What was the RPG Pipeline

The RPG Pipeline was a posting board to keep track of upcoming tabletop rpgs from 2015 to 2021 (this Blogger version began in 2019). It covered new English language ttrpgs and ttrpgs going into crowdfunding.

Monday, 31 December 2018

James & Lloyd read indie rpg blurbs so you don't have to: New Indie RPGs December 2018

The Indie RPG Pipeline is proud to announce the release of a new podcast aimed at helping us all navigate the new indie rpg releases each month. It's James & Lloyd read indie rpg blurbs so you don't have to!


James & Lloyd read indie rpg blurbs so you don't have to: New Indie RPGs December 2018:

More than 50 new indie tabletop roleplaying games are released every month. I want to keep up with one of the most exciting areas in tabletop gaming, but I don't know which of these games I should give a look (let alone buy or even play!). So I asked two friends for help. James Mullen and Lloyd Gyan are two of the UK's most dedicated indie roleplayers and, every month, they go through every new indie rpg and tell me (and now the world) what's caught their eye from the new games listed in the Indie RPG Pipeline ( theindierpgpipeline.blogspot.com )

Friday, 28 December 2018

Neon Sundown

Neon Sundown:

Neon Sundown
Publisher: Exploding Rogue

You're a cool-talking, hip-shooting rhinestone cowboy who always gets their bounty. You'll walk the streets of Strip City, taking jobs and bringing in marks until it's time for you to ride off into the Neon Sundown.

Many thanks to Grant Howitt for the use of Honey Heist as a basis for this game!

Price: $3.00


Segira: 1985

Segira: 1985:

Segira: 1985
Publisher: Loreshaper Games

War. We need only say the word, and they will know. It is timeless, eternal. Our struggle is not one for Segira, but for our souls. If we do not fight—if we do not stand now against the foreigners and traitors—we will lose more than just our lives.

In 1984, Segira's constitutional monarchy dissolved during a coup. The royal palace was assaulted and most of the royal family is missing or dead. Located in a strategically significant location on the northern coast of the Mediterranean Sea, it has become a proxy battleground for the Cold War.

Set in an alternate history Cold War, Segira: 1985 is based on our Hammercalled Roleplaying Game ruleset, which allows for very fast play and a focus on storytelling without sacrificing detail.

By using a blackjack-like d100 roll, the game allows players to very rapidly resolve actions and determine a degree of success without letting the dice get in the way of storytelling.


System: Hammercalled Roleplaying Game

Type: Stand-alone game

Genre: Military, Alternative History

Mechanics: 1d100 with emphasis on rapid play

Intended Players: Game Master + 3-6 players.

Supplies needed: Percentile dice, character sheets.

Setup time: 30-45 minutes

Session time: 2-3 hours

License: Tabletop Attribution License

Included Bonuses: Form-fillable character sheets, regular character sheets, example characters.

Last Updated: December 28, 2018

Price: $0.00


The Last Lighthouse Keeper In Boston

The Last Lighthouse Keeper In Boston:

The Last Lighthouse Keeper In Boston
Publisher: Jack

A two player game about a conversation between a lighthouse, and its keeper.

Price: $1.00


Thursday, 27 December 2018

In The Light Of A Ghost Star

In The Light Of A Ghost Star:

In The Light Of A Ghost Star
Publisher: Highland Paranormal Society

Earth was abandoned ages ago during the red giant expansion. Now, dimly lit by the ghost light of a dead white dwarf, it lies layered with eons of forgotten civilizations. From the warmth of Martian reactor cities, scavengers hire illegal transportation to earth to delve into its depths, looking for ancient treasures. There they must deal with ghosts, machines, and the strange life that has evolved on humankind’s abandoned home planet.

In The Light Of A Ghost Star is a rules-lite system and setting for sci-fi roleplaying. It comes with a hex crawl and random tables that can also be used with other RPG systems.

Files include the main pdf, the main pdf in spread format for easier tablet viewing, a character sheet pdf that includes the game rules on the back, and an 11x17 pdf of the sample adventure hex map.



Printed Booklet




Printed Zine
Close up of printed cover on silver cardstock


Price: $3.00


Obscure Adventures - Fold 'n Play OSR

Obscure Adventures - Fold 'n Play OSR:

Obscure Adventures - Fold 'n Play OSR
Publisher: Stranger Foundry

Obscure Adventures,

is a quickstart lite OSR game, made to introduce people to the hobby. It contains all the needed rules for combat, creating characters and dealing with threats in a single foldable sheet of paper.

The main goals were:



  1. Easy to learn mechanics





  2. Random tables to quickstart the game





  3. Classless for no optimization and analysis paralysis





  4. Character development and progression, easy to pick





  5. Easy to be referenced in a single-sheet





  6. OSR compatible



Fold and Play!

Fold and Play!

FAQ

Another dungeon crawler? There are too many already!

Yes, but this one has a very clear goal: introduce new people with a lean but flexible rule set. You can hack in an away very easily.

I have no doubt that after some sessions, the player will be pretty comfortable to jump into more games. It is pretty easy for a DM to run, to quickly explain the rules and get into the game. This doesn't offer and doesn't intend to offer DM guidance.

You changed the attributes! This is not compatible at all!

It easy to explain four very distinct attributes than the original six, but it is easy to convert: Constitution merged with StrengthIntelligence was mostly scratched because I don't want to include languages, skills or similar and any knowledge must come from the player. So Intelligence got merged with Wisdom into Resolve. Charisma is Empathy. These names represent better what each Attribute mean inside my game.

There are too many/few skills!

Add or remove them. They are pretty straightforward and easy to scratch or design.

Is this a story-game? Why there are no moves?

No, but it can be. This game still has a focus on the challenge and is very lethal, but it takes a less aggressive approach to the Players. With Dilemmas, you as Referee can give choices to players and might soften or harden the blow of their actions, or you can let them as they are if you need. Story games brought some amazing mechanics and ways to integrate players into the game, I want to keep that but – I want them to suffer when they do stupid and risky things. That way I can tailor the difficulty to the group I'm running.

This is not a full game!

Not, it isn't. This is more of a Player's Handbook with the rules-set. If you need more get Maze Rats for the tables, Into the Odd for the setting and throw yourself into an adventure module and you will have a lot of fun.
Price: $1.00


Saturday, 22 December 2018

Elthos RPG Core Rules Book

Elthos RPG Core Rules Book:

Elthos RPG Core Rules Book
Publisher: ElthosRPG

Elthos RPG is a medium-light weight traditional RPG that has been distilled down into a concise yet flexible mini-system for ease of play. Its focus is on providing Gamesmasters with the freedom to exercise their own creativity, and as such its overall mission is to help GMs create their own Worlds. Therefore the Core Rules provides only the mechanics of the system, with a small set of example items and Characters to be used as a basis for expansion by the GM. If you're a creative type who enjoys creating Worlds, then Elthos is built for you.  The Rules Book is designed as a stand alone product that can be used independently, but it is intended to be used in conjunction with The Mythos Machine, a web application that fully integrates the Elthos RPG Rules and provides World Building and Character Management Services (among other features).  Together they form a powerful combination of fast-play and comprehensive computer support.  Take a gander at the Review Elthos RPG - More Than Meets the Eye by Mark Knights for more information.

Price: $12.00


Infected: First Edition

Infected: First Edition:

Infected: First Edition
Publisher: Amagi Games

Infected is a game about an Apocalypse - one that appears to be a zombie apocalypse at first, but which develops along far stranger and more eldritch lines as time goes on.

The rules, based on the Schema engine, are built for an action game, which includes fighting, but also includes running, dodging, holding shut doors against the dead, and so on.  There are zombies.  There's eldritch things.  There's sorcery.  And there's some moderately mad science.

In addition to the rules, character sheets, and so on, some of the fiction of the setting is given here as three seperate short books, each of which is a codified section of an RPGnet "riff" thread from which the game was born.

This project was previously under development as the Infected Living Archive; now that it's reached a release-worthy state, it's been re-listed.  Updates for errata and general improvements may be possible in future as needed, but the base game here is complete.

Price: $1.00


Hungry Cities

Hungry Cities:

Hungry Cities
Publisher: Côme Martin

Hungry Cities is my mini-RPG for December 2018.

It's a GMless game for 1 to 6 players in whichplayers take either the part of Travelers wandering through a mysterious City or the part of a City which wants to keep the Travelers within its walls.

It's a tale of strange urban exploration which can be played solo or with several players.

Price: $1.00


Beyonder: The Science of the Six

Beyonder: The Science of the Six:

Beyonder: The Science of the Six
Publisher: Flying NightBear Games

This book contains rules for the tabletop RPG, Beyonder.  It also includes a history of the Tamarran Continent, where game play takes place, in-depth descriptions of three places in the world; the city of Tarnath, Naldrin City, and the Region of Jowea.

There are two methods for creating a new PC in this book.  The first is Make-Your-Character-with-an-Adventure (MYCA), where you play a short adventure, make choices, and end up with a custom-made character just to your liking.  The second is the crunchy version where you get to make detailed choices about your PCs stats.

Also includes almost 500 Energetic "Powers", which are the supernatural abilities that allow your PC to shape the world and bend it to your will.

Finally, the book has full-page color illustrations for each of the Ten Races, the playable races in our game.

Price: $18.00


Plunderlight Early Access

Plunderlight Early Access:

Plunderlight Early Access
Publisher: Bad Quail Games

NOTE: Plunderlight is in active development. The downloads here will be updated with each new version until the game is completed. Plunderlight is laid out for print and may not view optimally on mobile phones and small tablets. For best viewing in Adobe Acrobat, set page display to 'Two Page View' and check 'Show Cover Page in Two Page View.'

What You Get

  • A 185 page PDF of the core rules.
  • A 21 page PDF of a player reference booklet.
  • A 2 page PDF of the character sheet.
  • Access to all future updates to the digital core rulebook and sheets.

The Basics

Plunderlight is a dark fantasy role-playing game about ambitious characters following their convictions in a world of stark iniquity. There are deals in dark alleys, harrowing chases through haunted forests, duels fought in the morning rain, and pacts made with otherworldly powers who care naught for the plight of mortals.

We play to find out if the characters' convictions drive them to disaster and sorrow, wealth and fame, or to revolution.

The Setting

The game takes place in the last days of a medieval period. Imagine our world in the 1480s. The printing press is a new invention, allowing information to move and propagate faster than ever before. The progeny of conquerors and despots have ruled over common folk for nigh on a thousand years, growing fat on the exploitation of serfs, peasants, and any outsiders. Wealthy merchant adventurers are little better, seeking to exploit the trust of their common born kin and the greed of the nobility they aspire to emulate to amass their own great wealth.

The world is also one of dark fantasy. Ambitious scholars collude with otherworldly powers to bring about sinister sorceries. Remnants of the ruinous past dot the countryside, promising great wealth for those who plumb their depths, and doom to those who linger too long within their hollows.

Gameplay

Plunderlight offers an infinitely flexible fiction first system where the narration of the game as established by the GM and players directly influences the dice rolled. The core action loop is:

  1. The GM describes the challenges facing the characters.
  2. The player describes how their character addresses the challenge.
  3. The GM and players work together to decide what elements of the fiction can be tagged for Edges and Setbacks.
  4. Start with 2D10. After cancelling each other out on a 1-for-1 bases, each Edge or Setback gives +1D10, up to +3D10 (a total of 5 dice rolled).
  5. The player rolls their dice and keeps 2 to add to their Skill, Relationship, or Reputation modifier. If they rolled with an Edge, they keep the 2 highest dice. If they rolled with a Setback, they keep the 2 lowest dice.
  6. The roll generates Hits based on the sum of the kept dice and the character's modifier. Hits can be spent to avoid complications or retribution, bring about the character's intent, gain Momentum, or to create an advantage for future rolls.
  7. The player describes how their character brings about the effects of their Hits.
  8. The GM describes how the world reacts to the character's actions.

Layout

Plunderlight is laid out for printing on 6" x 9" pages. It features generous margins for annotation. Whether you're writing down clarifications of game procedure or your own house rules, Plunderlight gives you the space to make the game your own. It's okay to write in your book. That's what the margins are there for.

Plans for the Future

Plunderlight is in active development and playtesting. The game files will be updated regularly as the game evolves. Illustrations will be commissioned to open each chapter and to fill out pages left blank for layout reasons. As art assets are developed, an artless version of the game will be made available for no cost.

Price: $10.00


Friday, 21 December 2018

Journeymen 3rd Edition

Journeymen 3rd Edition:

Journeymen 3rd Edition
Publisher: Journeymendev

Journeymen is a simple tabletop RPG that utilizes 2d12 to resolve all rolls.  It is designed to be played with 2-4 players within a single party.  The rules are meant to allow anyone, veterans and newcomers alike, to dive into the action even if they've never played a tabletop RPG before.

You take on the role of a Journeymen, an individual with the power to utilize a mystical power known as "Taboo" in order to defend your home from horrid monstrosities known as "Cryptids."  Do you have what it takes to defeat the Cryptids and the ones pulling the strings or will you become their next victim?

Price: $5.00


The Ho Ho Ho Hack

The Ho Ho Ho Hack:

The Ho Ho Ho Hack
Publisher: Brian Holland

Someone has replaced Santa Claus just a week before the big day! What's going on? Can you thwart "Santa" and reinstate Santa in time to save Christmas?

Based on The Indie Hack by Scabland Press and inspired by Honey Heist by Grant Howitt, I made this game for some friends last year and we had a blast!

Price: $1.00


Delve - Second Edition

Delve - Second Edition:

Delve  - Second Edition
Publisher: FeralGamersInc

Welcome to Delve

You awaken on a beach surrounded by the debris from a wrecked ship, you are not alone as others seem to be also awakening from their ordeal. You had no time to pack and all you have is what is in your pockets or what you can find amongst the wreckage. This begins your adventures on the island of Cragbarren.

Delve is a fantasy RPG of discovery and adventure, you are on a lost island with no way to leave. The island is filled with dungeons, ruined cities, old caves, mad mages and monsters, with a lot of opportunity for an awesome GM to create their own.

This book has everything you need to play:

Both quick and advanced Character Creation.
Rules for lighting and fighting your way across Cragbarren
The town of Wreck Haven
The City of Stench
Gear and Equipment including crafting rules.
Magic spells
Bestiary
And much more.

So grab a sword and some friends and go seek your fortune or just some adventure on the island of Cragbarren.

Price: $12.99


Thursday, 20 December 2018

Get Funky

Get Funky:

Get Funky
Publisher: Chaosmeister Games

THE LOWDOWN

It’s the hot and steamy, larger than life 70s in a big city somewhere in crime riddled America. You are not quite heroes and not quite bad guys, connected by blood or neighborhood. You have a calling or a job to do, something to make right against all odds and at all costs. The Man is out to get you and your enemies are numerous, ruthless and got Kung Fu. All you got is your wits, skill and the friends by your side. Failure is not an option. It is time to get funky or get dead!

What do you need to play?

A few friends to play with, one of you will be a player that takes the mantle of Funk Master and runs the game for you, the others are players and will create some cats to cruise around in the city. Every one of you needs a few six sided dice (d6), best are three. A piece of paper to write up your character (or one of the character sheets from the back) and of course a pen to take down notes. Funky music is a must have, afro and bell-bottomed trousers are optional. And this PDF.

Create your character based on the five core attributes Buff, Foxy, Groove, Soul and Wit. Select a Career to get a starting trait from a dozen available, including:

  • BAD MOFO Always being the meanest cat in your hood has advantages.
  • COP You protect and serve your community with passion and integrity.
  • HOT STUFF You always breezed by on your looks and demeanour alone.
  • MARTIAL ARTS MASTER You train in the finest and deadliest of martial arts.
  • PREACHER You are the inspiring voice of the Lord for your flock.
  • WAR VETERAN They turned you into a killing machine and now you are home.
  • and more...
Select the Thing, an acrchetype defining what you are really good at for an additional trait. For example: 
  • AVENGER – Delivering swift and harsh justice where the law does not reach.
  • HUSTLER– Sweet talking cat, charmer and dealer, being “friendly” with everyone.
  • SLEUTH– Obsessed with a crime or story, won’t stop until the truth is uncovered.
  • and more...
And finally the Event that got you on your path. A hook to get the game started and give the Funk Master something to latch unto as well as giving your character a final trait.

The core mechanic is simple: Roll 2d6 modified by Advantages and Disadvantages from traits and situational circumstances. Every 5+6 you roll is a success. Thats it. There is a bit more to it but not much. Easy and fast for groovy action!
This PDF contains all you need to begin play immedietly. There are a variety of random generators, from street names to clothing styles, names and of course adventure seeds and locations to quickstart your imagination. 
You dig?

Price: $2.99


Tekkaforce - Game Manual

Tekkaforce - Game Manual:

Tekkaforce - Game Manual
Publisher: Nerdura Games

Tekkaforce is a tabletop game of mecha warfare, with roleplaying rules included.

Build your units with Lego© bricks or with everything you have, then dive into an anime world with your full armed tekka! If you love Gundam, Macross, Evangelion, Daitarn III, Go Nagai, mechs, anime, and tabletop games... you are going to love Tekkaforce.

Price: $11.38


Tramforce

Tramforce:

Tramforce
Publisher: Rowan, Rook & Decard

Following the collapse of British society after a disastrous Brexit, law enforcement has been forced to use unusual methods to keep the peace. Taking advantage of the extensive tram networks in the UK, police officers can now jack their powered armour suits directly into moving trams to ensure that they can fight crime wherever they need to - as long as it's within six feet of a tram. This ground-breaking one-page RPG and bleak vision of the future also contains OPERATION: CHRISTMAS, which sees illumination zealots from Blackpool descend upon Eastbourne and attempt to steal their Christmas lights.

Price: $1.00


Last Christmas

Last Christmas:

Last Christmas
Publisher: Rowan, Rook & Decard

You're a time-travelling ghost, you killed Ebenezer Scrooge by mistake, and now the apocalypse is knocking at your door. Will this be the LAST CHRISTMAS? Take control of the three ghosts of Christmas (Past, Present, Yet To Come) and the phantom Jacob Marley as you skip back and forth through the timelines to fix your mistake. After accidentally giving Scrooge a fatal heart attack, you awake to find that the world has ended. Can you visit Christmas Past and undo whatever it was you did, or will this be the LAST CHRISTMAS? A one-page RPG with incomplete rules for time-travel.

Price: $1.00


Wednesday, 19 December 2018

Goblin Town

Goblin Town: This week, our group was talking about how much we wanted a pick up-and-play system for messing around in the infinite sea of fantasy adventure modules.



We made an Otherkind-and-Torchbearer Frankenstein about Goblins who need to steal stuff from dungeons to make rent.



We're calling it Goblin Town. I'd appreciate any thoughts and feedback.


Meddling Kids

Meddling Kids:

Meddling Kids
Publisher: Raphael Lima

Meddling Kids is a children's investigation game that
tries to simulate scenarios inspired by works like Stranger
Things, Scooby-doo and Luke Pearson’s Hilda.
It deals with the weird things that happen everyday,
though invisible to the unbelieving eyes of the adults,
they can’t escape the insightful eyes of the children, left
to investigate this magical and hidden reality that adults
cannot fathom and protect their own world of bizarre
and mischievous creatures born from myth and nightmare,
that only children can see.


Price: $2.00


They Came from Beneath the Sea! -a tabletop roleplaying game

They Came from Beneath the Sea! -a tabletop roleplaying game: Click here to view They Came from Beneath the Sea! -a tabletop roleplaying game

The greatness of B-movies brought to life at your table! - [currently $7,616 (38%) of $20,000 goal]


They Came from Beneath the Sea! -a tabletop roleplaying game -- Kicktraq Mini

Don't Look Back: Terror is Never Far Behind 3rd Edition

Don't Look Back: Terror is Never Far Behind 3rd Edition:

Don't  Look Back: Terror is Never Far Behind 3rd Edition
Publisher: DLB3

After centuries of secrecy, why are world governments and religions beginning to admit they have covert programs to investigate the unexplained? Stories and videos about strange creatures, UFOs, people with psychic abilities, government labs, and genetic experiments flood the internet. The more credible ones are removed without explanation then reappear only to be deleted again in a constant game of cat and mouse. What are they trying to hide? Something is happening. Something big.

The world appears calm and orderly on the surface but a madness lurks behind the façade. It is a world that is both familiar and alien where media dictate truth, politicians rewrite history, and people are oblivious to the terrors around every corner. Despots, zealots, and terrorists are just part of the smoke screen. Religion, government, science, and the media are mere pawns in a game that has been going on for millennia.

This new third edition of the critically acclaimed RPG of supernatural and paranormal conspiracy horror uses Lester Smith's D6xD6 game mechanics. It includes the complete rules and the fully fleshed-out world, loads of sample creatures, example characters, and two complete adventures to get you started. Character creation is open and fast. Rules are easy to understand and you can immediately get started with two sample adventures. Create characters in a matter of minutes who can be anything from a government agent investigating the paranormal to teenagers who stumble into someplace they shouldn't be.

The previous edition was rated as one of the top 50 role-playing games of all time.

Don’t Look Back is a pen and paper role-playing game for two or more players. It is set in a world of supernatural and paranormal horror riddled with conspiracies. This third edition of DLB is fully compatible with other D6xD6 settings and adventures.

Price: $24.99


Merry Murder Elves

Merry Murder Elves:

Merry Murder Elves
Publisher: Micro RPG

It’s Christmas Eve, but something is terribly wrong. The elves have gone mad with bloodlust, the reindeer are rabid, the gingerbread houses have been burnt to a crisp with the families inside, but Santa still must deliver presents by Christmas morning.

Can you help Santa and his Wife navigate through his house, workshop, and stables—and kill off the murderous elves and reindeer—in order to reach the sleigh and deliver the presents before Christmas morning?

MERRY CHRISTMAS!

Murder Elves is a Roll+Write Role-Playing Game of Christmas mayhem for a solo player. That means you don’t need a Game Master. This system uses a single D12 for all rolls and is based upon a simplified version of the Micro RPG system created by Noah Patterson for such games as The Dark West, Radio Mystery RPG, and Barbarians of the Gothic Waste. This new system is called the MicroD12 system and it is specifically designed for solo play.

This introductory edition of the game, featuring premade characters and premade maps, will show basic concepts and mechanics that will appear in the future rulebooks and adventures utilizing this system. Future books will include various game genres and settings that have become popular with gamers in recent and past years.

Price: $0.99


Tuesday, 18 December 2018

Archives of the Sky

Archives of the Sky:

Archives of the Sky
Publisher: Aaron A. Reed

A million years from now, humanity has spread across the galaxy and taken countless forms. Vast empires have come and gone like waves against an unimaginable shore. But some strange voyagers chose to remain outside the churn of civilizations, pursuing a greater purpose. When a new force comes to the galaxy, will these eternal wanderers remain who they are--or, at long last, change?

Archives of the Sky is a tabletop storytelling game with an epic sci-fi backdrop and a focus on very human stories. No gamemaster or advanced preparation is required. You and some friends will collaboratively create a great House, a group of interstellar wanderers with a set of inviolable core beliefs--and then, like any good storytellers, devise a conflict that pits those beliefs against each other.

Game Features:

  • Epic sci-fi stories on a grand scale, in a galaxy you create at the table
  • 3-6 players collaborate to create Episodes of around four hours each
  • GM-less, story-focused rules in the tradition of games like Microscope, Downfall, and Fiasco
  • Create a deck of words from your favorite sci-fi novels, and draw from it when you need inspiration or a random outcome (or use a sample list of 800 juicy words if you don't have a stack of books handy!)
  • Play meta-roles like the Epic and the Intimate in addition to your character, focused on making the story breathtaking and huge in scope, or keeping it grounded in sensory details and emotion
  • Use tokens to threaten Values that connect to the developing plot, eventually positioning two Values within a Dilemma that puts them into conflict
  • Supports one-off or campaign play
The 103-page rulebook (full color throughout) includes the complete rules plus a collection of useful bonus material:
  • Sample names for characters, stars, and planets
  • A read-aloud Quick-start Guide that introduces new concepts gradually as you play your first few scenes
  • Actual play examples (edited for clarity) to show key rules and mechanics in action
  • Four alternate settings and tips for making more of your own
  • Rules for a quicker "Fast Play" mode, ideal for one-shots or conventions
  • Awe-inspiring sci-fi art throughout
If you just want to give the game a try with the bare-bones rules, check out Archives of the Sky: Free Version, a 20-page PDF with a basic layout and no art. 
Price: $10.00


Tao Chi (Fantasy Martial Arts RPG)

Tao Chi (Fantasy Martial Arts RPG):

Tao Chi (Fantasy Martial Arts RPG)
Publisher: J. David Chrisman

Enter the Middle Kingdom - a country flowing with Chi, the vital essence of the Cosmos. Travel this adventurous land as you seek the Golden Elixir of Immortality. Only the most worthy Eternals will ascend to the Immortal Dragon. Do you have what it takes? Venture into the world of Tao Chi and find out!

Price: $4.95


Fight/Item/Run

Fight/Item/Run:

Fight/Item/Run
Publisher: Whimsy Machine Games

Buy before 12/31 to enter a raffle to win a pixel art character portrait by Anaïs Maamar! Details here.

It’s dungeons all the way down. You travel deeper and deeper into a labyrinth of chambers, monsters, and loot, clinging to some final goal — maybe a climactic showdown with big baddie, maybe it’s escape. You fight your way through, use the items you get along the way, and run when it gets too tough, all so you can do it over again. Welcome to Fight/Item/Run.

Written by Taylor Smith and published by Whimsy Machine Media, Fight/Item/Run is Powered by the Apocalypse with specific aid from Simple World from Buried Without Ceremony. It is additionally inspired by old school dungeon crawler and fantasy RPG video games.

Price: $4.99


Monday, 17 December 2018

Waystation Deimos

Waystation Deimos:

Waystation Deimos
Publisher: Loreshaper Games

Three weeks ago, there were twenty-five thousand souls living in the habitats strewn across Deimos' surface and laced throughout its interior.

Today there are five hundred.

Waystation Deimos is a roleplaying game based on Rowan, Rook, and Decard's Resistance toolbox. It's a fast and brutal game of transhumans surviving on Deimos after an unknown contagion leads to the death of most of its inhabitants.

Using a simple D6 dice pool system with a novel success mechanic, build characters that are flexible and tied to their universe, and try to survive, or at least die well.

Proudly Sparked by the Resistance Toolbox

Price: $0.00


Saturday, 15 December 2018

Advanced Labyrinth Lord (Dragon Cover)

Advanced Labyrinth Lord (Dragon Cover):

Advanced Labyrinth Lord (Dragon Cover)
Publisher: Goblinoid Games

COMPLETE AT LAST!

Basic and Advanced

Finally the basic and advanced game rules are in one volume!

This book combines the material originally presented in the Labyrinth Lord core rules and in the Advanced Edition Companion. Play advanced and basic characters in the same group, or choose to play one or the other.

Enter a world filled with labyrinths, magic, and monsters! Choose a basic race-class, advanced class, or even multiclass to combine the two! All of the basic and advanced options are within reach.

Labyrinth Lord is the Rosetta Stone of old-school fantasy rules.

It is easy to use basic and advanced game adventures from other publishers with these rules.

In this book you will find...

  • A complete guide to basic and advanced characters
  • All core basic and advanced monsters
  • Basic and advanced spells
  • The full repertoire of basic and advanced magic items
  • Optional rules to make your game even more advanced

Welcome back to old-school gameplay.

**Note that the PDF includes both the Dragon cover and Orcus Cover images.

Price: $9.94


Friday, 14 December 2018

Baker Street Irregulars Mini RPG

Baker Street Irregulars Mini RPG:

Baker Street Irregulars Mini RPG
Publisher: FeralGamersInc

The Baker Street Irregulars were a group of children who were engaged by Sherlock Holmes to be his ears on the street. He often employed them to gather information or find clues to help him solve his many famous cases.

 You are a member of the irregulars and can choose one of the 5 pre-generated characters available. As a character, you cannot die but you can be caught, arrested or chased by the Police or the various thugs and criminals you become entangled with during your escapades for the great consulting detective. 

Price: $2.00


CATaclysm: The Roleplaying Game Core Rulebook

CATaclysm: The Roleplaying Game Core Rulebook:

CATaclysm: The Roleplaying Game Core Rulebook
Publisher: Akinji Entertainment

Da humanz iz ded. No moar fud for us. No moar scratchez for us. No moar protecshun frum teh outsides for us. We haz taken teh earth...

Catain Galileo Furwhisker.

Defend the realm of cats from the evil rat hordes and cruel toads that threaten their world. The time of humans has passed and our beloved feline friends have inherited the earth. They roam the land searching for ancient human relics and Meowgic. Choose your cat. Choose your weapon. And fight for honour, glory, and your ball of yarn.

CATaclysm places the world in the capable paws of our favourite furballs in this easy to learn tabletop roleplaying game. Akinji Entertainment brings a game that is sure to be enjoyed by both cat lovers and roleplaying enthusiasts alike. CATaclysm is purrfect for players of all levels, and whether you are new to RPGs or a seasoned veteran, you will enjoy the witty play and the fresh take on dice-adventure games. Using a simple no fuss mechanic, CATaclysm uses a streamlined ruleset that can be learned and played within a short amount of time. This game makes use of a brand new RPG system that uses a single ten-sided die in conjunction with a cutting-edge new life-management system. Whether you are coughing up fireballs or swinging your cat-o-nine-tails, you will love this fun and action-oriented RPG.

The PDF version comes with a fully-bookmarked copy of the Core Rulebook, which includes everything you need to start your epic CATaclysm campaign with your clowder. The Core Rulebook also includes a sample scenario "The Despot of Dark Pond" to get you right into the action.

What you will need:

-At least one ten-sided die

-CATaclysm Character Sheets (coming soon)

Price: $19.99


Schism

Schism:

Schism
Publisher: EndGamers

Schism is a fantasy-themed tabletop role-playing game that allows its players to take on the role of a powerful warrior, a mystical wizard, a creative mechanic, and many other fantastic characters. Explore the world of Xilo, a far-off planet recently torn asunder by the war between technology-users and spell-casters. Will you and your allies find fame and fortune as celebrated adventurers, or will your journey be cut short by the dangers that lurk on the fringes of the planet’s newly-forged peace?


Price: $0.00


Quest

Quest:

Quest
Publisher: Team 8 Game Design

There was the Time Before, when the Gods made the world and upon it allowed the Merehem, their chosen, to live and serve under the whims of those who had made them.  The gods made of this world their arena and they pitted their servants against one another, till the Merehem came to understand that the only way for the war to end was for the gods to be destroyed.

Price: $12.63


12 Days: A Game of the Epiphany

12 Days: A Game of the Epiphany:

12 Days: A Game of the Epiphany
Publisher: Fantasy Heartbreaker

One Silent Night

...a new star appears in the sky.

Your divination tells you it heralds the end of the age of sorcerers and kings; that, if unchecked, the child whose birth it announces will unite the world as Their kingdom.

You have only a dozen days and as many nights to journey across dangerous lands and haunted deserts, to follow the star to the Savior’s cradle…

…then perhaps only moments to decide how you will shape Their future.

12 DAYS

Hi, I'm Rose, and this year I thought I'd produce a holiday special. It's not pious, satiric, or saccharine -- it comes straight from my heart.

12 Days is a storytelling game based on the way my family commemorates the 12 days of Christmas -- the time leading from the birth of the Savior to the Feast of the Epiphany.

We've played these out for generations, and they always involved moving little statues of the magi, then taking on their roles and meeting wicked King Herod (usually played by my grandfather) and then the infant Savior (played by my youngest sibling or cousin).

12 Days reenvisions these pageants through a looser mythological lens. You'll journey from the East to Bethlehem, as is traditional, but also encounter bands of thieves, Dead King Gilgamesh, Lilith the Outcast, and a Herod who might be redeemed.

The rules are simple: build a dice pool of help and risks, roll against your Power and Glory stats, and check dice matches for success, dooms, and creeping doubts. Bring your gifts to the newborn ruler... or sacrifice them along the way to help people in need.

Each day brings new people and new trials, and leads you toward your own Epiphany... which may or may not be the one we know!

Good Journey!

Price: $6.99


Wayward

Wayward:

Wayward
Publisher: D6Shooters

Wayward is a role-playing game about a mystical world influenced by powerful authority figures, influential spirits, and skilled combatants. Throughout a session, you will encounter colorful characters and various spirits creating unique problems that can be solves through cunning decisions, shrewd diplomacy, or brute force at your discretion.

Price: $0.00


Warweave

Warweave:

Warweave
Publisher: HMS Hindenburg

Warweave is a tabletop RPG system and world focused on allowing players to create a diverse and competent cast of characters. Creativity and homebrew is encouraged to survive in a world of magic, vast oceans, and budding industrialization. Set sail on an adventure in a world where magic is woven into the very fabric of reality. Featuring simple but robust Encounter and Skill systems, there should be something for every player to enjoy. Wield the incredible power of fire! Wrestle like a professional! Captain your own vessel! Summon an incredibly distracting army of chickens! And if none of the above interests you, the system encourages you to add your own ideas to it. In Warweave, the only limits are your wildest dreams.

Price: $0.00


Thursday, 13 December 2018

The tall grass

The tall grass:

The tall grass
Publisher: Gaia Sicolo

The tall grass is a GMless TTRPG about communality, collaboration and creativity in a post-apocalyptic world that's long healed and grown anew, ripe with magic and mystery.

Price: $2.00


Starship Infernum

Starship Infernum:

Starship Infernum
Publisher: Wicked Clever

Starship Infernum is a sci-fi themed, survival-horror role-playing game for three or more people.

Almost no preparation is required to run this game, and the rules are easy enough to just pick up and play. All you need are two decks of regular playing cards, pencils and paper, a handful of tokens, and some friends who enjoy being put to the test.

Infinitely replayable, your ship and the crises it faces are different every single time. Featuring a simple Blackjack-based rules system, five-minute character creation, a multitude of aliens and obstacles, and a unique death mechanic that means nobody is ever completely out of the game. Also included are six quick-start scenarios and eight pre-gen characters to launch your team immediately into action.

Starship Infernum is easy to play and easy to run, but are you brave enough to face these horrors? Are you strong enough to actually survive?

Price: $9.99


Bloodline

Bloodline:

Bloodline
Publisher: The Goat 's Head

This realm is a wild one.

Tall forests of pine grow on rugged mountain-sides,
carved and split by deep fjords and wide lakes. This
is a land where the gods might still be found, and
the magic of the world has not yet quite gone out.
Giants wander, spirits haunt, and wolves howl in
the night-time.

You have a chance to become a hero. Your mother
was a wild warrior: tall and broad and able to best
any in her path. Her father before her had a great
mane of hair and claws the size of knives. His mother
before him was a true bear: a beast of raw power and
brutality, utterly unstoppable. This is your legacy: it
is their blood that runs in your veins, and it is this
blood that determines your fate.

In Bloodline, you play not as a single character, but rather as successive generations of characters: a line of heroes, united by family - united by the shared blood that runs through all of their veins. Your first character defines the direction of your family story, but your tale does not end there. In fact, your story does not even start with your first character but rather with their ancestors.

Over the course of a saga of Bloodline, your first character will die  - and your second and your third and likely many more. Once your character dies, however, the game is by no means over! Now, rather than playing as your original character, you play as their descendant: your first character had children at some point in their life, and you are one of those children. Over time, your saga might stretch over the course of a dozen or more generations spanning hundreds of years, bound together solely by the power of the Bloodline.

This realm is a wild one - and one that will only grow wilder.

Price: $5.00


sand dogs v0 doc

sand dogs v0 doc:

45624599-1ccb-4ed6-82a9-ea431cc4e7c8
Time for a break then back to the digging.

The first draft of the playtest doc for Sand Dogs is now publicly available! If you give it a spin or even just a read, please reach out. And share as far and wide as you like.

This doc is obviously incomplete but it’s also certainly enough to run a game — it’s all we’ve been using for the past six weeks or so. Much more is coming, including ways to develop tomb artifacts, gods, and stuff like that.

If you dig it, consider grabbing a copy of The King Machine (same system), which is on sale for less than 5 bucks in PDF until next year. You can have a very monkey Christmas with that.

Original enclosures:
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45624599-1ccb-4ed6-82a9-ea431cc4e7c8.jpg

Wednesday, 12 December 2018

Map Maker Adventures - Dungeon Crawl RPG for 1-4 players

Map Maker Adventures - Dungeon Crawl RPG for 1-4 players: Click here to view Map Maker Adventures - Dungeon Crawl RPG for 1-4 players

Map Maker Adventures is an old school, pencil and paper, dungeon crawl, role-playing game for 1~4 players, without a DM. - [currently ¥296,648 (20%) of ¥1,500,000 goal]


Map Maker Adventures - Dungeon Crawl RPG for 1-4 players -- Kicktraq Mini

2G2BT: Gauntlet Con/v0.14

2G2BT: Gauntlet Con/v0.14: After a couple of playtest sessions at Gauntlet Con 2018, which is still in its last few hours, here's v0.14 of 2G2BT.





2g2bt%2Bcover.png
2G2BT v0.14.pdf
Apart from minor text clarifications, here's what changed since v0.12:



First of all, armor was way too powerful. That's been trimmed down across the board—everything that was once 2-armor is now 1-armor; everything 1-armor was translated into an extra external damage box or two.



I added a briefing move. I'm still toying with how concrete I want the battlefield to be, but for now this is a placeholder move that lets the company tactician define some of the elements of the battlefield.



Assault and covering fire have a small change, fire is exchanged before the stat roll. I find it anticlimactic to roll damage after we know who has won or lost; I think it's better when this is apparent after the smoke clears.



Also, the weapon fire modifiers were clarified, as I think they were a little confusing before.



Taking cover has an additional 10+ benefit, you get to return fire at -AOF.



The critical repair move is clarified: it's for getting rid of critical repair effects, not clearing critical damage boxes.



Spot their colors now works on familiar faces, not just insignias. This is the small, initial stab at me trying to bring more NPC interaction into the spotlight.



The Lieutenant's xp move now fires when subordinates take critical damage, not just when they're disabled. Also, the shortcut move requires shortcuts be iffy, not daring. (I want them to be risky, not done with panache.)



The Commander's xp move only applies to squaddies, not just anyone.



There was an important change to company advancement: the company now advances on every mission, not just when they achieve milestones. I'm not totally sure about this; some of these are good enough they feel like they should just be cash spends.



---

The con feedback (from Daniel, David, Horst and Leandro) was really useful. In short:
  • I've had a growing insecurity about the 'two rolls' nature of assault and covering fire, but the gang said they enjoyed that part. I used to like it too, so I'm chalking this up to over-familiarity.
  • For players unfamiliar with the genre, even the one-page playbooks are a lot to take in. Lots of boxes to tick off. (I remember feeling this way looking at Blades character sheets.)
  • Horst asked for a stress mechanic, which made me chuckle. Removing 'stress' from The Regiment was probably a mis-step; there's a lot of potential for socially focused downtime moves that interact with it.
  • Daniel suggested more moves to add SNAFU. Also, restricting SNAFU burn to "small-scale" moves may not be necessary. Why not open this up and (while I'm at it) add playbook-specific  moves to add SNAFU?
---


What's really missing? Human interaction. What I'm finding in playtests is that while the combat moves are in the refining stage, the human element is completely missing.



The source inspiration for the game is The Regiment, in which you have vulnerable humans taking deadly weapons fire. When the party is swaddled in high tech mecha, it's much harder to have an organic exchange of emotion in the middle of a mission—you can't lean on your buddy and have a smoke, for example. (This might be less true with longer missions that aren't in/shoot/out, but I haven't run any of those yet.)



Dungeon World-style flags are a great way to get some interaction in a one-shot, I think that would help push the focus back onto the characters and their interactions. I'm tempted to add either that or some drives (or at least make sure that every character has a solid xp move that drives interaction with other PCs).



As I mentioned with the change to spot their colors, I really want to make NPC interaction a much more significant focus. I feel like "life on base" should not be relegated to a few brief downtime moves, it's too much like browsing a shopping list.



There's a lot of interesting potential there, especially as the mission context accumulates. I like having a Darnan liaison NPC, and in the second playtest this weekend I urged a PC to recognize them.



That's all for now!


Reach of Titan - Playtest

Reach of Titan - Playtest:

Reach of Titan - Playtest
Publisher: Third Act Publishing

Humanity has been scattered across the land, isolated in small villages that cling to existence. Giant creatures called Titan’s roam the world destroying everything in their path. The only way for mankind to survive is by fighting against these behemoths, defending against the ones that pose a threat, and hunting others for food. That is the role of a Titan Hunter.



Reach of Titan is a game that uses an original system designed to emulate fantasy style fights with giant creatures. The game will have a familiar feel for those that have played Shadow of the Colossus, Monster Hunter, or watched the Attack on Titan anime. The battles are designed to be half-puzzle, half-combat where players must use more than their die rolls to bring down these behemoths. The encounters are challenging as you must solve the puzzle of killing the Titan, while working with the resource management system of combat. This combination of systems provides a very unique RPG experience.



While fighting giant creatures is a core part of the experience of Reach of Titan, and what is presented here in the playtest document, the final game will also incorporates settlement building and Titan hunting as key aspects of the game. You are members of a small village that is trying it eek out an existence. If you are successful, you will be able to watch your village grow and proper. Failures will result in watching your settlement dwindle. Every hunt you go on comes with risks and rewards that must be weighed, and the results of these hunts will shape your community.

This document is the playtest version of the game. It provides the core rules, will teach GMs how to run the game, provides sample character sheets, and 3 unique Titan encounters. This document has everything you need to have a fun night of running Reach Of Titan

Price: $0.00


Hot Circle RPG

Hot Circle RPG: Hi All! I wrote a hack for Burning Wheel called Hot Circle RPG.


Hot Circle is a spark (fan hack) flung from the Burning Wheel by Luke Crane. It attempts to miniaturise and abstract the intricate technology that powers the Burning Wheel to a minimum derivative game.​
​It's a self contained hack that replaces things that involve long lists in Burning Wheel (traits, skills, lifepaths) with freeform descriptors in the style of Over the Edge, Fate, etc.



From this base the framework is extended with compromises (replacing scripted conflicts), conditions (voluntary and as consequences), ability tests (using lifepaths to generate circles, wises, resources, and deeds aka flashbacks), and a modified artha cycle (coupled to advancement and compel interactions).



Hot Circle RPG v0.1 is an alpha playtest document. The framework should be sound but the numbers may be off. It is designed in a zine format and is free to use.



Hot Circle RPG v0.1 - Screen Readable

Hot Circle RPG v0.1 - Zine Printable



I thought there might be a few BW fans on StoryGames that wanted to have a look. If you read the game and want to give feedback, it is all welcome! Please let me know any sections that are confusing, or what you think of the rules and system interactions.


Rulers: Core Rulebook

Rulers: Core Rulebook:

Rulers: Core Rulebook
Publisher: ToBeGosu

Rulers is a tabletop roleplaying game of civilisation and conquest. Create a world, populate it with Kingdoms, Resources and Cultures Define your Realm, craft your dynasty, and Build your Empire by trade, politics, or brute strength.

Rulers: Core Rulebook contains all the rules and instructions you need to play this tabletop roleplaying game. Featuring more than 25,000 words across some 68 pages (this rulebook has no art).

This game was created out of passion for me an my friends to play when we were at University. Since then I have tinkered with it until it has reached the form it is today.

In all fairness: Rulers is not good. I am far from happy with it and if I were to start it today I would approach it quite differently. That being said, myself and my friends have had a lot of fun with it - from weaponising the local Laser Pheasants, to the succesfful invasion of the Demon Body-Snatchers - and I would like to share Rulers with people like you, while I move on to other projects (for the time being).

Visit ToBeGosu.com for more information.

Price: $0.00


Tuesday, 11 December 2018

Dream Askew / Dream Apart

Dream Askew / Dream Apart:

Dream Askew / Dream Apart
Publisher: Buried Without Ceremony

This book contains two games of belonging outside belonging. Dream Askew explores the story of a queer enclave amid the collapse of civilization. Dream Apart explores the story of a Jewish shtetl in a fantastical version of nineteenth-century Eastern Europe.

Both games are about a marginalized group of people living together in precarious community. They use a simple no dice, no masters system that puts the focus on relationships. community struggles, and player choice.

Build a community together, and then make trouble within it!

----

This book is organized into four chapters:

Playing the Dream
A thorough, beginner-friendly guide on how to play Dream Askew, Dream Apart, and other games of belonging outside belonging. Includes detailed running examples.

Dream Askew
Everything you need to play Dream Askew - the character roles, setting elements, enclave worksheet, design notes, a mediography, and a recipe to serve your friends before playing.

Dream Apart
Everything you need to play Dream Apart - the character roles, setting elements, shtetl worksheet, design notes, mediography, glossary, list of regional names, and a recipe for borsht.

Designing New Games
A step-by-step guide to designing your own games of belonging outside belonging, with wisdom on both the thematic and mechanical aspects of game design.

----

To learn more about Dream Askew and Dream Apart, including taking a look at their play kits, visit buriedwithoutceremony.com

Price: $10.00


Avamental

Avamental:

Avamental
Publisher: Channel M Publishing

Long ago, we started a licensed project based on a show about a certain last Avatar. The Projected was cut and we were left in an odd predicament with a beta draft game, money spent on our part.

We really loved playing this game ourselves.

Thankfully our staffer Kelly decided to take out all the licensed stuff,  add some name changes and hand this off for PDF publishing only.

AVAMENTAL- os a game that needs no introduction and is a supplement for the rest of our games.  In a world a lot like Asia, heroes who can control their chi, the elements and more recover from a near world-ending war.
Rules DDF (Drama Dice Fantasy)

Notes: Rough Copy, Never officially finished. Just trying to get some of our investment back.  But don't worry, It's still awesome.

We're testing the waters here if people like it we might invest more into it


Price: $5.00