Ex Novo is a playable city-generator that helps you construct, and populate fictional villages, towns, and cities. Meet with your friends, and collaboratively draw the map of your city as you explore the history of its founding, and the forces, factions, and events that shape its development. Physical city-drawing game Cooperative for 1 to 4 players A playtime of 1 to 3 hours Ex Novo is both a fun game, and a tool that helps you build memorable settlements ready for further creative use; the cities generated can for example be used in any sort of narrative endeavors or as settings for pen and paper role-playing game adventures.
Ex Umbra is a playable dungeon-generator to construct fictional underground caves, labyrinths and tombs. This physical game can be played alone or with up to 3 friends. Playtime ranges from 1 to 4 hours. Meet with your friends and collaboratively draw the map of your dungeon as you collect questionable rumors about its threats and treasures. My goal was to design a generator that is fun to play and also creates maps that are useful for further creative use. For example in narrative endeavors or as preparation for pen and paper role-playing games.
terse rules for unpleasant interactions. incomplete by design.
Offworlders is a science fiction roleplaying game about adventurers, outlaws, and guns for hire making their fortune on the rough end of the galaxy. It is designed to be straightforward enough to pick up and be ready to play in just a few minutes as a one-off game, but with enough meat to play a short campaign as well. The player characters in Offworlders are the owners of a small starship in a time when humans have spread to many worlds. Together, they explore the universe, completing profitable jobs and overcoming dangers together. Offworlders uses a tried-and-true 2d6 roll to resolve dangerous and uncertain actions, from lying to a customs agent to getting into a shoot-out with a gang of void pirates. Player characters are simple enough to be built in minutes, but can be customized with a wide selection of abilities. (adapted from itch.io)
Around two hundred years ago, everything went to crud. The wealthy, who created this mess, fraked off to Mars while the lucky ones hid in vast underground bunkers. We were left to fend for ourselves on the surface, eeking out an existence in the broken world they left behind, searching for remnants of a past world to help us survive, searching for a place to call home. Play a group of misfits who have found each other in the wastes and ruins of the fallen world. The past is just a hazy legend, the story scattered over thousands of usb sticks and servers, but the future is there to be written. (from itch.io page)
We Deal in Lead is an 88-page full-colour rulebook delivering genre-bending gunslinging in a post-apocalyptic weird west world. Designed by Colin Le Sueur and inspired by The Dark Tower and the Man With No Name, We Deal in Lead is a lightweight combat-focused TTRPG perfect for brutal one-shots, tense solo excursions, or epic campaigns. This book contains everything you need to dive in, including: Pulse-pounding gunslinger action, with legendary guns and lightning fast combat. An introductory gunslinger expedition, perfect for teaching new players. Options for solo play with a tarot-based oracle, freeing you from the curse of scheduling. An excursion generator to create random weird west adventures, getting you into the action immediately. Compatibility with Cairn; escape with your gunslingers into fantastical genres and deadly times. (from itch.io page)
Wages of Sin is your guide to crime on the Rim. It contains 100 bounties, each a story the players steer: they decide who lives and who dies. For criminal campaigns, it features 10 bounty hunters to hunt the players down. If they get captured, it has a court system and (if we hit our achievements) a prison colony: they can look to serve out their time or plan a daring breakout. Play doesn’t stop when you get caught. What’s Inside? 🎯 100 Bounties, each with consequences based on player actions. 🧑🚀 200+ NPCs, running the gamut from emotionless suits to honest workers caught in a pinch. 🪐 50+ Worlds to explore and expand upon. 🔫 10 Bounty Hunters to pursue your players - or compete with them. 🧰 A toolkit for making your own bounties. 👮 (Stretch Goal / Achievement) A detailed plan of the ODC prison colony, with guards, prisoners, rumors and local wildlife. 👨🏾⚖️ A streamlined system for running legal battles.
Armour Astir: Advent is a high-fantasy roleplaying game about striking back against an authority that seeks to control you. It is a game of rival pilots clashing in steel-clad Astirs, of soldiers holding their own against the odds, and of spies and diplomats twisting the world to their ends. It is not a game of careful preparation or pleasant truces; It’s hard to change the world without taking a risk. Armour Astir: Advent is a PBTA game where the players use their wits, expertise, and their huge magical mechs to fight back against an oppressive power. A love letter to mecha anime and fantasy fiction broadly, Armour Astir is designed to evoke the feel and pace of shows like Mobile Suit Gundam and Escaflowne in an accessible, narrative-focused format: without skimping out when it comes to the exciting action. (from itch.io page)
Beam Saber is a Forged In The Dark game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their part, then get out physically and mentally intact. The organizations that perpetuate The War throughout all of known space are too incomprehensibly huge to take down. There is no “winning” The War, there is only surviving it. Hopefully you can help others get out too. (from itch.io page)
Kal -Arath is a completely self-contained 56 page booklet of rules, setting, and tables designed for solo, co-op, and group play. Or, you can just as easily lean into the setting, procedural gameplay and many included tables using your own favorite fantasy ttrpg rules. The game includes procedural rules that are a breeze for the solo player or the zero-prep group or co-op session: overland travel/hex crawling is broken down into different phases that create a satisfying gameplay loop and keep the action going. Oracles, Starting Adventure Seeds, Points of Interest, Encounters, Settlements, NPCs, Dungeons, Items - all of these have their own tables for generation, and combined together create a setting flavorful setting that emerges from the tables themselves - and over 25 pieces of original, hand drawn art. The included ruleset is a 2d6 system that blends my favorite aspects of Barbaric!, Mörk Borg, Black Sword Hack and OD&D - it is classless, with player facing rolls (due to its intention to be played solo with no rules changes); combat is fast and extremely deadly, with exploding damage dice and different maneuvers available to various weapons. A character could begin their career as a barbarian fighter type, and through progression take a backstab skill and later in their career pursue a demonic pact to learn the dark arts of sorcery, if they live that long. The following is some flavor text from the intro: Greetings, wanderer of wild and treacherous lands, seeker of glory and power untold! You have set your foot upon the perilous path into a savage land - a realm where ancient demons demand sacrifice and vie for power…and mortals strive against one another with blood-magic and steel. This massive steppe is known to its peoples as Kal-Arath, although the barbarians of the north refer to the vast grassland as “The Kyrg.” Arathi civilization centers around the stony plateau city of Kar’eld, heart of the Khanate of Akkai, the demon lord of Kal-Arath. Across these untamed vistas, the battle-barges of countless warlords sail a sea of grass and stone, crews hungry for the favor of squabbling demon rulers both demanding and cruel. To survive in Kal-Arath is to dance with death, yet the rewards for the bold are riches and renown beyond imagination. Here are monks and mystics drunk on the rotting blood of human sacrifice, practicing arts considered inhuman by those foreign to this place. Their bodies are hardened by fighting arts taught them by their dark masters, and their minds are fixed on nighted voids beyond mortal understanding. In the sky, beneath the blinding sun, one can sometimes see the riders of the fearsome flying lizards called teradun, doing battle with flashing lances or dark magics. These riders are sometimes favored champions of spiteful demonic nobility, or mercenary captains, or perhaps even the scouts or messengers of some wealthy merchant king. For Kal-Arath is not truly ruled by any - the city of Kar’eld may be the seat of the power of Akkai, but his lordship is contested at every turn by mortal and demon alike. This is a land where even a lowly pit-fighter may earn the love of the crowd and become king. Where rich traders and clever merchants hold more power than gods… and he who learns the secrets of decaying scrolls and forgotten codexes might set himself up as opposition even to the demons who rule this land from their blood-soaked temples. This is Kal-Arath. Who will you be? How will you die?
It’s 1994 in the region of the fictional Ontonagon Peninsula known as “Iron Country,” a belt of mining towns barely clinging to life. These towns are surrounded on all sides by the Sylvan Wilds, a forest known for old-growth pines and strange happenings. All of Iron Country seems to be teeming with the supernatural, a fact those in power would like to conceal. You are a hunter, and you’ve promised to keep regular people safe from the horrors in the darkness. You will investigate the strange happenings going on throughout Iron Country, attempting to put the pieces together and stop the monsters before people get hurt. Will you be able to stop the malevolent forces before their power grows too strong to contain? Will you stand strong with your found family and community or will you sacrifice yourself to spare the ones you love? Will you be lost trying to find solace wherever you can? Thrilling, gritty, and utterly human, Bump in the Dark is a tabletop roleplaying game of supernatural mystery and action-packed showdowns with regular folk caught in the middle. It’s a game about chosen family, protecting your community, and standing up to the forces (mundane and supernatural alike) that want to tear down all you’ve built. The Revised Edition is re-imagined with updated rules to streamline play and provide support for GMs and players. The game features a new approach to downtime, expanded information on more than 25 factions, guidance on changing the game, more oracles and roll tables, and tons of newly commissioned art.
In the mists of ancient time, a poet sings of great deeds wrought by mighty heroes—of monsters slain and justice restored, of wise counsel and devious strategies, of courage, valor, and daring—defiant of the gods themselves. In AGON, you create these heroes, crafting their epic tale into an immortal legend. On their way back home from war, a band of heroes become lost among strange islands populated by mythical creatures, dangerous villains, legendary kingdoms, and desperate people—each entangled in strife, at the mercy of the capricious gods. It falls to you as the epic heroes of your age to seize this opportunity for greatness—to set things right in these lost lands, overcome the trials of gods, monsters, and mortals, prove the glory of your name, and win your way back home. In this game, you’ll find: A brand-new game system for fast-paced heroic adventure, featuring simple characters and mechanics, quick location-based adventures, and one-roll conflict resolution. Play it as a zero-prep one-shot — or enjoy the complete experience as an ongoing series of island adventures. Rules for creating your epic heroes, earning Glory for their Names, and forging their eternal legends. Divine Favor, Bonds, and Pathos to call upon for great deeds. 12 pre-made island adventures full of gods, monsters, and people to challenge your heroes. Contests of Arts & Oration, Blood & Valor, Craft & Reason, and Resolve & Spirit —testing both the prowess and passions of the heroes. Guidance for the Strife Player, who presents the challenges of the islands. The Vault of Heaven to record your progress towards returning home and the grace (or ire) of the gods. (from itch.io page)
Waiting for Gygax is a tabletop roleplaying game in which you play daring adventurers doing absolutely nothing. You are plunderers, fighters, explorers, looters, and heroes who explore parts of a fantastical world where only the brave or the foolhardy would venture. But not right now. For the purposes of this story, you really do fuck all. To play, you’ll need at least three people. You’ll trade off who acts as the Game Master over the course of play. In theory, the game uses a six-sided die (d6) for action resolution. You can make do without one. It also uses a twenty-sided die (d20) to generate random encounters and narrative prompts. This is also optional. (adapted from itch.io page)
Scum and Villainy is a Forged in the Dark game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony. Work with the members of your crew to thrive despite powerful criminal syndicates, warring noble families, dangerous aliens, and strange mystics. Explore the ruins of lost civilizations for fun and profit. Can your motley crew hold it together long enough to strike it big and insure your fame across the sector? Scum and Villainy is a stand-alone RPG based on the Forged in the Dark game engine. In this book, you’ll find: A clear gameplay structure that puts the focus on the criminal undertakings of the crew. A session of play consists of a job followed by recovery, downtime projects, and advancement. Ship “character sheets” that allow for XP spends, upgrades, and leveling up alongside your characters. Crew advancement opportunities to reflect the change from a ragtag group barely flying in the black to a reputed crew that has built a name across the sector. Forged in the Dark tools to help keep the focus on the action of the job rather than the extensive planning needed to make it happen. Character and ship types to help create a unique and interesting crew at light speed. (from back cover)
You are a low-rent vagabond monster hunter in the arse end of Eastern Europe, working for the Baron (who you hate) to hunt the Beast that’s been taking people from their homes and tearing them to shreds. Learn what you can about it and its minions, and stick together, because if you go in alone and unprepared you’re all going to go mad and die. (from itch.io page)
This product is a sword and sorcery inspired rpg setting book made for use with the Kal-Arath RPG by Castle Grief. It can be played with any RPG system and added as a new region in any OSR game as well, bestiary entries are provided with OSR stats on the last page. Included in this 26 page zine are wilderness & city encounter tables, a freeform Rune magic system, a bestiary of desert creatures, and more! Welcome to the Deserts of Zothia, an ancient and strange realm where the blazing sun reigns over a land shaped by blood and ambition. The crimson river called the Vein snakes through the arid expanse, nourishing three great cities: the Necropolis of Gul, the fierce Citadel of Varan, and the bustling trade hub of Naira. Surrounding the river valley of the three cities stretches the treacherous Red Wastes, a vast, sandstorm-ridden desert inhabited by crescent-blade-wielding Daken tribesmen. The Daken worship the pale moon and migrate around the sands on colossal beetles, and despise the opulent Sun-worshipers in the valley. They share the wastes with all manner of terrifying creatures, from fierce lizards to cunning hyenamen and the earth-shaking Geass mother-worms. Will you have the courage to explore this unforgiving land, forge your own destiny, and uncover the secrets hidden within its shifting sands? Red Wastes of Zothia is an independent production by Silver Nightingale and is not affiliated with Castle Grief. It is published under the KAL-ARATH Third Party License
Lancer imagines a future where a survivor humanity has spread to the stars after weathering terrible ecological collapse on Earth - the end of the Anthropocene as a consequence of unrestrained consumption and poor stewardship. Thousands of years later, humanity lives in the wake of a desperate revolution, one where the victorious radicals now manage the galaxy they’ve won. The setting features a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corpro-state agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings. Lancer’s galaxy is one where utopia exists, but is under threat, and the struggle is not yet entirely won; the revolution is not yet done. In Lancer, players adopt the roles of mechanized chassis pilots - mech pilots - comrades together in a galaxy of danger and hope. Some groups will fight to rectify the crimes of previous administrations; others will fight for their nation, pieces in a greater game of hegemony. Others will carry the banner of a corpro-state or mercenary company, working to advance private interests while lining their pockets. Others still will fight for groups acting in opposition to those in power - for the underground, for the forgotten, agents of entropy and agents of yet more radical revolutions. Lancer offers deep, modular mech customization, a wide range of player backgrounds and hooks to prompt storytelling, and a system and setting with room for any narrative you and your group want to tell. It’s best with a group of 3-5 players, and can be used to run a one-shot session or persistent campaign. (from itch.io page)
The Player’s Handbook is the reference guide for players of the 5th edition of Dungeons & Dragons. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells and much more. Dungeons & Drgaons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. (adapted from back cover)
You lost your last companion months ago, and now you are running low on food. You set out from the bunker in which you have lived for over a decade. You have one promise left to keep; you just need to get there. Endling is a solo journaling game that uses Hex Flower mechanics, a tarot deck, and two d6s. You crawl through an indeterminate hex crawl using the hex flower to, hopefully, make your way to your journey’s goal - only finding out what goal that is at the end of your game.
A decade ago Blue Rose shook up the RPG scene with its vision of romantic fantasy and inclusive gaming. Now the world of Aldea returns in a new edition using the Adventure Game Engine (AGE), the popular rules that power the Fantasy AGE and Dragon Age RPGs. This beautiful, full-color book contains everything needed to create and tell stories of heroic envoys of the Sovereign’s Finest as they protect their homeland of Aldis from threats like the shadowy Kingdom of Kern and the fanatical Theocracy of Jarzon, as well as monsters and artifacts from the cruel reign of the Sorcerer Kings. Aided by the rhydan—their psychic animal allies—the champions of the Kingdom of the Blue Rose safeguard the light of the world against the power of Shadow. Will you answer the Sovereign’s call?