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.

Tuesday, 5 March 2019

Codex - Dark 2 (Dec. 2018)

Codex - Dark 2 (Dec. 2018):

Codex - Dark 2 (Dec. 2018)
Publisher: The Gauntlet

Codex is the monthly RPG fanzine published by the Gauntlet gaming community! Each issue features a variety of articles organized around a theme, loads of original artwork, and a custom layout.

Inside Codex - Dark 2:

Ghost Drums This LARP uses a Guatemalan ghost story as the basis for a game that explores themes of colonialism and regret. The Spanish-language version of the game is included in the downloads for this issue.

A Repast of Glum Moments Written for use in Epidiah Ravachol’s Swords Without Master, as ideas for Thunders, Feats Heroic, or even a simple roll. Also useful for inspiring fantastical tales of sorcery and mystery.

Trophy This is a dark fantasy game about psychological horror. Players are treasure-seekers pushing deeper and deeper into a forest that does not want them there. Core rules for the game are here, along with advice on how to create your own scenarios, called Incursions. A sample Incursion, The Tomb of 10,000 Dreams, is also included. Future issues of Codex will contain new Incursions and other supplemental material for Trophy.

Orchestra of Oblivion This feature contains new Bloodlines for Jay Iles’s excellent gothic horror game, Rhapsody of Blood. The downloads for this issues include separate character sheets and play aids for Orchestra of Oblivion.

Three Dozen Constellations

6 original illustrations

A custom layout by Jake Householder and Jesse Ross

Price: $7.00


Journeys in Time

Journeys in Time:

Journeys in Time
Publisher: Stouthearted Games

Journeys in Time is a tabletop roleplaying game based on The Black Hack, an old school system blended with modern rules into a fast-playing, rules-light system. It is a heavily revised and expanded version of The Time Travel Hack.

Journeys in Time is a standalone game that lets you play the role of a time traveler. You can travel through time and space with a mysterious guide, be part of a team of troubleshooters that go back in time to prevent terrible disasters, hop through time to stop others from changing the past, or be police from the future chasing escaped criminals into the past.

Journeys in Time features:

  • Six classes: Soldier, Scientist, Agent, Tech, Everyman, and Psychic.
  • Four game themes: Lonely Alien Traveler, Disaster Prevention Team, Time Agents, and Time Police, each with detailed information on the theme, which classes work well with it, and random tables to help you generate ideas for adventures.
  • Simple equipment, weapon, and armor rules.
  • New rules for psychic powers.
  • A selection of foes - animal, human, and alien, with stats for many as well as advice on creating your own unique opponents.
  • Ideas of what can go wrong with time and how to use them as a springboard for new adventures.
Price: $2.39


Gazetteer: A Gygaxian Storygame

Gazetteer: A Gygaxian Storygame:

Gazetteer: A Gygaxian Storygame
Publisher: Amagi Games

Gazetteer is what happens when you hold OSR crowdsourcing, sometimes called "Gygaxian democracy" in one hand, new-fangled online Storygaming in the other, and scream “NOW KISS”.  It is a game of map-detailing and collaborative storymaking, functioning by means of questions and answers.  It is led by a facilitator who is required to talk like a pompous blowhard of an explorer throughout.  For the players, it is a game of creative writing - and specifically, writing about being dragged by a ridiculous boss into misadventure in pursuit of new horizons and material for his travelogues.

Game prep for a given run-through is half an hour; the entirety of the rules and guidelines, advice and examples, is fifteen pages.  For the players, prep is reading or listening to about a page worth of text.  No character creation, no fiddly bits.

Like its mechanical predecessors, Doomed Pilgrim and Atop A Lonely Tower, it is engineered to be playable on Facebook, on Discord, or via other social media; Gazetteer itself is also built to be playable in-person.  Played online, it requires a small group of interested players, a middling crowd of casual "I'll throw a little bit in here" visitors, or (often) some mix of both.

You should grab and read it immediately.

Price: $3.00


Friday, 1 March 2019

Wraith Recon - A Fantasy RPG of Covert Operations and War

Wraith Recon - A Fantasy RPG of Covert Operations and War: Click here to view Wraith Recon - A Fantasy RPG of Covert Operations and War

You are a member of Wraith Recon - trained in covert operations to protect the people of Dardarrick against threats. - [currently £932 (27%) of £3,500 goal]
Wraith Recon - A Fantasy RPG of Covert Operations and War -- Kicktraq Mini

Shadows of Kilforth: A Fantasy Quest Game for 1-4 heroes

Shadows of Kilforth: A Fantasy Quest Game for 1-4 heroes: Click here to view Shadows of Kilforth: A Fantasy Quest Game for 1-4 heroes

RPG-based adventure card game of gothic high fantasy for 1-4 heroes, and sequel to the award winning Gloom of Kilforth by Tristan Hall - [currently £18,955 (190%) of £10,000 goal]
Shadows of Kilforth: A Fantasy Quest Game for 1-4 heroes -- Kicktraq Mini

Dragon And Warrior

Dragon And Warrior: Click here to view Dragon And Warrior

A tabletop Role Playing Game based on old school JRPG videogames. - [currently $86 (17%) of $500 goal]
Dragon And Warrior -- Kicktraq Mini

Knights of the L.A.M.B

Knights of the L.A.M.B:

Knights of the L.A.M.B
Publisher: A Point of Inspiration

Knights of the L.A.M.B is an exciting new ruleset designed to be used explicitly for children 3+.

L.A.M.B (Little Adventures Mean Business!) is a d10 sysem with an intuitive character-creation procedure allowing for purposeful, interesting, and fun characters to be created in just 5 minutes.

In Knights of the L.A.M.B, players are teddy bears who fight the forces of darkness seeking to enslave and hurt children the world round.

Included are:

  • Rules for character creation
  • Setting information
  • Complete bestiary
  • Magic system
  • Coloring pages to print off and give your kids
  • A complete character sheet
Price: $1.99


Dimension Destruction(Playtest)

Dimension Destruction(Playtest):

Dimension Destruction(Playtest)
Publisher: Ben's 1$ RPGs

Dimension Destruction is micro-lite table top RPG centered around a group of regular people who experience the end of the world and wake up in a parallel dimension on the exact same day. This dimension is going to suffer the same fate as the first, if they can't find out how to stop The Judgement. Maybe a parallel dimension where everyone is named Fred isn't worth saving anyways, though? Maybe it's best to wait for the next one.

As the title indicates, this is a playtest If you play this, then please leave me a review telling me what you liked, what you didn't like, and something you think could be added to make the game better. Eventually I would like to sell this for 1$, but first I need to get it to a place that I'm happy with, and any help with that is much appreciated! Also, anyone who playtests the game will get a free copy when the final version is complete.

Price: $0.00


Wasteland Caravaneers

Wasteland Caravaneers:

Wasteland Caravaneers
Publisher: Sad Fishe Games

Explore the trails of the wastes in this Oregon Trail and post-apocalyptic inspired Table Top Role Playing Game, where players take on the role of caravaneers or leaders of nations thrust into a world of post-apocalyptic politics, intrigue, and survival.  Manage supply stores, juggle the risk and reward of completing a job on time or taking the extra day of rest the caravan needs after a harrowing encounter with beasts or bandits.  D100 System.

Price: $1.00


Afterlife: Wandering Souls Quickstart

Afterlife: Wandering Souls Quickstart:

Afterlife: Wandering Souls Quickstart
Publisher: Angry Hamster Publishing

Afterlife: Wandering Souls is a strange fantasy game where you play a Wanderer – a traveler who passed from the world of the living into the world of the dead. With no memories of who you once were your goal is to discover truths about yourself – as hard as that may be. You journey the endless desert of the Tenebris and search for gateways to the next life to uncover these precious fragments. By gathering these memories and coming to terms with who you were your path to the next life unfolds upon your skin in the shape of Death Marks, tattoo-like sigils leading you into the Beyond.

Afterlife: Wandering Souls is set to launch on Kickstarter in the second quater of 2019. Before you are truly able to expereince the dark download the quickstart and get a taste for the Tenebris.

This quickstart includes the following:

  • Setting overview
  • Core mechanics overview
  • Starting adventure: The Wall of Thorns
  • Five pre-generated characters
Price: $2.99


Escape from Dino Island: A Zine Quest Game

Escape from Dino Island: A Zine Quest Game: Click here to view Escape from Dino Island: A Zine Quest Game

An adventure game of mystery, survival, and prehistoric beasts, powered by the apocalypse. Designed to be played in a single session. - [currently $167 (21%) of $800 goal]
Escape from Dino Island: A Zine Quest Game -- Kicktraq Mini

Wake

Wake:

Wake
Publisher: Rowan, Rook & Decard

Play a coma patient trying to escape from a murderous, shifting dreamscape.  Beset by hungry ghosts and outgunned by the heartless Sleepers, you’ve got two ways out: wake up or die trying.

A one-page RPG that requires a d12 and a pack of playing cards to use.

Price: $1.00


Return to Wonderland

Return to Wonderland:

Return to Wonderland
Publisher: Angry Hamster Publishing

My story didn’t end the way you heard it. I never defeated the Queen of Hearts. I didn’t reach the end of the chess board. Instead, my friends and I fled to the world of mortals with our bodies scarred and minds broken. We abandoned Wonderland to bleed at the hands of a terrible tyrant.

No more.

Return to Wonderland takes Alice back from 1879’s London to Wonderland, now a dark and terrible place under tyrant rule. Players take on the role of Alice and such companions as the Cheshire Cat or White Knight. The GM chooses from any of the tyrants collected—Queens and Jabberwockies alike—and creates their own story around that.

This PDF provides fully functioning mechanics, six companions and six tyrants to choose from, as well as advice on running the game across three different worlds, but Lewis Carroll’s books, or your favorite adaptation of them, help to craft your own campaign. 


Players: 3-6

GM: Yes

Time: Return to Wonderland works both as a one-shot of a few hours, or ongoing campaign

Items: Two decks of standard playing cards are needed in addtion to this PDF to play


Price: $6.99


Dangerous Times: Muckrakers and Magic in Old New York!

Dangerous Times: Muckrakers and Magic in Old New York!: Click here to view Dangerous Times: Muckrakers and Magic in Old New York!

A complete RPG in zine form— Play as intrepid reporters in a 1920s New York filled with speakeasies, crime, and the occult! - [currently $137 (34%) of $400 goal]
Dangerous Times: Muckrakers and Magic in Old New York! -- Kicktraq Mini

Invisible Sun

Invisible Sun:

Invisible Sun
Publisher: Monte Cook Games

A roleplaying game of surreal fantasy, secrets, and magic that is truly magical. Wield fabulous powers as you uncover the secrets of reality itself.

invisible-sun-42.jpg
Lorcan made a gun out of demon; its bullets only harm possessed people. On his quest to discover the long-forgotten (and perhaps forbidden) number between 12 and 13, the weapon is proving useful as the Enemies of Sleep appear determined to stop him. 

Duri’s face is normally a blur of swirling spiritforms, but occasionally she can make one of them manifest, and she gains its appearance and memories. If she risks keeping the new face too long, however, she can lose her identity. 

Rodir has connections all over the city, and she holds a collection of wicked keys that allow her to unlock any problem by just creating a keyhole to insert a key, turn it, and see what happens. People don’t appreciate it when she does this to them, but that’s what they get for being in her way.

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Do you think you live in the real world?

You don’t. This world you see around you is Shadow—a world illuminated only by the Grey Sun. You think it is your home, but that’s because you have forgotten your true self. Awaken, and return to the Actuality and Satyrine, the city under the Indigo Sun. You are a vislae, a wielder of fabulous powers and capabilities, a shaper of reality itself. You sought shelter in Shadow to escape the war, but the war is now over and your home has called you back.

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Invisible Sun is a roleplaying game of surreal fantasy. The player characters are vislae—wielders of magical power—recently returned to their true home: the Actuality, a world that seems like a surreal dream to those of us toiling aimlessly in the boring, grey realm you and I falsely believe is the real world. These characters face incredible challenges, visit breathtaking places, and discover secrets so astonishing that the only ones who can cope with them are those who understand the truth that powers the universe: Magic.



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Magic: A power that can be pursued, studied, and even mastered, but never completely understood or controlled. It is fluid, unpredictable, and ever nuanced in effect. Its secrets are boundless. But that does not mean it is without rules and methods. There are four orders, major schools of magical thought and training. Vances study their spells carefully, believing they are, in their own way, intelligent in and of themselves. Makers, as the name suggests, use magic to create powerful items. Weavers cast spells with a fluid and improvisational sort of sorcery. Goetics use their magical skills to summon demons, angels, and other creatures to do their bidding. Outside of the four orders, Apostates are vislae who find their own paths and methods for wielding the power of magic, rejecting the hierarchies of the orders.

It is a rare vislae who does not have a house. Your house is as integral to your being as your spells or character stats. The houses of vislae are often haunted, filled with mysterious unknown rooms, bigger on the inside, or possessed of their own intelligence. And in Satyrine, a house is defined as much by what goes on around it as by the contents of its walls (assuming, of course, that a vislae’s house even has walls). Local personalities, sites of interest (or danger), organizations or factions, and ongoing conflicts all affect a vislae’s house and life. And all of this is determined as part of the character creation process.

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Bonds, character arcs, echoes of your life in Shadow, a secret Soul, your role within your order, and your relationship to other player characters are all addressed during character creation through a fun, interactive process that engages the entire gaming group. And leads to PCs with incredibly rich backstories, inner lives, motivations, and relationships—and a vast array of adventuring hooks.



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Finally, for Invisible Sun characters, even death is not the end. For in the Actuality, death is simply the realm under the Pale Sun, another world along the Path of Suns.

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When exiled to Shadow, you probably believed there was just one sun—but there are in fact eight. Nine, actually—but even many learned people don’t know that, for the ninth is a secret. Invisible. As a vislae, that is one of many secrets you know.

The Path of Suns is a representation of the way magic works, the known levels of existence, the stages of a life, and the makeup of the mortal soul, all in one. It is a symbol. A metaphor. A diagram. A map. Each sun represents a different concept, a different “place” and a different fundamental aspect of the universe. These different concepts are signified by the color of each sun, so that color ends up representing the sun and its attendant ideals.

invisible-sun-35-aldo-katayanagi.jpg
The suns are also planes of existence—literal places vislae can visit. Each realm reflects the nature of the sun that illuminates it, and is guarded by wardens and peopled by creatures great and terrible, mysterious and, very often, dangerous. Magical power flows like a rushing river from the Invisible Sun through the other suns. (Although the main current follows the Path of Suns, not all do.) Powerful vislae travel the Path of Suns to master these different currents and better hone their spells, but to do so they must parlay with the wardens of the Suns and face the perils within their realms.

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The Path of Suns connects all eight suns, Silver to Green, to Blue, to Indigo, then Grey, next Pale, and Red, and finally Gold. The Invisible Sun is not a part of the path, but rather outside, above, and around it. There are some, however, who follow the Nightside Path, which is the Path of Suns in reverse. In the Nightside Path, each sun has an altered, often darker, aspect. It would be far too simple—and erroneous—to call the Path of Suns “good” and the Nightside path “evil,” but some do.

As a vislae, you might travel the path of suns, visiting these realms, parlaying with their wardens, encountering the glories and horrors within, and unlocking their secrets. Or your adventures might never take you beyond the borders of Satyrine, a surreal city rife with intrigue and conflict following the terrors of the recently concluded war.

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Conventional RPG game play, with everyone gathering for a few hours every week or two, is what makes RPGs a great experience. It’s also one of the greatest obstacles to a successful campaign, for our modern life rarely makes it convenient. Conventional play is the centerpiece of Invisible Sun, but the game also accommodates the realities of our lifestyles, rewards engagement with the game away from the table, and is deliberately made for differing player styles.

Play doesn’t have to stop when the session is over. Players can keep the game going—individually or in groups—by creating side-scenes that describe high level actions that their character want to take. They can also create flashback side-scenes that reveal actions their characters have already taken. This also means that even if they can’t make it to the regular session, they can still move their character’s story forward. A side-scene might cover what Shanna’s character does while she’s absent from the regular session.

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Players can even play if the GM isn’t available. A side-scene could involve the entire group taking an action that they discuss in person and then communicate later to the GM. The GM resolves the action(s) by giving them a turn of a Sooth Card and then responding to the players’ actions and intentions. The free Invisible Sun app, for iOS, Android, and web, facilitates these modes of play.

While Invisible Sun is aimed primarily at those of us who love deep, complex characters, there are options for when your cousin shows up from out of town and wants to join in for a session. And whether you’re an out-loud extrovert who’s happy to tell the world about your character, or a quieter player who keeps your character development mostly to yourself, the game is deliberately designed to let you get the most out of it.

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The Invisible Sun roleplaying game is an unprecedented production, filled with massive amounts of content for a unique roleplaying experience. The Invisible Sun PDF contains roughly 80 files, including (and this is not an exhaustive list):

  • Four books totaling over 600 pages of game and setting content, fully hyperlinked and bookmarked.
  • Roughly 1000 cards laid out in a printer-friendly format.
  • The Sooth Deck, a beautiful tarot-like deck that’s instrumental to game play.
  • The Path of Suns, used with the Sooth Deck.
  • A wide variety of tokens for tracking game info.
  • Several poster maps.
  • The Guiding Hand, GM’s notebook, in both a printer-friendly and form-fillable format.
  • Character tomes (similar in function to character sheets in other RPGs) for all four orders, plus apostates, along with grimoire sheets.
  • Five pregenerated characters.
  • Loads of in-setting handouts and props.
  • A gorgeous art book.
  • And the Invisible Sun app is free from the MCG Shop.
Invisible Sun is a game about discovery and secrets. There may be other content awaiting discovery in your PDF.

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See the entire Invisible Sun line, including currently available supplements and upcoming titles.

Price: $99.00


Tides of Gold

Tides of Gold:

Tides of Gold
Publisher: casskDESIGNS

Tides of Gold is a tabletop role-playing game about a crew of adventuring sailors seeking riches amidst the clash of warring trade factions, corrupt marine patrols, and monsters in the deep. There are raids, kidnappings, back-alley deals, marine cults, and above all a cutthroat game of trade to be won—if you're skilled enough to ride the storm.

You and your crew must survive being hunted, shoved out, and battered by the waves of rival pirates, wealthy merchant families, warring nations, and backstabbing patrons. Will you seize wealth and establish yourself as force in the region? How will you navigate the pull of your anchor calling you home while you dream of a greater destiny?

In this stand-alone game, you'll find:

  • Rules to create your character's role: a dashing Captain, an inquisitive Collector, an unwavering Compass, a haunted Old Timer, or unrepentant Scamp.
  • Rules to create your crew: the raiding Pirates, avenging Pirate Hunters, or mercenary Privateers.
  • A quick and action-focused mechanic rolling 2d6+your action, and using failures to layer new complications to the story.
  • A fluid pace between phases of Scores, sea Odysseys, market Trade, and Downtime to adapt to your group's rhythm and interests.
  • Rules for dynamic trade, manipulating markets, and incurring faction wrath based on the wealth you accumulate...even as you rise to the level of bribing ports and spreading your legend across the continent.
  • A setting guide to the turbulent region of the Desideria Sea including three continents, nine detailed ports, 20+ unique sea monsters, 50 factions, and a collection of crewmembers and rivals to add constant drama and intrigue within the sandbox you develop.
 

SETTING Two generations ago, the region was invaded by mysterious Sea Raiders, not-quite human creatures who introduced Renaissance technology to an Iron Age world.

It has been fifty years since humans fought back these creatures, and in that time they have unlocked numerous secrets of their advanced technology, catapulting a mystical world into a mechanical future.

This period of peace and invention and spurred on a new level of trade and exploration. The Golden Road of ages past has been rebuilt. But the war time alliances are weakening. And now fortunes are ready to be made...or stolen.



GAME INFORMATION

Number of players: 3-6

Age of players: 13+

 Length: 2-6 hours

Type of Game: Roleplaying Game

Page Count: 239

Price: $12.00


Tides of Gold - free preview

Tides of Gold - free preview:

Tides of Gold - free preview
Publisher: casskDESIGNS

Tides of Gold is a tabletop role-playing game about a crew of adventuring sailors seeking riches amidst the clash of warring trade factions, corrupt marine patrols, and monsters in the deep. There are raids, kidnappings, back-alley deals, marine cults, and above all a cutthroat game of trade to be won—if you're skilled enough to ride the storm.

You and your crew must survive being hunted, shoved out, and battered by the waves of rival pirates, wealthy merchant families, warring nations, and backstabbing patrons. Will you seize wealth and establish yourself as force in the region? How will you navigate the pull of your anchor calling you home while you dream of a greater destiny?

In this stand-alone game, you'll find:

  • Rules to create your character's role: a dashing Captain, an inquisitive Collector, an unwavering Compass, a haunted Old Timer, or unrepentant Scamp.
  • Rules to create your crew: the raiding Pirates, avenging Pirate Hunters, or mercenary Privateers.
  • A quick and action-focused mechanic rolling 2d6+your action, and using failures to layer new complications to the story.
  • A fluid pace between phases of Scores, sea Odysseys, market Trade, and Downtime to adapt to your group's rhythm and interests.
  • Rules for dynamic trade, manipulating markets, and incurring faction wrath based on the wealth you accumulate...even as you rise to the level of bribing ports and spreading your legend across the continent.
  • A setting guide to the turbulent region of the Desideria Sea including three continents, nine detailed ports, 20+ unique sea monsters, 50 factions, and a collection of crewmembers and rivals to add constant drama and intrigue within the sandbox you develop.
 

SETTING Two generations ago, the region was invaded by mysterious Sea Raiders, not-quite human creatures who introduced Renaissance technology to an Iron Age world.

It has been fifty years since humans fought back these creatures, and in that time they have unlocked numerous secrets of their advanced technology, catapulting a mystical world into a mechanical future.

This period of peace and invention and spurred on a new level of trade and exploration. The Golden Road of ages past has been rebuilt. But the war time alliances are weakening. And now fortunes are ready to be made...or stolen.



GAME INFORMATION

Number of players: 3-6

Age of players: 13+

 Length: 2-6 hours

Type of Game: Roleplaying Game

Page Count: 239

FREE PREVIEW

Tides of Gold is designed as game with layers of complexity. This free preview introduces you to the first steps to understanding the game. It introduces:

  • basic conflict resolution mechanics
  • introduction to the world and factions
  • the character types with full playbooks
  • 1 of 3 crew types you can play
  • 2 of 4 ship types
  • Background on 1 of 3 continents
  • 2 of 9 ports you can explore

This is enough to create a crew and start exploring the world. It can introduce you to the overall feel of the game.

Price: $0.00


CORE CHARGE Role Playing Game

CORE CHARGE Role Playing Game:

CORE CHARGE Role Playing Game
Publisher: Beware The Wizard

:::ALERT::: :::ALERT::: :::ALERT::: :::ALERT::: :::ALERT:::

SYSTM MSG 118B19: >EVACUATE PLANET N-19 IMMEDIATELY<
Chaos ensued as a massive electrical explosion centered in the KepKo™ laboratories sent shock waves through Planet N-19. This explosion sent a surge through all of the obsolete and discarded robots and electrical equipment once forgotten, reawakening them. Security systems were destroyed, private data became accessible, supercomputers with now dysfunctional artificial intelligence turned on their creators, and the very mechanical structures that supported N-19 have been compromised. An emergency alert has been broadcast into every operational mechanical and electronic system. Urging them to evacuate the planet immediately. Derelict robots now armed with this information and an activated core charge are fighting for the last remaining KepKo™ escape pods, their only hope in leaving this unstable and doomed planet. Most of the inhabitants of this small planet have already escaped in these pods destined for the mother ship floating in the stars, but very few operational pods remain

The CORE CHARGE Role Playing game is a rules-light game designed to get you building your custom bot and engaging in hectic space battles quickly! It's designed to be easy to learn, and perfect for a casual game night one-shot. (But it does contain enough depth to warrant multiple game sessions!)

CORE CHARGE is a 10 page PDF (20 in booklet form, 10 page PDF only via DriveThruRPG) featuring adorable robot art from Jenny Bolin. In the main product you will find all of the rules to play the game, as well as some intersting optional rules, rules on how to build your bot, and more, using a new 1d6 dice system. The game comes with a sepreate character sheet PDF featuring two character sheets on the same page, designed to print and play. You'll also find a two page sample adventure with a beautiful hand-drawn map by fantasy cartographer Beware The Wizard.

Will your rag tag team of obsolete bots escape the doomed planet N-19 before it's destroyed?

Price: $3.00


ChitChat

ChitChat:

ChitChat
Publisher: Merry Mancer Games

ChitChat is a one-page game about cute critters and communication. Tell stories about fuzzy animals, friendship, and teamwork! And instead of rolling dice or flipping cards, work together with your friends using language to save the day.

Recommended player count: 3-5 (GM included)

Price: $0.99


STEAM Hack: RPG Zines for STEM Education

STEAM Hack: RPG Zines for STEM Education: Click here to view STEAM Hack: RPG Zines for STEM Education

A zine with role-playing games (RPGs) to teach engineering and science using actual engineering scenarios. - [currently $61 (6%) of $1,000 goal]
STEAM Hack: RPG Zines for STEM Education -- Kicktraq Mini

RUST : THE AFTERWORLD - The Roleplaying Card Game

RUST : THE AFTERWORLD - The Roleplaying Card Game: Click here to view RUST : THE AFTERWORLD - The Roleplaying Card Game

The synthesis of roleplaying and card games, into an innovative game system about survival.
And you can carry it in your pocket! - [currently €347 (2%) of €16,900 goal]
RUST : THE AFTERWORLD - The Roleplaying Card Game -- Kicktraq Mini

Manifest the RPG

Manifest the RPG: Click here to view Manifest the RPG

An exciting and immersive Sci-Fi Western tabletop roleplaying game - [currently $1,361 (7%) of $20,000 goal]
Manifest the RPG -- Kicktraq Mini

vs. KICKSTARTER: three small roleplaying games

vs. KICKSTARTER: three small roleplaying games: Click here to view vs. KICKSTARTER: three small roleplaying games

Three new micro-roleplaying games, ready for a few hours of gaming and easily expandable to an extended campaign. - [currently $244 (61%) of $400 goal]
vs. KICKSTARTER: three small roleplaying games -- Kicktraq Mini

Thursday, 28 February 2019

Zombie Apocalyse the Musical

Zombie Apocalyse the Musical:

Zombie Apocalyse the Musical
Publisher: Orcs Unlimited

What’s more fun than a barren wasteland full of the undead? One that has a jaunty sound track !

Zombie Apocalypse the Musical is a rules light tabel top role playing game that takes place in a world overrun by zombies. Add in a musical component and you have a night of fun with your friends.

Price: $0.50


Dino Wranglers - Zine Quest

Dino Wranglers - Zine Quest: Click here to view Dino Wranglers - Zine Quest

A pick-up-and-play narrative RPG for families about overcoming obstacles as a dinosaur wrangler. - [currently $221 (44%) of $500 goal]
Dino Wranglers - Zine Quest -- Kicktraq Mini