Last Night?
Paolo Jose Cruz
A modern urban storytelling game for 3 to 6 players.
* Choose a group bond: College buddies? Coworkers? Extended family?
* Agree on tone: Surreal? Gritty? Wacky? This matters!
* Everyone wakes up in a daze after a crazy night out.
* “Where are we?” Jail cell? Hotel suite? Stranger’s house?
* Each player gets 10 poker chips representing memory blocks.
* The player who vomited most recently starts.
* Take turns piecing together your experiences. Figure out the
sequence of events, in reverse chronological order.
~ “Last thing I remember we...”
~ “Oh! And before that we...”
* Every scenario should be 2 or 3 sentences featuring a particular event, person, location, or thing.
* Each scenario removes one memory block.
* A player’s turn ends when…
~ They lag 5 seconds between scenarios.
~ Their scenario is too far-fetched for the current narrative others call bullshit!
* That player adds one memory block and the next player takes
* The game ends when a player loses all their memory blocks they remember how the night actually began!
* Optional: “Who’s calling?” When a player first reaches 5 memory
blocks, someone calls their mobile phone. Roll 1d6.
What You Carry
Evey Lockhart
Awaken and fall through the bottom of your grave.
You do not remember, but you know. This is a place of tests,
trials, tribulations.
If you wish to be free from wretched mortality, you must not fail
Your face is: 1{ Naked Bones } 2{ Drooping Flesh } 3{ Golden*
Mask } 4{ Pale Fire }
Your skin is the starry night sky.
An impossible spire leers across surreal landscapes. Atop it lies
Roll 1d4 (material) and 1d6 (object-type) 3x to determine the
grave goods you carry.
1. Golden* {} Axe
2. Stone {} Bowl
3. Bronze {} Candle
4. Driftwood {} Oranges
5. {} Sickle
6. {} Amphora
*Golden objects are unbreakable, coveted. Candles and Oranges
function as normal, unless golden.
Doing things:
Players Roll 1d20 vs. GM 3d6 to accomplish difficult tasks. Easy
tasks can be assumed successful. Players take tied rolls.
For each useful object a character employs, roll an additional
d20. Take the highest result. Max of 3 d20s.
Characters have only 7 after-lives. Deadly tasks destroy underworld bodies upon failure.
If an item could conceivably be sacrificed to save an after-life,
so be it.
Characters reform at dawn, wherever they fell.
When the Fire Dies
Stephen Morrison
The cataclysm is over and the world has ended. We alone survive,
huddled around this last fire, waiting for it to die.
While the fire lingers, we remember the world that was and the
deeds done in those last days. To some they bring warmth, to
others, sorrow. Come, let us speak before the fire dies.
You will need: a candle, 10 matches, tokens, and a dark room. Define the cataclysm. Create archetypal characters: noble, warrior,
priest, etc. Choose a first player.
To begin, light the candle. The first player tells a brief story
of the world before or during the cataclysm. When finished, the
player takes a match, lights and extinguishes it, and hands it to
another player who places the burnt match before them. It is now
their turn to speak. Everyone must have a burnt match before them
before taking a second turn.
For each story, if a player is moved or inspired by another’s
story, they may give the storyteller a token.
When all matches have been burned, count the tokens, rolling a
die for ties. The player with the most tokens concludes the story
and blows out the candle.
And the fire dies.
When the Wolves Come...
Jason A. Starks
“In the Spring, the wolves come down from the hills. Too fast for
bullets, too hungry for knives. Stay behind the barricades, and
keep the fire high.”
Society has fallen and the wolves came. You’ve been sheltered in
your small community, but now supplies are low. Scout the area,
spot ways to survive.
Go for a walk. 30 minutes to an hour. Take a friend or two.
Before you go, give each survivor an index card. Write a role in
your survivor community. Pass the cards around. Write a place
you could be safe from the wolves for a night. Pass cards again.
Write a thing you could scavenge to help your community survive
longer. Mix up the cards and pass them out.
On your walk, walk briskly. Take some water. Look out for things
on your card. Spot them and tell the others how you think it
would help. Remember, it will all be ruined, broken. Wolves are
fast, strong, and many. Make a note and move on.
Afterword, talk about what you saw. Then vote who fulfilled their
role the best. They choose where you walk next time.
Where’d It All Go Wrong?
Adam Lovett
The job went wrong. It wasn’t pretty. The team split up to avoid
death or capture. The remaining accomplices have met at the rendezvous to answer one question: “Where’d it all go wrong?”
Each accomplice rolls 1d6. Ties are rerolled.
The accomplice with the lowest roll picks the job, or rolls 1d6:
The accomplice with the highest roll begins with: “Where’d it all
go wrong? I’ll tell you.” They describe where they were and what
they were doing when the job went wrong.
Each accomplice has three Detail tokens. An accomplice can play a
Detail token to ‘Fill In The Details’ any time they aren’t telling the story. The token is discarded and the accomplice takes
over the story from their perspective. Use the Detail to twist
the story; add new events, items, places or people. Be creative.
The goal is to spin the story to a tragic, comic, or violent end.
When the last Detail token is played, the accomplice quickly
finishes the story. ‘Fill In The Details’ to resolve as many loose
threads as possible. The accomplice closes with: “That’s how it
all went wrong.”
Caitlynn Belle
Two characters, stuck in a tense argument, too stupid to just
stop and make up. Consider: angry lovers, unpleasant coworkers,
jealous friends, bitter siblings, etc. Spend ten minutes fleshing
out their relationship and naming the big problem you’re here
talking about now.
Take turns – on your turn, accuse or say something about their
character that they couldn’t possibly ignore. If they wish to
respond, they have to suffer actual physical pain (the form of
that pain is up to the two of you: smacks, shocks, riding crops)
to the player before doing so. They may then take a turn, accusing or saying something of you, and if you wish to retaliate, you
must also suffer that pain. Continue until one of you refuses.
Shoot for spiteful, petty, inflammatory things, and angle it so
that if you would just shut up and apologize, this would all go
Each player may refuse once for free, abandoning that argument
then starting a new related one. Once all refusals are used up
and someone refuses to suffer pain, they get to say what their
character does or says instead and how it impacts the relationship. It probably won’t be great.
Whispers in the Dark
James Shields
A pitch black room
A Critical Hit LED D20
With lights on, players sit close together.
Roll the D20 to determine who will start the narrative.
The group should be lost in some intricate scary location.
Play begins.
Introduce your character.
Describe your action.
Roll the D20 for success.
If the die remains dark, success!
Play passes clockwise.
While room is lit, the next player narrates results and takes
their turn.
When die flashes:
Pass the die to the next player.
Step out of the circle.
Turn off the lights.
(Room should be as empty and dark as possible.)
You are now the narrator.
Play continues.
Determines when rolls are needed.
Narrates all die results.
Introduces NPCs and obstacles.
Is initially THE GRABBER.
Slowly moves around the room.
Grabs an unsuspecting player when a die flashes.
Despite who rolled the die, victim is now THE GRABBER.
Former Grabber is now a CREEPER.
Continue moving.
Whisper creepy nothings.
Make appropriate noise when a die flashes.
When last player remains:
Face off against final obstacle, requiring five die rolls.
Success? Escape with your life.
Failure? All CREEPERS become GRABBERS for one last scare.
Who Am I To You?
Todd Nicholas
Two players, each roleplaying someone in a long-term romantic
First, collectively create a thematically varied playlist of
songs about relationships.
Then, tell the story of your initial meeting, in character, like
you are telling it to someone else at a party.
Write “first meeting” on a sheet of paper and have an out-of-character conversation about your feelings about the scene. Collectively write a short description of it.
Press shuffle on your playlist. Listen to the first song, occasionally making eye contact with the other player. When it finishes,
roleplay a brief moment in the life of the characters’ relationship, with the song as inspiration. Let these questions guide
-Where are we? What are we doing?
-How much time has passed since the last scene?
-What has changed?
-What are our conflicts? Our joys?
When the scene ends, write down a name for it. Have an
out-of-character conversation about the scene. Collectively write
a short description of it.
Repeat until the playlist ends or you reach a logical conclusion.
When you finish, read what you have written. Then, take turns
looking the other person in the eye, asking “Who am I to you,”
and answering that question in character.
Who killed? - Game about investigation
Tomasz Misterka
The game is for 1-5 people. All are detectives. They are interpreting evidences of murder.
Use standard card deck
-Take all J, Q and K. Shuffle.
-Take first pair and show victim.
-Next and third pair put reversed - principal and murderer.
-Shuffle rest with the deck - witnesses.
Four rounds - briefings.
Detectives meet on briefing. Describe and talk about evidences and
interrogations of witnesses. Everyone take 2 cards - interpret
them - tables below - connect them for better story. If any witness - one principal or (later) murderer card is shown. If after
four briefing murderer was not shown - try to guess or murder
wasn’t resolved.
first card: gender
second: age
Red: bloody
Black: dirty / broken
ACE, 2
3, 4
5, 6
7, 8
9, 10
sitting-room |
Example: Housemaid (Heart Jack) saw women (first principal card)
who gave money (5 Diamond) to somebody.
Example: Bloody vessel (2 Diamond) was found under the desk (8
Why do I need a name?
Yoshi Creelman
One of you is new to this world. You could be an AI, a construct,
a demon, an alien, a small child, a newborn dragon. No matter
what, the world is strange and the people are stranger. Ask questions.
- Why is the sky orange?
- Why does your arm make buzzing and clicking noises when it
- Why did you put the sword through the guy with pointy hat and
grey beard?
Keep asking follow up questions. When you understand respond
with, “Thank you”. Now ask a new question to someone else.
----------------------------------------Everyone else
Who knows how you found this creature, you know what it is… but
it is just now learning about you. It is strong and powerful and
may just ruin your life some day, best keep it happy and teach it
about this world so it can take care of itself, the world, and
Answer the questions to the best of your ability, or make something up, it’s not like the creature knows any better. The creature is impatient and mercurial, if you don’t have an answer ask
for help from a companion.
Why We Hunt
Spencer Campbell
Your group gathers around the table to retell the story of their
latest hunt. What you hunted, and how, will be revealed over
On scrap paper, write down the following:
Hunter’s Code: Write your personal code as a hunter (Example:
Never stop the hunt, even if my legs give out)
Trophy 1, Trophy 2
Go around the table and describe your hunter, starting with a
name and description. Choose a player to go first, they are the
StoryTeller. The StoryTeller begins by setting the scene of the
hunt, creating any details they want. At any point, a player
can cross off one of their Trophies and inject a complication/
question into the story. The StoryTeller crosses off one of their
Attributes or Code, describing how it got them out of the bind.
They may no longer use that in the hunt. The role of StoryTeller
then goes to the next clockwise player. The hunt continues until
all players have marked off their Trophies, or the group agrees
the hunt was a challenging and satisfying one indeed. What will
you hunt next?
Jacob House
Three to four people outline a wilderness setting (mountaintop,
desert, ...); name the recurring Challenge against your return
home (wildlife, weather, ...). Everyone says who they’re portraying and chooses +1 to act rashly, help others, or use wits. One
player narrates the scene of how your characters became stranded
in this wilderness.
Write down three obstacles (trapped, starvation, ...) against
which the characters work to return to civilisation; set them
out on the table. In a hat, everyone places three Tickets with
narrative elements (cabin, gunfire, ...) written on them. Keep the
challenge in mind.
Choose one player to be the Guide, who picks an obstacle and
draws a ticket, narrating scenes to include them. Other players
say what their characters do; some draw tickets to use in their
When players try something risky or dangerous, roll a dice. 4+ is
good, 3- isn’t; the guide says how.
After three tickets are used, if the obstacle hasn’t been overcome, the guide narrates it’s resolution, good or bad.
After an obstacle is resolved another player volunteers to be the
new guide and picks a new obstacle. For the last obstacle, the
guides says how overcoming it takes you home.
Witch Hunt
Alyssa Hillen
You are witches and the world is dangerous for you. Draw a five
pointed star for protection: the points are earth, fire, water,
air, and spirit.
Fire: fight
Earth: protect
Air: escape
Water: heal
Spirit: change the world at a cost
Assign one die to each element to indicate your power: d4 d6 d6
d8 d10.
Someone plays the Enemy - overzealous puritans, rival magicians,
literal monsters, etc. Decide what it wants and how it operates.
Each witch uses a d20 to count down their health - the Enemy gets
two because the world’s cruel like that.
The Enemy attacks a witch and the target says how they react and
rolls the appropriate die. The Enemy’s rolls a die one step up.
Highest wins and takes that much health from the loser.
Everyone else can act: protect or heal your ally, attack the
Enemy, whatever. Roll the element and add or subtract half your
roll as appropriate (round down). If a witch’s roll comes up 1,
the spell doesn’t work.
If you hit with Spirit, the enemy rerolls at one die step lower
but you subtract 3 from your next roll.
Play continues until the Enemy or the coven is defeated.
In this Cyber-Fascist-Hell-Future, sell your radical magicks on
gig-economy-message-boards to make rent, and quietly resist.
When given options, rolld6 or choose.
Witch-Type: [Gynoid / Golem / Insectoid / Colony-Organism / Human
/ Shadow]
Magic-Type: [Haruspicy / Ash-salt / Technosigils / Spirits /
Psychic / Gun]
Familiar: [Disembodied-Hands / Chihuahua / Leeches / Toadstone /
Night-Black-Shadow-Cat / Miiilllkkssnnnnaaaaaaaakkeeee]
Choose your Witch-Number: 2-5
Roll over: reach-out, do something to help, protect, counsel or
heal someone downtrodden.
Roll under: lash-out, be obstructive, angry, forceful or violent
towards an oppressor.
In a conflict rolld6. +1d6 if you’re prepared. +1d6 if your familiar helps.
Successes: You fail miserably, stuff gets bad and weird.
Success: You succeed. Stuff gets bad or weird.
Successes: You Succeed.
Successes: You really succeed. Stuff gets good and weird.
If your roll your Witch-Number, get WitchFeels. Count it as a
success and ask a question which must be answered truthfully. Ask
about feelings, motives, secrets, lies.
You’ve been hired to [Sanctify / Banish / Summon / Commune with /
Heal / Teach]
a [Succubus / Witch / Virus / Ghost / Aura / Cop]
before the [Full-Moon / Solstice / Parents get home / Police-Raid
/ Upload is Complete / Protest]
After you complete the job, decide if you made enough for rent
and food. If not, take another job.
Wittgenstein’s Monster
Dan Maruschak
We all know the story: In his secluded alpine castle Doctor
Wittgenstein sought to create game from gamelessness, stitching
together parts from other games and infusing them with the spark
of gamemastering. But in his hubris Wittgenstein lost control of
his creation, and spent his remaining life repenting, claiming it
was madness to think games had an essential nature, that by merely looking you can see there’s no common thread. But what if...
You are Dr. Wittgenstein, and you are gamemastering a roleplaying game for some of your friends (gather some players to play
the role of the mad doctor’s friends). Gather your library of
roleplaying games to serve as the basis of your possibly monstrous creation. Pick one at random and begin explaining how to
play based on the text. However, whenever the rules refer to a
concept, procedure, or section of rules other than the paragraph
you’re referencing, you must pick another game at random and find
a corresponding concept, section, etc. from that game (unless
it’s referring to an already established connection, in which
case use what you’ve already determined).
Play the RPG as long as you can, until it destroys you or your
triumph is established.
Wizard Journal
River Williamson
To start, give each player something to write on and something to
write with.
On the first turn, everyone writes an introduction to their wizard’s journal. Give the wizard a name, a e, and indicate whether
this wizard’s tale will be one of triumph or woe. Something like,
“I am Gertrude, Sage of the Winds. In my travels, I learned never
to trust a god of the air.”
Between turns, everyone passes their journal to the next player.
On each turn, players write a short journal entry, something that
can be read aloud in a minute or so. The entry can take any form.
On the last turn, players write the climactic entry, the moment
of brilliant success or terrible failure. Take enough turns to
allow players to write in each journal at least once.
Players may share journal entries between turns, at the end of
the game, or not at all. If the entries are shared, feel free to
borrow characters and events from each other. Players should, at
least, read the introduction for their current journal before
Draw from a divination deck before each turn and let the card
inspire you.
Wizards of the Tome
George Philbrick
The source of every wizard’s power is their spellbook.
Each player needs a book with ed chapters to play. This is a
spellbook. Choose one player to be the Game Master; they will
dictate the plot. Everyone else is a powerful wizard.
Each chapter e is a spell. On seperate pieces of paper, each
player except for the GM must write the spell names from the book
they brought and their effect based on that name. Be strange, be
vile, be secretive.
Pass the paper to the GM and the spellbook to another wizard.
Only the GM knows what a spell does; players should not share the
effects they made. The players now have their spellbooks. Going
around in a circle, each player introduces themselves along with
a character trait based on the e of their spellbook.
The GM narrates a plot based on the chapter es of their own book,
starting at chapter one. The players narrate their own actions.
They may cast each spell from their spellbook once. These are
considered to automatically succeed, but if a wizard wishes to
do something else difficult they must flip a coin. On a heads they
succeed at the task.
goo.gl/gVZKgkcontent_copyCopy short URL
Word Wizards
Frankie Garza
One player is the Word Master, the rest are Word Wizards.
The Word Master will open ten random Wikipedia articles and create an adventure based on them.
Word Masters, don’t feel restrained by the articles, they’re your
tools, some work well as settings, characters and items. Others
serve to guide the tone and mood.
The Word Wizards open three Wikipedia articles each, these are
your Magic Words. Use them to overcome obstacles that the Word
Master presents to you.
If none of your Magic Words would be of use you can Word Dive by
clicking on any linked Wikipedia article on your current words.
Once you click, that is your new Magic Word and cannot go back,
unless your current article has a link to a previous Word and you
Word Dive again.
Every time you Word Dive you revive Word Drain. Mark it down. If
you hit 10 Word Drain points you lose your Word Magic.
The Word Master can also Word Dive, but doing so clears one point
of Word Drain from all Word Wizards.
Conflict is resolved by each player opening up one random Wikipedia article, whichever e is higher in the alphabet wins the
World of Stats
David Perry
What kind of Fiction do you want?
Discuss setting, goals, themes, tone, ridiculousness.
What is your +2 Stat? +1? -1? Write them on your (index) Card.
Stats can be anything: roles, skills, equipment, resources, concepts, like “Tough”, “Obscura”, “Bullets”, “Chaotic”, “Disenfranchisement”, “Beheading”.
The MC will guide a conversation about the Fiction.
Ask the MC about things.
Say what you want to do.
Play to find out what happens.
When you do something with an important and uncertain outcome,
describe your attempt and roll 2D6 plus/minus a Stat; the MC will
say which.
On a...
10+, Success; MC might increase a Stat, maybe get a new +1 Stat.
What is it?
7-9, Success with Complication in the Fiction.
6-, Failure with Complication; a Stat might decrease, or get a
new -1 Stat.
When Stats change, skip 0, and don’t go past +/-4.
When the Cards have no more room, how does the Fiction conclude?
Extrapolate from the Stats.
Challenge the Stats.
Describe changes to Stats.
Make interesting Complications.
Make outcomes matter.
Make new rules if you learn them.
Melody Watson
You are mighty, the bravest daughter of your people. Your quest
has brought you here, to a cave deep below the earth and full of
dreadful things. The guardian of a great treasure stands here,
barring your way.
The guardian demands answers before you may pass.
You are a fool. Who are you?
You are a thief. What do you seek?
You are untested. Why are you worthy?
Years have passed since you carried home your treasure. The world
is a darker place, and your loved ones have turned away. A memory
comes to you during the cold night, and you must reckon with it
before you may rest.
You have seen much. Who are you?
Your burdens are heavy. What do you seek?
You have come far. Why are you worthy?
Roles: The Host, Zeus, and Guests.
The law of Xenia commands every host to treat their visitors with
the respect owed to Zeus himself, for Zeus is devious and takes
many forms.
The Host sets the scene
everyone to their home.
of paper and “Guest” on
up the assignments in a
explaining the game and
with music, food and drinks, and welcomes
They write “Zeus” on one folded scrap
the rest, one for each player. They mix
bowl and pass them out at random after
the house rules.
As the party gets going, Zeus begins targeting solo or small
groups of Guests. Careful not to alert the Host, Zeus places a
curse on each Guest. The curse must be something that the Guest
agrees to do for the rest of the night, such as “You must say
‘Hail Zeus!’ every time you speak” or “You must kiss your biceps
after drinking.”
The bewitched Guest tells no one about their encounter or the
god’s curse. Meanwhile, the Host, observing their Guests’ behavior trending toward the bizarre throughout the night, seeks out
the god through cunning curse detection and the process of elimination. The game ends when the Host has identified Zeus.
Each player must speak as fast as possible during a conversation
The GM will score each player’s Yammering out of 10, on 3 criteria: Material, Length, and Speed.
The Material value is how entertaining the player was. Tangents
and stories are allowed, as long as they relate to the topic
Length is how long the player Yammered.
Speed is how quickly the player Yammered.
Once the GM believes the player has become too incoherent, disinteresting, or hesitating; the next player must begin Yammering.
Subsequent Yammers must avoid repetition and begin where the
previous player ended in terms of topic.
After the encounter, the GM will sum of all scores for the
players. Scores above 60 should succeed (and some with higher
scores), below should cause complications.
A session of Yammer should contain 4 encounters (1 per player).
Example settings and encounters:
* The players are secret agents at a
convince guards, extract information
the aid of an enemy agent!
* The players are at a dead end job.
the boss to keep their jobs, or calm
party. They may need to
from the mastermind, or get
They may need to Persuade
an unruly customer.
You’re a Werewolf but it’s Not a Full Moon
Pete Rude
Your first full moon was rough, but your second felt...good. The
transformation, strength, freedom, the connection to nature and
friends, the songs.
It’s a new moon now and you and a packmate miss the full moon.
Get together over seven days to remember.
Sunday, you change: Change something about your outfit, makeup,
Monday brings strength: Destroy something. Shred some paper. Snap
a branch.
Tuesday, celebrate your wild nature: Do something you’ve never
done before. Big and important or small and minuscule- No one’s
watching but the moon.
Wednesday reminds you of the forest: Lay in the grass. Take a
walk. Reconnect to nature.
Thursday is spent with your pack: Let your packmate know you
appreciate them and will protect and support them. You’re in this
til the last hunt.
Friday night is a celebration: Howl and sing with your packmate.
Pick a song you both love or write something new and untamed.
Saturday, you change back: Return to human form. Replace what you
changed about your appearance at the beginning of the week.
The next full moon comes in a few weeks. Lycanthropy or not,
every experience is transformative. You’re not the same wolf you
were this morning.
You’ve Been Screwed.
Dan Sparkman
You’re not sure How. You’re not sure Why. You’re not even completely sure Who. But you’ve definitely been screwed.
You wake or land on a new alien world. It is not what you were
promised. You are all on your own and you’re pretty sure no one
is coming to get you.
Choose or Roll a d12 and Describe.
2-Why you left earth.
3-Who you think screwed you over.
4-Another colonist/castaway you are worried about.
5-An interesting geographic feature.
6-An interesting plant.
7-Animal sign.
8-Thank god it’s here. What is it? Why is it essential?
9-It’s missing, we’re doomed!
10-WTF is this. Something strange has been packed, describe it
as best you can.
11-Learn more about something already learn/discovered.
12-Talk is cheap, whiskeys cost money. Describe what you do to
ensure survival, or escape.
After everyone has had a turn
ing where you are and why/how
other’s theories if they make
200 Year’s later an exploring
they find?
or two or more, take turns guessyou ended up there. Build on each
team finds your planet. What do
Your Honored Guest
///You gather to celebrate Your Honored Guest.
You feast.
And now you must share your stories.///
{Read the Text aloud as you play.}
{Sit in a circle. Keep the image of Your Honored Guest firmly
planted in your mind. Do NOT say Their name. Do NOT describe
Their flesh.}
{Starting with the oldest member and moving left, tell a story of
Your Honored Guest:
• When you first met Them
• When They hurt you, or you Them
• When They helped you, or you Them
• When you saw Them last
Focus on how you felt, how Your Honored Guest made you feel.
Focus on the picture of that memory. If someone else in the circle was there, you may ask them to help describe it.
If your stories contradict each other, that’s fine. Remember that
Your Honored Guest is everyone’s; They don’t belong just to you.}
{When you finish your stories, take a minute to be silent together; write down the names you associate with Your Honored Guest.}
{When you are ready, starting with the youngest and moving right,
say the names aloud.}
{When you are done, let your Honored Guest free.
May They rest in peace.}
Your journey
“The world is not beautiful, therefore it is.”
You are survivors in an apocalyptic wasteland, travelling between
isolated cities in search of a place from your dreams. You never
stay longer than three days. This game tells the story of the
places you encounter on the way.
Character creation:
- Pick a unique quality and declare three ways you use it.
- Pick a flaw and explain why it haunts you.
- Pick a bond with someone and describe how you rely on them.
To start playing, think of some aspect of society and enlarge,
twist, or reverse it. You arrive at a place where the people are
like that. You try to understand those people and learn from
them. You can observe them, interact with them, or fight them, but
you never become one of them.
When you arrive, you have three tokens. Tell the others what you
observe. When you learn something new, gain a token. To intervene, describe what you do. Either someone tells you what goes
wrong and gives you a token, or you do it and discard a token. If
you run out of tokens, you must leave this place, NOW.
Zagyg’s Ancestral Words
Vincent Quigley
These are ZAGYG’S ANCESTRAL WORDS! They are spread across lands
in three little brown books for the enjoyment of all!
Alchemist, Apes, Archer, Assassin, Berserker, Bomb, Brigand,
Cleric, Dungeon, Dragon, Dwarf, Elemental, Elf, Fearsome, Fighting Man, Fungus,Ghoul, Giant, Goblin, Golem, Halfling, Horror,
Horseman, Hydra, Infravision, Lycanthrope, Magic, Manticore,
Medusa, Minotaur, Myrmidon, Necromancer, Pirate, Pixie, Poison,
Rat, Robot, Scorpion, Shadow, Skeleton, Slime, Snake, Sorcerer,
Spectre, Spider, Swordsman, Teleportation, Thief, Troll, Undead,
Unicorn, Vampire, Viking, Wand, Warrior, Wizard, Wolf, Worm,
Wraith, Wyvern, Yeti, Zombie
Take part in the ancient ritual, name someone to be the Master of
They pick 4 words to frame the tale and then banish 2 who shall
not be.
Others, Players of Characters, then pick 2 words and become
Master of games, tell the tale of those Fabled Heroes! Weave
fiction, ask questions!
Heroes, put yourself at risk and roll them bones (2d6, one white,
one red).
The highest die determines your fate.
If WHITE shows a 6, pick a new word. If it shows a 1, remove one.
When one of your words apply to a situation, roll 2 white and 1
red. The Gygaxian Gods favors you!
Znaroks Rocks
Gints Halcejs
The players are 1 hockey coach and a number of hockey players.
The coach must explain a game plan, but can only use pronouns,
relative directions, conjunctions, numbers, prepositions and
words based on the following list: Piss,
Fuck, Shit, Cunt, Dick, Ass, Tits, Balls, Imbecile, Bitch, Nincompoop, Sucker, Cock, Bastard and Damn.
“Based on” includes, but is not limited to changing case, number,
mood, voice, mode, part of speech, forming compound words, prefixes, suffixes, infixes, interfixes.
As an added layer of challenge, the coach may draw up a game plan
beforehand and the players need to reproduce that based on the
Localizing the word list is highly encouraged. It’s considered an
added bonus if the participants know nothing about Hockey.
Zone-side Picnic
Daniel Fowler
Inspired by the Stalker video games and Arkady and Boris Strugatsky’s book, Roadside Picnic.
Create a group text conversation with all other players.
To play, take your phone to a park or other safe public area.
by yourself and avoid contact.
If you see another person, text the group describing the encounter. This person may be a native of the zone or another stalker
hunting for artifacts. Narrate the encounter however you wish.
Share pictures with the group of any animals (creatures), strange
debris (artifacts), structures or artwork (anomalies).
When you are ready to leave the zone, pick up an artifact near an
anomaly, preferably litter. You may dispose of it properly at
the edge of the zone. Brag to the group about your big score.
If you spot another player in a zone, avoid, follow or confront
them. The first player to point at the other has the upper hand.
They may offer terms, take an artifact, “disarm”, “kill”, or
Disarmed players may not point at anyone till morning.
Dead players may not point at others, gather artifacts or message
the group till morning.
Co-operating players may not point at the other till morning.
Get out alive!
All entries under CC-BY-4.0 License
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