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Dungeons & Dragons 5e (2014)
334 1123
Tabletop Roleplaying Games

Dungeons & Dragons 5e (2014)

TTRPG
Beginner-friendly
Dungeons & Dragons 5th Edition (D&D 5E) burst onto the scene in 2014, taking a game that’d been around since the ‘70s and giving it new life. After a huge public playtest called "D&D Next," the creators wanted to smooth over old division and give everyone — whether you’re an old-school fan or totally new — a game that feels both classic and modern. D&D quickly stopped being just a niche hobby and it started becoming more popular, showing up everywhere: streams, podcasts, and mainstream pop culture (Community, Stranger Things, D&D movie). In 2024 the game system was given a major overhaul, providing smaller changes and fixes to various parts of the game. This is now known as Dungeons & Dragons 5.5 Edition (2024) Description In D&D 5E, the players create fantasy adventurers. From elven rogues to dragonborn paladins, while one player takes up the role of the Dungeon Master (DM). The DM is the one who builds and describes the world, acts and voices the non-player characters and controls the monsters and the world around them, acting as both the lead storyteller and generally the rules referee. The heart of 5E is “rulings over rules.” Instead of pages of complicated charts, the DM is encouraged to make quick calls and keep things moving, not letting rules stop the game in it's tracks. The game is built on the "Three Pillars": Combat, Exploration, and Social Interaction.  System Overview & Key Features The Core d20 Mechanic The resolution system is unified and straightforward. To attempt almost most action where the outcome is not clearly obvious and there is a chance for failure, the player rolls a 20-sided die (d20), and adds the relevant modifier (either from their main stat or their skill bonus) and the DM's set Difficulty Check (DC) determines whether the attempt was a success or a failure. Advantage and Disadvantage This is 5E’s defining innovation. Instead of making players calculate a dozen tiny modifiers (+2 for high ground, -1 for rain, +1 for a spell etc), the system or the DM simply declares whether the character has Advantage or Disadvantage on said roll. The player rolls two d20s and takes the higher result (Advantage) or the lower result (Disadvantage) and adds the necessary modifiers to the result. Bounded Accuracy In older editions, numbers got out of hand fast. With 5E the numbers increase at a reasonable rate. Armor Class (AC) and attack bonuses rise slowly, so even high-level adventurers aren't always guaranteed to overcome a bunch of goblins. Most encounters can still be a challenge, especially if the amount of enemies is high. The Proficiency Bonus A single, scaling number (starting at +2 and ending at +6) represents the character's training and experience. If a character is trained in using a weapon type, a skill (like Stealth), or a saving throw, they simply add their Proficiency Bonus to the d20 roll. Backgrounds Roleplaying your character is starts already at the character creation. Picking a Background (like Acolyte or Criminal) gives you extra skills and story hooks: Personality Traits, Ideals, Bonds, Flaws, all concrete details to play with. Resource Management (Rests) The game manages health and class abilities through a system of "Short Rests" (a quick one-hour break to spend Hit Dice and regain some abilities) and "Long Rests" (a full eight hours of downtime to completely heal and restore all spell slots and abilities). Subclasses While players pick a primary Class (like Wizard) at level 1, they branch off into specialized Subclasses (like the School of Evocation or the School of Illusion) typically between levels 1 and 3, allowing for deep customization while presenting progression through incremental steps as the character grows and levels up Additional links dungeonsanddragons.com - Official Dungeons & Dragons website Basic Rules (2014)  - D&D 5E free rules

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Daggerheart (2025)
14 97
Tabletop Roleplaying Games

Daggerheart (2025)

TTRPG
Beginner-friendly
Daggerheart is a fantasy tabletop role-playing game published by Darrington Press, an imprint of Critical Role Productions. The game was released in 2025. Description Daggerheart is a story-docused role-playing game system, where the rules direct players to think narratively and not just mechanically. The game uses a system called Duality Dice, where players roll two twelve-sided dice. One for Hope and one for Fear. In addition to determining whether the character achieves success or fails at the action they are trying to perform, it also generates a helpful Hope resource for the player, or a challenging Fear resource for the game master (GM). Lead designer Spenser Starke explained that there is "also no initiative in Daggerheart". It functions very much like a Forged in the Dark or a Powered By The Apocalypse game, where the GM is making moves on certain dice rolls and we're passing play back and forth as a conversation. It all flows together in a way that supports the storytelling-first direction that Critical Role has really embraced over the last decade". The game features 279 supplemental cards to track player abilities and characteristics. Darrington Press also launched several digital resources, including an online custom card creator. Additional links “Getting Started” daggerheart.com - Official guide for Daggerheart

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Dungeons & Dragons 5.5e (2024)
42 91
Tabletop Roleplaying Games

Dungeons & Dragons 5.5e (2024)

TTRPG
Beginner-friendly
D&D 5.5E (officially the 2024 core rules revision) is the modernized, updated evolution of the immensely popular Dungeons & Dragons 5th Edition (2014). The new and updated version of the system was released to coincide with the game’s 50th anniversary. Rather than replacing 5th Edition with a completely new "6th Edition," 5.5E refines and expands upon the existing 5E framework and most of the already existing mechanics. It is maintaining backwards compatibility with the  adventure and source books from 5th Edition. Description D&D 5.5E is the continuation of the iconic d20-based heroic fantasy roleplaying game. Players take on the roles of daring adventurers and the Dungeon Master (DM) describes the world, the events, controls the monsters and non-player characters, and referees the rules. The 5.5E revision was driven heavily by years of player feedback and data on how tables actually run the game. As a result, the new core rulebooks, the Player’s Handbook (September 2024), Dungeon Master’s Guide (November 2024), and Monster Manual (February 2025) are better organized, have clarified language and wording, and try to bring a stronger balance between spellcasting and martial classes. It plays exactly like the 5th Edition, but with tighter mechanics, fewer confusing edge-cases, and more tactical options for the players to have a more unique approach and feel to their characters. System Overview & Key Features Weapon Masteries This is a massive change to how martial classes are played in combat. Weapons now have specific "Mastery" properties, such as Cleave, Graze, or Push. This allows the characters to apply tactical, battlefield-controlling effects on their strikes rather than only rolling for standard damage on their turns. Subclass Standardization All character classes now choose their defining subclass at Level 3. This standardizes character progression and prevents the narrative weirdness of a Level 1 character instantly unlocking ultimate magical bloodlines before they've even adventured. Streamlined Conditions & Mechanics Historically clunky rules have been completely overhauled. For example: Surprise Instead of enemies randomly losing their first turn, surprised combatants simply roll their Initiative with Disadvantage. Exhaustion Replaced with a much simpler, cumulative 1-to-10 scale where each level of exhaustion simply subtracts from your d20 rolls and reduces your movement speed. Hiding Normalized so that successfully hiding essentially grants the "Invisible" condition, removing ambiguity for the DM. The Bastion System Introduced in the new Dungeon Master's Guide, this is an official customizable base-building system. It allows players to construct and manage their own strongholds. From arcane observatories to gambling dens. Apex Monsters & Upgraded Threats The 2025 Monster Manual expanded the roster to over 500 creatures, redesigning legacy stat blocks to be more dynamic in combat. It also introduced "Apex Monsters". These are a higher Challenge Rating versions of classic monsters (like an Apex Hag) designed to serve as more challenging bosses or enemies adding more danger and flavor to the basic version of the creature. Backwards Compatibility The core promise of 5.5E has been that you can still run older 5E adventure modules or campaign settings, even while adapting and using the newer ruleset and systems. If a table wants to bring a 2014 character class into a 5.5E game, the rules are there to accommodate, though it is highly encouraged to transition older characters to the updated 2024 mechanics, as the new systems bring  horizontal expansions to various classes and abilities. Additional links D&D Beyond Basic Rules - Free basic ruleset for the 5.5E D&D

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Pathfinder 2nd Edition (2019)
30 192
Tabletop Roleplaying Games

Pathfinder 2nd Edition (2019)

TTRPG
High-Fantasy
Pathfinder 2nd Edition is a tactical, crunchy and highly customizable heroic fantasy roleplaying game system published by Paizo. Originally released in 2019 as the evolution of the Pathfinder system (which grew out of the D&D 3.5 system, as a reaction to the release of the simplified and more video game-like D&D 4E). The system recently received a comprehensive "Remaster" overhaul, which decoupled the game from the legacy Open Game License (OGL), moving it to the system-agnostic ORC License. The Remaster version has updated various terminology and streamlined different conflicting mechanics, the core engine of PF2E remains exactly the same as before. Description Like other d20-based fantasy games, players are an adventuring party that go on adventures, defeat enemies and uncover various mysteries while the Game Master (GM) is in charge of running the world around the characters and is in control of managing any enemies and non-player characters they might encounter. However, where D&D 5E leans heavily on "rulings over rules" and simplicity, Pathfinder 2E has shifted its focus on customization and making sure that with every system balance is maintained. Pathfinder 2E is ideal for players who are more into tactical combat, clear rules for exploration, and the ability to build unique character concepts with a reasonable amount of customization without accidentally breaking the game or worry too much about maintaining balance. The system comes with great tools for the GMs as the system provides clear guidelines and mechanics for most situations, meaning the GM rarely has to invent or interpret rules on the fly to keep the game moving. System Overview & Key Features The 3-Action Economy Pathfinder 2E is famous for their action system. Instead of pre-defined action types, the player can perform creatively distribute their actions how they see fit. Instead of always having a "move action" that the character can utilize or leave unused, the system allows a character to instead use that action as an extra attack. Or instead of attacking, the adventurer can move twice (or thrice, if using all actions). Degrees of Success Instead of approaching "1" or "20" on the d20 die as a critical result, The system considers "oversucceeding" as a critical success. Succeeding a roll by 10 or more points it is automatically a Critical Success. If you miss the DC by 10 or more, it is a Critical Failure. Because of this, every single +1 or -1 improvement feels more impactful and important. Feat-Based Character Customization There are no "useless level-ups" Every single level-up players make meaningful choices by selecting from an extensive assortment of Ancestry Feats, Class Feats, Skill Feats, and General Feats. This creates a situation, where even two characters of the same class can be played completely differently. Reliable Encounter Building The game's underlying math is rigorous and highly functional. An encounter mathematically classified as "Severe" will actually push the party to their limits. GMs can trust the system's encounter building rules completely. Keyword and Trait System Spells, weapons, and abilities have specific traits (like "Incapacitation" or "Fire"). If a rule has a trait, it consistently interacts with the rest of the game's mechanics in the exact same way, removing ambiguity. Edicts and Anathema PF2e has abandoned the traditional moral alignment system. Deities and classes are governed by Edicts (things your character must strive to do) and Anathema (things you must avoid), creating a more nuanced approach to roleplaying. Additional links paizo.com/pathfinder - Official Pathfinder website 2e.aonprd.com - Archives of Nethys (Official free rules database for PF2e)

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Pathfinder (2009)
15 61
Tabletop Roleplaying Games

Pathfinder (2009)

TTRPG
High-Fantasy
Pathfinder is a heroic fantasy roleplaying game system with a high amount of character customization and progression, published by Paizo in 2009. It was developed as a response to Wizards of the Coast transitioning the D&D genre to D&D 4th Edition, which was seen as a strong deviation from the math-heavy norm from 3.5E. Pathfinder was built using the Open Game License (OGL) to revise and expand upon the beloved 3.5 ruleset.  The system it directly evolved from is Dungeons & Dragons 3.5 Edition The second edition of the game was released in 2019 as Pathfinder 2nd Edition Description Pathfinder 1e is well known for its "crunch". It relies heavily on strict rules, mechanical variation and math. The system is perfect for players who prefer heavy character optimization and customization, focus on tactical combat encounters and a strong ruleset for almost any situation. Pathfinder is proud of it's complexity and very much focuses on it. Boasting a massive library of  spells, classes, and feats, allows the players to build very mechanically different and unique characters. It is also renowned for its "Adventure Paths": epic, six-part published campaigns that take characters from level 1 to roughly level 20. System Overview & Key Features The d20 System & Action Economy Like 3.5E, the core engine runs on a d20 roll plus modifiers. On every turn the characters have a set structure to perform their actions. Mechanically separated into Standard, Move and Swift actions. Archetypes & Deep Customization Instead of relying on complicated "Prestige Classes," Pathfinder 1e popularized "Archetypes." These allow players to swap out base class features for heavily themed alternatives right from level 1. This enables the players an extensive levels of customization when combining with the thousands of available feats to further personalise their unique character concept. Base Attack Bonus (BAB) Martial prowess is measured by a Base Attack Bonus. As this number grows, martial classes can eventually achieve "iterative attacks," allowing them to attack with their weapons multiple times per their turns, although penalties apply for repeated attempts. Combat Maneuver Mechanics (CMB/CMD) The system introduced two systems to simplify actions like tripping, grappling or disarming your opponents: Combat Maneuver Bonus and Combat Maneuver Defense. This created a single, reliable formula to use when performing maneuvers against an enemy. Skill Ranks Instead of a single "Proficiency Bonus" like in modern games, players are given a pool of Skill Points at every level (determined by their class and Intelligence score) to manually distribute across a massive list of skills, allowing for highly granular non-combat abilities. Lethality and "Crunch" As characters level up, the numbers grow exponentially. This means, that by reaching higher levels of encounters, characters and their opponents are dealing huge amounts of damage, alongside with various magical buffs and spells that could instantly kill a character. Planning and tracking situational modifiers and buffs becomes vital for survival. Additional links pathfinderwiki.com - Pathfinder Wiki  aonprd.com - Archives of Nethys (Official free rules database for PF1e)

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Dungeons & Dragons 4E (2008)
48
Tabletop Roleplaying Games

Dungeons & Dragons 4E (2008)

TTRPG
Beginner-friendly
Dungeons & Dragons 4th Edition is a tactical, combat-focused tabletop roleplaying system released by Wizards of the Coast in 2008. Designed to fix the high-level math imbalances and "martial vs. caster" disparities of the 3.5E era, 4E redesigned the game's engine with a more video game adjacent approach. It is famous for its structured, grid-based combat and for standardizing class abilities into a unified system. While its dramatic departure from legacy mechanics polarized the fanbase directly paving the way for the creation of Pathfinder. 4E is widely praised today for its brilliant monster design, DM tools, and unparalleled encounter balance. The system it directly replaced is Dungeons & Dragons 3.5 Edition (2003) Description In D&D 4E, players take on the roles of heroes who are combat-capable right from the start. The system relies of combat being carried out with the use of a battle grid. Positioning plays a big part of the combat experience. The exact location of the characters matters greatly. Unlike other editions where spellcasters are played in a separate mechanical way than martial classes, 4E unifies the progression system. Every class is boiled down to a specific combat "Role" and draws from their specialized toolkit of "Powers," making the game balanced and ensuring that every character has unique and impactful actions that they can perform on their turns. System Overview & Key Features The Power System Instead of traditional spell slots or basic attacks, every class has a list of At-Will, Encounter, Daily, and Utility powers, each with different power levels and frequency at which they can be performed. Fighters can execute epic daily maneuvers just as wizards cast daily spells, creating a better balance between martial classes and spellcasters. Combat Roles All classes are sorted by their class specialization role: Defenders (tanks who draw aggro and protect their allies), Strikers (high single-target damage), Leaders (healers and support), and Controllers (area-of-effect damage and debuffers). Static Defenses Saving throws were removed and replaced with four different defense values: Armor Class, Fortitude, Reflex, and Will. When a wizard casts a fireball, they roll an attack against the targets' Reflex. Instead of both sides rolling for success and for defense - the attacker is the only one to roll dice. Healing Surges A standardized resource pool representing a character's stamina. Almost all healing in the game, whether from a cleric's spell or catching your breath, requires the target to spend a Healing Surge, which reliably heals them for exactly one-quarter of their maximum hit points. Monster Roles & Minions The Dungeon Master's toolkit was revolutionized. Monsters have explicit roles (like Brute, Artillery, or Skirmisher) that cleanly dictate their behavior. 4E also introduced "Minions". Monsters that have normal stats and deal average damage, but only have exactly 1 Hit Point, allowing heroes to cleave through cinematic hordes. Skill Challenges An unique system with 4E is Skill Challenges - a "cinematic" series of actions that turn social, environmental or escape situations into more movie-like scenes. The players must achieve a certain amount (determined by the situation) of successful skill checks, before they collect enough failed skill checks. Additional links dungeonsanddragons.com - Official Dungeons & Dragons website

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Cyberpunk RED (2020)
4 32
Tabletop Roleplaying Games

Cyberpunk RED (2020)

TTRPG
English
Cyberpunk RED is the fourth edition of the a tabletop role-playing game system published by R. Talsorian Games in 2020. The story takes place in the near-future of 2045 following the events of the Fourth Corporate War. The period for the game's storyline is named the "Time of the Red" due to atmospheric pollution. The system it directly evolved from is Cyberpunk 2020 Description Players in the game are referred to as "Edgerunners". They are mercenaries, criminals, and specialists living in the metropolis of Night City. The games focus on completing jobs and surviving in a megacorporations and street gangs controlled society. As the global supply chain has collapsed, resources are scarce and players must often rely on black-market brokers, known as Fixers, to find their equipment, weapons, and armor. Cybernetic body modifications are a recurring topic in the game, with the emphasis on the risks of enhancing one's body and mind with. System Overview & Key Features Core Dice Mechanic (Interlock System) The game uses a Interlock System. An action's success is determined with a a ten-sided die (d10) and adding the relevant Statistic and Skill rating. The total is compared against a Difficulty Value (DV). Lifepath Generation When creating a character, the player can either roll or manually pick various options from the "Lifepath" tables. The choices made will define the character's cultural background, their family history, romantic relationships, and potential enemies. This is a built-in method of creating an immersive and entangled character backstory. Roles and Special Abilities Characters are defined by their "Role," which is a the game's class system. Players have a choice between ten different roles: Solo (combat specialist), Netrunner (hacker), and Medtech (doctor). Every role has their unique Special Ability which gives them unique gameplay mechanics. Combat and Armor Combat in Cyberpunk RED relies heavily on their body armor rather than high hit point totals. If an attack successfully penetrates a character's armor, the armor's defensive rating is permanently lowered by one point. This mechanic makes extended combat encounters dangerous and forces players to consider alternative approaches. Netrunning The game's hacking rules require Netrunners to be physically close to the computer systems they want to breach. In the setting, the global internet was destroyed, meaning remote hacking is no longer possible. Cyberware and Humanity Players can install cybernetic implants into their characters to gain new abilities or improve their stats. Every implant reduces a character's Humanity, which subsequently lowers their Empathy . If a character's Humanity reaches zero, they develop a condition called Cyberpsychosis. This generally results in the player permanently losing control of their character and no longer being able to play them. Additional links rtalsoriangames.com - Official publisher website and digital storefront cyberpunk.net - Official franchise portal for cross-media content

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Call of Cthulhu (2014)
7 85
Tabletop Roleplaying Games

Call of Cthulhu (2014)

TTRPG
Beginner-friendly
Released in 2014 by Chaosium, Call of Cthulhu 7th Edition is the latest version of the cult-classic cosmic eldritch horror role-playing system originally launched in 1981. The story is based off of the  literary works of H.P. Lovecraft and lovecraftian works. Instead of setting the players up as heroes, the characters are regular investigators who are exploring cults, forbidden knowledge and various eldritch-cosmic entitites and threats. Description Occupations in the game for the characters include academics, reporters, and private investigators. The gameplay loop revolves around uncovering information, analyzing clues, and evading dangers. As the supernatural elements in the game are considered more powerful than the investigators, they have are not expected to actually confront most of the threats head on. Instead they usually have to resort to avoiding or escaping any situation that may arise. Combat is lethal and usually leads to characters getting permanently killed or pushed to insanity (which eventually is the same).  System Overview & Key Features Percentile Framework (d100) Every action is resolved by rolling two ten-sided (d10) dice to get a result from 1 to 100. If you roll is equal to or under your skill rating, the action is deemed a success. This approach simplifies the mechanical process of the game, as there are no complex tables to keep track of and compare to decypher whether it is a success or failure. Pushed Rolls If a character fails a skill check, they may attempt to "push" the roll, allowing for a second attempt. This requires the player to come up with a new, more desperate approach to performing the task. If this subsequent pushed roll also fails, the Keeper describes a severe and immediate negative consequence. Sanity and Madness A core mechanic of the system is the tracking of mental stability. Investigators lose points from their Sanity gauge when exposed to anomalous creatures or disturbing truths. Drops in Sanity result in the character experiencing temporary or permanent forms of madness, which can manifest as new phobias, delusions, or a temporary loss of player agency over the character. Bonus and Penalty Dice To account for situational advantages or disadvantages, the game employs a system of bonus and penalty dice. If a character possesses a distinct advantage when performing a task, an extra d10 is rolled and taking the higher result. A disadvantage means rolling an extra d10 and taking the lower result. Combat Lethality Physical altercations are inherently dangerous by design. Investigators possess limited hit points, and the damage output of both conventional firearms and anomalous entities is high. Recovery mechanics are slow, simulating realistic healing times. This structural lethality serves to discourage combat and incentivize stealth and investigation. Expendable Luck Players can spend points from their character's Luck pool to retroactively lower a dice roll. The points are subtracted on a one-to-one basis until the dice result qualifies as a success. This ensures that the Luck pool is a limited resource which should be used and utilized in the most critical situations. Additional links chaosium.com - Official publisher website and digital storefront drivethrurpg.com - Digital repository for official scenarios and sourcebooks

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Blades in the Dark (2017)
2 12
Tabletop Roleplaying Games

Blades in the Dark (2017)

TTRPG
English
Blades in the Dark is a heist-themed tabletop roleplaying game system about a crew of daring misfits  on the streets of an industrial fantasy city. Published by Evil Hat Productions in 2017 and designed by John Harper, it introduced the highly influential Forged in the Dark rules engine. BitD revolutionized the heist genre in tabletop gaming by pushing players straight into the act, eliminating the "planning phase". The system it loosely evolved from is Apocalypse World Description In Blades in the Dark, players are part of a criminal organization in Doskvol, a grim Victorian era city. The city is protected by a wall of lightning, to keep any threat on the outside. Players create their characters as either smugglers, thieves, assassins or cultists and explore the criminal underworld, perform dangerous heists, manage gang warfare and grow their criminal organization. The game focuses heavily on narrative momentum and failing forward. Characters are competent but flawed, constantly accumulating stress, trauma, and heat from the law as their gang rises to power. System Overview & Key Features Action Roll (d6 Dice Pool) The core mechanic uses a pool of six-sided dice(d6) based on a character's action rating. The highest die result will determine the outcome of the action. 6 is considered a full success, 4-5 is a partial success with a consequence, and 1-3 is a failure. Rolling multiple full successes is considered a critical success. Position and Effect Before every roll, the Game Master explicitly states the character's Position (Controlled, Risky, or Desperate) and Effect (Limited, Standard, or Great). This transparently communicates the exact stakes and potential fallout of the action before the dice hit the table. Stress and Resistance Characters have a Stress track. Players can spend Stress to give themselves for extra dice when rolling. They can also use it to assist an ally, or fuel their special abilities. Players can also spend Stress when facing any situation or consequence the GM throws at them, this makes the characters very skilled, but forces them to consider when to spend it. The Flashback Mechanic Instead of spending hours planning a heist, the crew simply chooses a target, picks a detail, and jumps right into the action. Later, they can use Stress, to envoke a flashback moment, where they explain how they had already planned for such a situation, or had "solved" it beforehand. Progress Clocks The game uses circular progress tracks called Clocks to visually represent approaching danger or the progress of a complex task. A clock might represent the alert level of the city watch, the structural integrity of a safe vault, or the patience of a rival gang leader. The Crew as a Character The criminal organization the players run has its own character sheet. The organization gains experience, levels up, claims territory, and unlocks special abilities, ensuring that the gang's rise to power is just as mechanically significant as the characters' Additional links evilhat.com - Official Evil Hat Productions website bladesinthedark.com - Official System Reference Document and rules database

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Vampire The Masquerade 5E (2018)
3 65
Tabletop Roleplaying Games

Vampire The Masquerade 5E (2018)

TTRPG
English
Vampire: The Masquerade (5th Edition) is published by Renegade Games Studios and was released in 2018. It is a TTRPG-scene classic for vampire-themed games. Set in an alternative, but modern, world, called "World of Darkness". The players will step into the shoes of recently turned vampires, now thrust into the dark underworld of the vampire society. It is a storytelling game focusing on personal and political horror. Description The players, now part of "The Masquerade" have to keep their new identity a secret from the human population, while at the same time engaging with various vampire clans and factions. Managing the new reality, both in terms of new societal norms and requirements, and their vampiric hunger, will set the players on a different "adventure" altogether. System Overview & Key Features Storyteller System (d10 Dice Pool) The system utilizes the Storyteller engine, which uses pools of ten-sided dice (d10). To resolve actions, the player adds the character's Attribute and Skill scores together to determine the total number of dice rolled. Any die showing a 6 or higher counts as a success. Rolling multiple 10s yields a critical success. Disciplines Player characters have access to supernatural abilities known as Disciplines. These include categorized powers such as enhanced physical speed, cognitive manipulation, and physical mutation. Activating these abilities frequently requires a "Rouse Check," a dice roll that carries a probability of increasing the character's Hunger level. Touchstones and Humanity Characters possess a Humanity rating that measures their ethical degradation. To maintain this rating, characters link themselves to "Touchstones," which are specific human non-player characters representing the vampire's surviving mortal values. If a Touchstone is damaged or killed, the player character risks a permanent reduction to their Humanity score. Blood Potency A statistic called Blood Potency dictates the strength of a vampire's abilities. Higher Blood Potency provides numerical advantages to Discipline rolls and healing rates. However, it also imposes dietary restrictions; characters with high Blood Potency cannot reduce their Hunger by consuming animal blood or preserved human blood, requiring them to feed directly from live humans. Additional links renegadegamestudios.com - Official Renegade Game Studios website worldofdarkness.com - Official World of Darkness portal

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Mörk Borg (2020)
7
Tabletop Roleplaying Games

Mörk Borg (2020)

TTRPG
Beginner-friendly
Mörk Borg is a doom metal apocalyptic fantasy tabletop roleplaying game, published by Free League Publishing in 2020. It was created by Pelle Nilsson and Johan Nohr. The game is famous for its aggressive, award winning graphic design and incredibly bleak tone. Players navigate a dying world destined to end, playing as miserable scoundrels, heretics, and broken souls simply trying to survive their final days. The system it is heavily inspired by is Old School Renaissance (2000s) Description In Mörk Borg, you do not play heroes. You play tomb robbers and outcasts exploring a grim, rotting world under a black sun. The setting is actively counting down to the apocalypse as prophesied by the two headed basilisk. Gameplay is highly lethal, fast paced, and completely unfair. It prioritizes atmosphere, quick rulings, and embracing the inevitable doom of your character. System Overview & Key Features Player Facing d20 Rolls The core mechanic is incredibly simple. Players roll a 20 sided die (d20) and add a stat modifier to beat a Target Number, which is usually 12. Players roll for all attacks and all defense. The Game Master never touches the dice during combat. The Calendar of Nechrubel The world is literally ending. Each morning, the Game Master rolls a die to determine if a Misery occurs. When the seventh Misery is rolled, the world burns and the game is permanently over. The players cannot stop this. Omens Characters have a small pool of Omens each day. These are points that can be spent to reroll a failed test, maximize damage dealt, reduce damage taken, or neutralize a critical hit. In a highly lethal game, Omens are the only thing keeping a character alive. Unpredictable Magic Magic is cast by reading ancient Unclean or Sacred scrolls. Any class can attempt to read a scroll, but doing so requires a Presence test. Failing this test results in a terrifying Arcane Catastrophe, causing massive damage or permanent mutations. Zero HP and Broken Bodies When a character reaches zero Hit Points, they are Broken. The player must roll on a brutal table to determine their fate. They might simply be knocked unconscious, lose a limb, or die instantly and gruesomely. Additional links youtube.com MÖRK BORG RPG Trailer morkborg.com - Official Mörk Borg website freeleaguepublishing.com - Official Free League Publishing website

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Old School Renaissance (OSR) (2000)
2 17
Tabletop Roleplaying Games

Old School Renaissance (OSR) (2000)

English
Rules-light
The Old School Renaissance, Old School Revival or OSR is a play style movement in tabletop role-playing games which draws inspiration from the earliest days of tabletop RPGs in the 1970s, especially Dungeons & Dragons. Prominent standalone rule systems produced within this movement include Old School Essentials, Swords & Wizardry, and Labyrinth Lord. Description The OSR movement first developed in the early 2000s, primarily in discussion on internet forums. OSR games encourage a tonal fidelity to early editions of Dungeons & Dragons—less emphasis on predefined endings, and a greater emphasis on player choice determining the fate of characters. OSR Games provide play where wrong decisions can easily become lethal for characters and do not guarantee satisfying endings to character arcs. Characters live and die by player choice as opposed to the story's needs System Overview & Key Features Rulings Over Rules Rather than providing comprehensive mechanics for all potential scenarios, OSR systems rely on the Game Master to adjudicate outcomes based on the players' stated actions. This approach is intended to expedite gameplay and encourage lateral thinking over rule memorization. High Lethality Player characters possess low survivability, particularly at early levels. Game mechanics often dictate that a single error or unfavorable dice roll can result in immediate character death. This design element encourages players to avoid direct combat and approach the game world with caution. Player Skill over Character Skill Game resolution depends heavily on the player's descriptive input rather than the character's numerical statistics. For example, instead of rolling a die to detect a hidden object, a player must explicitly state that their character is searching a specific area or manipulating a particular mechanism. Gold as Experience Character advancement in many OSR games is directly tied to the acquisition of treasure rather than the defeat of enemies. Characters gain experience points primarily by extracting valuables from dangerous locations and returning them to a safe environment. This heavily incentivizes acquiring loot while avoiding unnecessary combat. Resource Management Game mechanics require the strict tracking of consumable items such as rations, light sources, ammunition, and carrying capacity (encumbrance). Depleting essential resources in a hazardous environment poses a significant mechanical penalty, making inventory management a central component of gameplay. Reaction Rolls and Morale Non-player characters and creatures do not default to immediate hostility. Game Masters utilize randomized reaction tables to determine the initial disposition of encountered entities, which can range from hostile to friendly. Additionally, adversaries are subject to Morale checks during combat, dictating whether they continue fighting or attempt to flee when at a disadvantage. Additional links drivethrurpg.com - DriveThruRPG (Major hub for OSR PDFs and print on demand books) basicfantasy.org - Basic Fantasy RPG (A completely free, open source OSR system)

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Traveller 2E (2016)
4
Tabletop Roleplaying Games

Traveller 2E (2016)

TTRPG
English
Traveller 2E is a sci-fi tabletop roleplaying game system, that was published in 2016 and updated in 2022, by Mongoose Publishing. It involves the characters adventuring through star systems, engaging in (space) exploration and engaging in battles both on ground and in space. The system it directly evolved from is classic Traveller (1977) Description The characers in Traveller can be humans, robots, aliens or of a genetically engineered species. Each character is distinguished by their occupation - whether they are a civilian, military, a noble, a young cadet or a veteran. Each type comes with their own strengths and weaknesses. To further expand on the sci-fi aspect of the game, some characters are prone to extra-sensory abilities, such as telekinesis, telepathy and others. System Overview & Key Features Lifepath Character Creation When creating their character, players roll to determine their character's background, education, and career history. Characters will acquire skills, allies, enemies and physical injuries. No Classes or Levels Characters do not have traditional classes, and they do not gain experience points to level up. Progression is entirely material and narrative. Characters improve by acquiring better gear, installing cybernetics, buying larger starships, and finding lucrative trade routes. The Trade and Commerce System A massive part of the game involves interstellar economics. The rules provide deep, robust systems for buying speculative cargo on one planet and selling it at a profit on another. Players must factor in fuel costs, jump drive maintenance, and life support while managing their massive starship mortgage. Lethal Combat Gunfights are incredibly dangerous as the characters have very low health pools. These are directly tied to their physical attributes like Endurance, Dexterity, and Strength. A single shot from a laser rifle can instantly incapacitate or kill a character, making armor and cover absolute necessities. Hex Crawling and Subsectors The game provides incredible tools for the Game Master to procedurally generate entire sectors of space. Using a blank hex map and the core rulebook, you can roll up planetary environments, government types, law levels, and starport qualities to create a completely unique sandbox galaxy. Additional links mongoosepublishing.com - Official Mongoose Publishing website travellermap.com - The Traveller Map (An interactive map of the official Third Imperium setting)

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Shadowrun (2019)
2 19
Tabletop Roleplaying Games

Shadowrun (2019)

TTRPG
English
Shadowrun is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. The game has gone through multiple variations and versions, since its first release in 1989, the latest "Sixth World" game system was published in 2019, by Catalyst Game Labs. It combines genres of cyberpunk, urban fantasy, and crime, with occasional elements of conspiracy, horror, and detective fiction. The system it directly evolved from is Shadowrun 5th Edition Description Shadowrun takes place several decades in the future (2050 in the first edition, currently 2088). The end of the Mesoamerican Long Count calendar ushered in the "Sixth World" with once-mythological beings (e.g. dragons) appearing and forms of magic suddenly emerging. Large numbers of humans have "Goblinized" into orks and trolls, while many human children are born as elves, dwarves, and even more exotic creatures. The Shadowrun world is cross-genre, incorporating elements of both cyberpunk and urban fantasy. Unlike in a purely cyberpunk game, in the Shadowrun world, magic exists and has "worked" since 2011. System Overview & Key Features The d6 Dice Pool The core resolution engine uses a massive pool of six sided dice. To attempt a test, a player adds their relevant Attribute and Skill together, then rolls that many dice. Every 5 or 6 rolled counts as a "hit" and players need to roll a certain number of hits to succeed. The Edge System In the Sixth World edition, Edge is a fluid tactical resource. Instead of tracking dozens of tiny situational modifiers, characters earn Edge points during a fight by having a superior position, better gear, or catching the enemy off guard. These points are spent immediately for rerolls or special combat actions. The Three Worlds The game takes place across three distinct layers of reality. Physical combat happens in meatspace, hackers project their consciousness into the virtual reality of the Matrix, and mages project their spirits into the magical Astral Plane. A well balanced team must handle threats from all three directions at once. Magic and Drain Spellcasters do not use spell slots. Instead, they can cast spells as often as they like, but channeling arcane energy takes a physical toll. Every time a spell is cast, the mage must resist "Drain" which can cause severe stun or physical damage if they are not careful. Additional links shadowrunsixthworld.com - Official Shadowrun website catalystgamelabs.com - Official Catalyst Game Labs website

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Forged in the Dark (2017)
1 16
Tabletop Roleplaying Games

Forged in the Dark (2017)

English
Evil Hat Productions
Forged in the Dark is a tabletop roleplaying game framework and System Reference Document created by John Harper. Released in 2017, it is the underlying engine that powers Blades in the Dark and has since been used by independent designers to build countless other games, such as Scum and Villainy and Band of Blades. It excels at telling stories about capable but flawed groups of people pulling off daring missions against overwhelming odds. The system it directly evolved from is Blades in the Dark Description Instead of being a single game, Forged in the Dark is an open license toolkit. Players form a crew, whether they are space smugglers, military mercenaries, or rebel outcasts, and undertake dangerous missions known as Scores. The system is heavily narrative and focuses on failing forward, meaning a bad dice roll never stalls the story, but instead introduces a new complication. It completely eliminates tedious planning phases by throwing players directly into the action. System Overview & Key Features The d6 Dice Pool To resolve a risky action, a player rolls a pool of six sided dice based on their action rating. The highest single die determines the result. A six is a full success, a four or five is a partial success with a consequence, and a one to three is a bad outcome. Position and Effect Before the dice hit the table, the Game Master establishes the Position (Controlled, Risky, or Desperate) and the Effect (Limited, Standard, or Great). This ensures everyone understands exactly what is at stake and how much impact the action will have. Progress Clocks The game tracks complex threats and long term projects using circular clocks divided into segments. A stealth mission might have a clock for the guards going on high alert, filling up bit by bit as the players roll partial successes or failures. Stress and Resistance Characters have a Stress track that they can spend to push themselves for extra dice or to assist an ally. More importantly, players can spend Stress to resist any consequence the Game Master introduces, allowing characters to survive deadly situations by sheer willpower. Flashbacks Players do not need to spend hours planning a heist or mission. When they encounter an obstacle, they can simply spend Stress to declare a flashback, narrating how their character anticipated the problem and set up a solution in the past. Phases of Play The game flows through specific phases. Free Play is where characters gather information and choose a target. The Score is the actual mission. Finally, Downtime allows the crew to recover from injuries, reduce their heat, and work on personal projects before the cycle begins again. Additional links bladesinthedark.com - Official System Reference Document and rules database evilhat.com - Official Evil Hat Productions website

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Savage Worlds (2018)
9 11
Tabletop Roleplaying Games

Savage Worlds (2018)

TTRPG
High-Fantasy
Savage Worlds is a tabletop roleplaying game designed by Shane Lacy Hensley and published by Pinnacle Entertainment Group. Originally released in 2003 and updated, as the Adventure Edition in 2018. Its a universal system for running games in almost any genre from weird west and high fantasy to deep space sci-fi. The game is specifically engineered to handle cinematic pulp action and massive battles without slowing down the narrative. The system it directly evolved from is Deadlands (1996) Description Savage Worlds has everything you need to play narrative or miniature-based games, with quick, simple, yet comprehensive rules for everything from combat to Dramatic Tasks, Chases, and Interludes. The emphasis is on less bookkeeping for the Game Master so she can quickly and easily create worlds and adventures for any setting and focus on the players and their actions to keep the action and story rocketing along. System Overview & Key Features Step Dice Mechanic Instead of fixed numeric modifiers, character attributes and skills are rated by die types, ranging from a four sided die (d4) to a twelve sided die (d12). To succeed at a task, a player rolls their skill die and tries to hit a standard target number, which is almost always a 4. The Wild Die Player characters and major non player characters get to roll an extra six sided die called the Wild Die whenever they make a trait test. They roll this alongside their standard skill die and take the higher of the two results, significantly increasing their baseline competence. Acing (Exploding Dice) If any die rolls its maximum possible value, such as rolling an 8 on an eight sided die, the die "aces". The player gets to roll that die again and add the new value to the total. This can chain multiple times, allowing for massive, cinematic successes against all odds. Initiative with Playing Cards Instead of rolling dice for turn order, combat initiative is tracked using a standard deck of playing cards with the Jokers left in. This makes tracking turn order incredibly fast and visually clear. Drawing a Joker grants that character a powerful bonus to all their rolls for that round. Additional links peginc.com - Official Pinnacle Entertainment Group website savagepedia.wiki - Savage Worlds Wiki (Extensive fan curated rules and setting resource)

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Shadowdark RPG (2023)
3 17
Tabletop Roleplaying Games

Shadowdark RPG (2023)

English
Rules-light
Shadowdark RPG is a modern masterpiece of old school fantasy tabletop gaming, created by Kelsey Dionne and published by The Arcane Library in 2023. It blends the lethal, dungeon crawling spirit of the Old School Renaissance with streamlined, modernized mechanics inspired by the fifth edition of Dungeons & Dragons. Description In Shadowdark, players are adventurers delving into tombs and ancient underground cities in search of gold and glory. The game is highly lethal, emphasizing player skill, resource management and creative problem solving over character sheet abilities. The dark is a physical, terrifying presence and making sure keeping the light on, is beyond vital to survival. System Overview & Key Features Real Time Torches Torches last exactly one hour of real time. The Game Master sets a physical timer at the table. When the timer runs out, the light goes out, and the characters are plunged into total darkness where deadly monsters thrive. Familiar d20 Mechanics The core system uses a standard 20 sided die (d20) with advantage and disadvantage, making it incredibly easy for modern players to pick up. However, modifiers are kept extremely low to maintain a grounded feel. Randomized Character Growth Instead of picking from a massive list of feats or skills when leveling up, players roll a random talent on their class table. This speeds up character creation and forces players to adapt to the unique strengths of their adventurer. Slot Based Inventory Encumbrance is simple and strict. Characters have a number of inventory slots equal to their Strength score or a minimum of ten. Every item, from a sword to a torch, takes up exactly one slot, making resource management important. Additional links thearcanelibrary.com/pages/shadowdark - Official The Arcane Library website shadowdarklings.net - Shadowdarklings (An excellent online character creator)

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Dungeon Crawl Classics (2012)
1 5
Tabletop Roleplaying Games

Dungeon Crawl Classics (2012)

TTRPG
High-Fantasy
Dungeon Crawl Classics Role Playing Game (DCC RPG or simply DCC) is a role-playing game published by Goodman Games in 2012. The game is famous for its chaotic magic, bizarre dice, and its distinct artwork. DCC RPG is a fast-paced, open-feeling rules set allowing for epic game experiences without unnecessary tethers. It uses modern game-play while paying homage to the origins of role-playing and the fun that it inspired. The system it directly evolved from is Dungeons & Dragons 3rd Edition (2000) Description You’re no hero. You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them. System Overview & Key Features The Level Zero Funnel Instead of carefully crafting a single hero, each player generates three or four completely random level zero peasants. You run this mob through a deadly introductory dungeon. The few survivors who manage to escape earn their first class level and become your actual player characters. The Dice Chain The game uses a set of unusual dice alongside the standard setup. These include a d3, d5, d7, d14, d16, d24, and d30. Instead of applying static mathematical penalties or bonuses, the Game Master might simply tell you to roll the next die up or down on the chain. Mighty Deeds of Arms Warriors and Dwarves do not have rigid skill trees or complex combat feats. Before any attack, they can declare a heroic maneuver, like blinding an enemy or sweeping their legs. They roll a Deed Die alongside their attack, and if the die rolls high enough, the maneuver succeeds dynamically. Roll to Cast Magic Magic is incredibly powerful but highly unpredictable. Wizards and Clerics must roll a spell check every time they cast. A high roll creates a massive, reality altering effect, while a low roll causes the spell to fail and potentially slip from the caster's mind for the rest of the day. Additional links goodmangames.com - Official Goodman Games website purplesorcerer.com - Purple Sorcerer Games (free tools and character generators) Community Resources - Resources for new DCC players Events Page - This is the place to find out all of the games the Road Crew will be running

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Warhammer Fantasy Roleplay (2018)
1 18
Tabletop Roleplaying Games

Warhammer Fantasy Roleplay (2018)

TTRPG
English
Warhammer Fantasy Roleplay or Warhammer Fantasy Role-Play (abbreviated to WFRP or WHFRP) is a role-playing game set in the Warhammer Fantasy setting. The fourth edition rooted in the first and second editions was released under licence by Cubicle 7 in 2018. The system it directly evolved from is Warhammer Fantasy Roleplay 2nd Edition Description The primary setting of WFRP is the Empire, a faction located in a region of the "Old World", that is based loosely on the Holy Roman Empire, with a number of baronies, counties and dukedoms fashioned after the fiefs of elector counts and dukes. One of the most identifiable features of the Warhammer setting is Chaos. While the forces of Chaos in Warhammer Fantasy Battle are depicted primarily in the form of bloodthirsty marauders, towering dark knights and savage beastmen, Chaos in WFRP is an insidious force gnawing at the fabric of society. System Overview & Key Features The Career System Instead of fixed classes, characters enter specific Careers like Boatman, Grave Robber, or Wizard Apprentice. You spend experience points to advance within your career or transition to a related one. This represents your character's actual life and job in the world rather than just their combat role. Brutal Critical Injuries Hit points are low and do not increase much as you level. When a character is hit while they have no remaining Advantage or are critically struck, the player must roll on gruesome tables. These results range from minor scars to losing an eye, a limb, or your life. Corruption and Sin Magic is inherently dangerous and tied to the Winds of Chaos. Using magic or encountering dark artifacts can grant Corruption points. If your Corruption exceeds your willpower, you may develop physical mutations or mental instability, eventually turning into a servant of the Dark Gods. Fate and Resilience Characters have limited pools of Fate and Resilience points. Fate can be spent to avoid certain death, while Resilience allows you to ignore the effects of a mutation or a critical hit. These are rare and precious resources that represent the character's sheer stubbornness to stay alive in a doomed world. Additional links cubicle7games.com - Official Cubicle 7 website warhammerfantasy.fandom.com - Warhammer Fantasy Wiki (Comprehensive lore for the Old World)

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Mothership (2018)
3 7
Tabletop Roleplaying Games

Mothership (2018)

TTRPG
English
Mothership is an action-packed mixture of sci-fi and horror themes, combined into a streamlined gaming system about surviving in the cold, deadly vacuum of space while everything around you is trying to kill you. All at the same time as you are fighting (or fleeing from) alien creatures who aren't there to make any new friends. Chaos. It was published by Tuesday Knight Games and released in 2024.  It is a survival horror system designed for one-shots and campaigns, inspired by classics like Alien, Event Horizon, and Pandorum. Famous for its streamlined ruleset and award-winning graphic design that prioritizes ease of use at the table. The game, at the same time simplistic and streamlined in design, will challenge the characters at all times, allowing the game to focus on the storytelling and less on having complicated rules. The system it is inspired by is Old School Renaissance Description In Mothership, players take on the roles of blue collar workers in space, such as Teamsters, Scientists, Androids, and Marines. You are not powerful or heroic soldiers; you are vulnerable humans trapped in high pressure environments with alien monsters, failing life support systems and the crushing weight of corporate greed. The game is designed to be fast-paced and unforgiving, where the primary goal is not to win, but often enough - to survive. System Overview & Key Features d100 Percentile Resolution In the core of the game system is the d100 percentile system. Roll two d10 dice and get a number from 00 to 99. Success means rolling a lower result than your character's appropriate stat or skill for the task. Rolling a double, like 11, 22, or 33, is considered a critical success if it succeeds or a critical failure if it fails. Rolling low is the target for survival. Stress and Panic As characters encounter horrors or suffer trauma, they accumulate Stress. When a character experiences a terrifying event or rolls a critical failure they must make a Panic Check. The more Stress they have, the more likely they are to suffer a catastrophic mental breakdown, ranging from a heart attack to a violent psychotic break. The Save System Instead of a long list of saving throws, characters have four primary Saves: Sanity, Fear, Body, and Armor. These are used to resist different types of potential trauma. Fear saves are rolled to keep your cool under pressure, while Sanity saves represent your ability to process alien truths without losing your mind (think lovecraftian horrors). Class Based Skills The game features four distinct classes. Marines are obviously combat focused, Teamsters are pilots and laborers, Scientists are experts in medicine and biology, and Androids are cold calculating, yet efficient machines. Each class has it's unique starting stats and specific triggers for when they gain or lose Stress, which is based on their personality. Lethal Combat and Healing Combat is extremely dangerous and often a last resort. Weapons are likely to deal potentially excessive damage when compared to a character's total healthpool. Healing will be slow and require resources that are hard to come by in the middle of the constant crisis, making every injury feel like a significant threat to the character's chances of making it out alive. Deadly Ship-to-Ship Combat The game includes a streamlined system for starship encounters. Ships have their own stats and modules that are likely to be damaged during a fight. Players must work together to manage various roles and stations, like Engineering or Piloting, to keep the ship's hull from breaching while under fire or fleeing from cosmic anomalies. Additional links tuesdayknightgames.com - Official Tuesday Knight Games website mothershiprpg.com - Official Mothership portal and digital resources

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Monster of the Week (2012)
2 9
Tabletop Roleplaying Games

Monster of the Week (2012)

TTRPG
English
Monster of the Week (MOTW) is an urban fantasy-horror tabletop role-playing game developed by Michael Sands. It was first published in 2012, and a revised edition was published by Evil Hat Productions in 2015. The entire theme of the game is heavily inspired by TV shows like Buffy, Supernatural, X-Files, Fringe and many others. The system it directly evolved from is Apocalypse World (2010) Description Players in the MOTW system take on the role of monster hunters. Capable of dealing with most creatures that might get in their way. Using skills to solve mysteries, track monsters and eventually defeat them.  System Overview & Key Features Powered by the Apocalypse Engine (2d6) Players roll two six-sided dice (2d6) when performing actions, adding relevant character modifiers to the result. Rolling a 10 or higher is considered a success. 7-9 is a partial success, which will also carry some added consequences. Getting a 6 or lower means failure - you have not succeeded in whatever you attempted and dire consequences are soon to follow. Basic and Playbook Moves Game mechanics are categorized into discrete actions called "Moves." Basic Moves are universally available to all characters and cover common actions such as "Investigate a Mystery," "Kick Some Ass," or "Act Under Pressure." Playbook Moves are exclusive, specialized abilities granted by a character's chosen Playbook, allowing them to manipulate the narrative or game mechanics in unique ways. Finite Luck Points Each character possesses a limited track of Luck points. A player may permanently expend a point of Luck to retroactively alter a dice roll to a 12 (a complete success) or to entirely negate a single instance of sustained damage. Luck is a resource the players have to keep an eye on. Using too much can get you out of trouble, but if you don't have it when you need it most - trouble awaits. Harm and Exploiting Weaknesses Physical trauma is tracked using a short monitor called "Harm." Player characters and adversaries possess low thresholds for sustaining Harm, making direct combat inherently dangerous. To successfully defeat a primary antagonist, players are mechanically required to investigate and utilize the creature's specific weakness, as standard physical attacks are often insufficient to achieve a permanent victory. The Mystery Countdown To structure a gameplay session, the Keeper utilizes a tool called the Countdown. This is a chronological timeline detailing the sequence of events that will occur if the player characters fail to intervene. The Countdown is divided into escalating phases, ending with a catastrophic event. It serves to govern the pacing of the investigation and provide a sense of urgency. Additional links evilhat.com - Official Evil Hat Productions website genericgames.co.nz - Official home of Michael Sands and the original game files

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Delta Green (2016)
5
Tabletop Roleplaying Games

Delta Green (2016)

TTRPG
English
Delta Green is a standalone tabletop roleplaying game of modern conspiracy and cosmic horror. Originally a supplement for Call of Cthulhu, the current standalone edition was published by Arc Dream Publishing in 2016. Players take on the roles of federal agents or contractors working for a secret, illegal organization dedicated to containing supernatural threats and covering up the existence of the Cthulhu Mythos to protect the United States. The system it directly evolved from is Call of Cthulhu Description In Delta Green, the horror is not just about monsters; it is about the toll that a life of secrecy and violence takes on the human soul. Agents juggle their high stakes investigations with their crumbling personal lives. They must navigate a world of bureaucratic red tape, government conspiracies, and sanity shattering entities while ensuring that no one, not even their own families, ever finds out the truth. The game is famous for its bleak tone and focus on the cost of the "Great Work." System Overview & Key Features d100 Percentile System The game uses a familiar percentile dice engine. Skills are rated from 01 to 99. To succeed, you must roll equal to or under your skill rating. If the tens and ones digits match (a double) and the roll is a success, it is a critical success; if it is a failure, it is a critical failure. Bonds and Domestic Ruin Agents have Bonds representing their relationships with loved ones or colleagues. When an agent suffers Sanity loss, they can choose to project that trauma onto a Bond to reduce the loss. This mechanically represents the agent coming home and taking their trauma out on their family, slowly destroying their personal life to stay functional in the field. Sanity and Adaptation The game tracks three types of Sanity loss: Violence, Helplessness, and the Unnatural. If an agent experiences enough Violence or Helplessness without breaking, they can become "adapted," making them more resilient to those triggers but less capable of maintaining human empathy and Bonds. Lethality Rating Instead of rolling many dice for heavy weapons like assault rifles or explosives, Delta Green uses a Lethality percentage. If the player rolls under this rating, the target is instantly killed. If they roll over it, the weapon deals a fixed, significant amount of damage instead. The Home Phase Between missions (Operas), players play through a "Home" scene. They must choose how to spend their limited time: fulfilling responsibilities to maintain Bonds, seeking therapy to recover Sanity, or practicing skills. Choosing one often means neglecting the others, leading to a downward spiral of isolation. Special Training and Agencies Character creation is deeply rooted in real world professions. Whether you are a CIA Case Officer, an FBI Special Agent, or a CDC Epidemiologist, your profession dictates your starting skills and the federal resources you can leverage during an investigation. Additional links deltagreen.com - Official Delta Green website arcdream.com - Official Arc Dream Publishing website

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Mutants and Masterminds 3rd Edition (2010)
2 15
Tabletop Roleplaying Games

Mutants and Masterminds 3rd Edition (2010)

English
Complex
Mutants & Masterminds is a superhero role-playing game written by Steve Kenson and published by Green Ronin Publishing. The current 3rd Edition, which also serves as the engine for the DC Adventures game, was released in 2010. It is highly flexible, point buy system that allows players to build any superpower they can come up with, from classic caped crusaders and vigilantes to cosmic entities and mystical sorcerers. The system it directly evolved from is d20 System (2000) Description Mutants & Masterminds' game mechanics use a highly modified version of the d20 System. All characters in this game, from heroes and villains to the average person on the street, are defined by eight abilities, basic traits each character has to a greater or lesser extent. Abilities tell you how strong, smart, and aware a character is, among other things. The abilities are: Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence System Overview & Key Features The Single d20 Engine The system is a true d20 engine. The twenty-sided die will be the only one you will need for the rest of the game. Every roll happens with the d20 as the baseline and then various bonuses and modifiers are added or subtracted. Point Buy Character Creation There are no random rolls for character creation. Players are given a budget of Power Points based on the campaign's Power Level. Every ability, from super strength to immortality, has a specific cost per rank, enabling high amounts of character customization and forging your unique superhero (or -villain). Effects Based Power Design Instead of a list of hundreds of pre defined spells or powers, the game uses Effects. If you want a fire blast, a freezing ray, or a telekinetic shove, you simply buy the "Damage" effect and apply descriptors like "Fire" or "Cold". This allows for endless creativity in how powers are themed. The Toughness Save vs Hit Points The game completely eliminates Hit Points. When a character is hit, they must make a Toughness resistance check. Failing the check results in cumulative penalties. A minor failure causes a "Bruise" penalty to future saves, while a massive failure can result in being dazed, staggered, or instantly knocked unconscious. Power Level Caps To keep the game balanced, the Game Master sets a Power Level (PL) for the campaign. This acts as a ceiling that limits the maximum total of a character's attack bonus, damage, defenses, and skills. This prevents one player from being mathematically untouchable while others struggle to contribute. Victory Points and Heroics Players can earn Victory Points (formerly Hero Points) for roleplaying their character's complications, such as a secret identity or a specific weakness like kryptonite. These points can be spent to reroll dice, recover from injuries, or use "Power Extractions" to perform stunts they haven't officially bought yet. Additional links greenronin.com - Official Green Ronin Publishing website d20herosrd.com - Official Mutants and Masterminds System Reference Document

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Draw Steel (2025)
3 10
Tabletop Roleplaying Games

Draw Steel (2025)

English
Complex
Draw Steel is a tactical heroic fantasy tabletop roleplaying game designed by Matt Colville and the team at MCDM Productions. It is built to provide a modern, cinematic alternative to traditional d20 fantasy games. It focuses on high action, tactical depth, and ensuring that every player character feels like a legendary hero from the very first level. The system it is a spiritual successor to is Dungeons & Dragons 4th Edition Description In Draw Steel, players take on the roles of Heroes. Unlike other systems, the characters are heroes from the start. The characters are already capable of taking on the world and whatever threats may arise. The system encourages a highly tactical approach to combat encounters, promoting teamwork and clever use of abilities to control and affect any battlefield they might find themselves at. System Overview & Key Features The 2d10 Core Mechanic The game abandons the d20 focus and instead offers two ten-sided dice (2d10) instead. This creates a better mathematical average and becomes more predictable and reliable. No To Hit Rolls Draw Steel eliminates the traditional roll to hit. Instead, heroes automatically hit their targets with their primary abilities, but they roll to determine how much Power or impact the effect has. This keeps the game focused on making meaningful tactical choices rather than wasting turns on a miss. Heroic Resources Each class manages a unique resource, such as Focus or Valor, which builds up during a fight. These resources are spent to activate powerful Signature Moves and Heroic Abilities, ensuring that combat has a rising sense of drama and escalation as the heroes grow more powerful the longer a battle lasts. Tactical Movement and Forced Position Combat is designed for a grid. Many abilities do more than just deal damage; they allow players to slide, push, or pull enemies and allies across the battlefield. Positioning is vital, and the environment is intended to be a weapon that heroes can use to their advantage. Tiered Success Action resolution often uses three tiers of success. A low roll might provide a success with a cost, a middle roll is a standard success, and a high roll is a spectacular success that might trigger bonus effects or additional damage. This ensures that every roll contributes something to the ongoing narrative. Additional links mcdmproductions.com - Official MCDM Productions website mcdm.gg - MCDM community and developer portal

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Basic Roleplaying (2023)
3
Tabletop Roleplaying Games

Basic Roleplaying (2023)

TTRPG
Rules-light
Basic Roleplaying is the venerable "D100" engine that has powered Chaosium’s greatest hits for over four decades. Originally appearing as a slim booklet in 1980, it was most recently revitalized as the Basic Roleplaying: Universal Game Engine in 2023. In 2026, it stands as one of the industry's most important open-source platforms, released under the ORC License, allowing independent creators to build and sell their own games using its legendary, time-tested mechanics. Description BRP is a "genre-neutral" toolkit that discards character levels and rigid classes in favor of a pure skill-based system. Whether you are playing a Bronze Age warrior, a 1920s detective, or a futuristic mech pilot, the core experience remains the same: your character is defined by what they can do. Because it uses percentages (e.g., "I have a 65% chance to climb this wall"), it is widely considered the most intuitive and "transparent" RPG system for new players to understand at a glance. System Overview & Key Features The Universal D100 Engine Every action is resolved by rolling two ten-sided (d10) dice to get a result from 1 to 100. If you roll is equal to or under your skill rating, the action is deemed a success. This approach simplifies the mechanical process of the game, as there are no complex tables to keep track of and compare to decypher whether it is a success or failure. Organic Character Growth There is no "Experience Points" system in the traditional sense. Instead, when you succeed in using a skill, you mark a "Skill Check" on your character sheet. At certain stops in the game/story, the player rolls to see if the character improves in those skills, meaning your character evolves based specifically on the actions they performed (and succeeded at) during the game. Modular Rule Design The Universal Game Engine is designed with variations and systems to choose from. GMs can choose whether they prefer to just use "Hit Points" or add a more detailed wound system with "Hit Locations" for more realistic tactical consequences. Systems for Magic, Sorcery, Mutations, or Superpowers (depending on the setting) can be added, instead of being baked in the core mechanics, ensuring the mechanics always fit the theme of the game. Deadly and Tactical Combat BRP combat is grounded and dangerous. Unlike high-fantasy games where adventurers have a vast health pool, a single strike of a sword or bullet in BRP can be fatal. This encourages players to think creatively and use mechanics and terrain to their advantage. Talking their way out of situations is often seen as more reasonable (and survivable), than just treating every conflict as a forced combat situation. The ORC License Revolution By introducing to the Open RPG Creative (ORC) license, BRP started a wave of third-party "Powered by BRP". This has expanded the system into new genres like Cyberpunk, Wuxia, and Cozy Fantasy, all supported by a single, unified ruleset and system, compatible with most themes. Compatibility with "The Big Three" Because the core mechanics have remained the same since the beginning, a monster or spell from a 1980s supplement is almost always compatible with the modern 2026 engine. This gives GMs access to one of the largest libraries of pre-written adventures in tabletop gaming, spanning Call of Cthulhu, RuneQuest, and Pendragon. Additional links chaosium.com/brp : Official BRP Universal Game Engine portal basicroleplaying.org : The primary community hub and "BRP Central" forums

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Ishanekon World Shapers (2022)
1
Tabletop Roleplaying Games

Ishanekon World Shapers (2022)

TTRPG
English
Ishanekon: World Shapers is the (probably) biggest free Indie TTRPG with over 2,500 character options. It has been mainly developed by Jan Luyken, aka Blaze Reason, with the aim of creating a game that can compete (if not surpass) the current biggest games on the market while remaining affordable for anyone. With its easily adaptable rules and wide range of options, from beginner-friendly to highly complex, it is designed to satisfy the needs of almost any story and play style. Description From epic fantasy and sci-fi to mundane humans facing everything from common threats to cosmic horror, Ishanekons: World Shapers’ modular design lets you easily adjust the rules to help you experience your stories. This game is designed with the idea that you bring the flavor, and the mechanics help you bring it to life. The 10 Archetypes with over 200 Sub-Archetypes, 1000+ Abilities, 600+ Talents, 300+ items and upgrades, and more allow you to build anything from a simple cat to a city-destroying kaiju. Role and complexity filters let you find what you need quickly while helping you avoid those features that might be too overwhelming for your liking. System Overview & Key Features Combat d20, Skill d10 The core of combat is built around d20 attack and defense rolls with modifiers that try to beat the enemy's Evasion and DR Power, respectively. Skills, on the other hand, are rolled with d10s, creating somewhat of a dice-based separation between combat and non-combat. Cinematic Actions While IWS has a solid tactical core that will satisfy most war gamers, it also comes with so-called “Cinematic Actions”. These allow narrative-driven actions, independent of what the rules say your character can do, balancing the rule of cool so that role players have a rules-light way to interact with the action, bringing the best of both worlds. Flexible Character Customization This system allows you to mix and match all sorts of Archetypes, features, and Abilities. It encourages such behavior and does not introduce any blocks, such as stat requirements. All sorts of interesting mechanical and flavor combinations open up once you start experimenting. This is also true for items. An extensive upgrade and crafting system exists that can turn any old blade into whatever you want. Carefully Balanced The system's core math has been calculated to ensure that every character option is viable. Breaking the game is not trivial, and you will feel strong, no matter if you are a martial, caster, or something in between. Every weapon and armor type can be wielded to great effect, and each Stat has its uses. “Optimal play” should never get in the way of what fits your character narratively. Regular Patches As a digital product, IWS can be easily expanded. Monthly patches bring new content, buff weak options, and nerf broken combos to help this game evolve and become the best it can be. New digital tools are also added and expanded, such as online character sheets and an encounter calculator. Build Your Own Creatures The website comes with more than 100 creatures, each of which has Level 0 to 15 versions, but creature templates and an online creature builder help you as the GM to create whatever monstrosities you want to throw at your players. All those 2,500 options can also be used for whatever you cook up. Additional links world-shapers.com - Official website world-shapers./resources/adventures - Free adventures Super short rules - Get started with Ishanekon fast

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Nimble
Tabletop Roleplaying Games

Nimble

TTRPG
English
Nimble is a fast, tactical (and 5e compatible), TTRPG. Your game nights are too precious to waste with slow or fiddly rules! Slay the slog using the best elements from the greatest RPGs around. Nimble empowers players and GMs with more interesting choices, less waiting around, and have more fun playing epic stories Description Nimble RPG is designed to prioritize speed, tactical decision-making, and reduced administrative tracking for both players and Game Masters. The system condenses character sheets and streamlines the action economy to prevent long waiting periods between player turns. Its primary design philosophy centers on accelerating combat encounters without sacrificing strategic depth, utilizing highly lethal weapon mechanics and dynamic monster behaviors. The game is offered both as a complete standalone system and as a modular "rules hack" booklet that can be integrated directly into an ongoing Dungeons & Dragons 5th Edition campaign. System Overview & Key Features Fast Combat Don’t waste your time rolling to see if you can deal damage, just roll your damage dice! You deal that much damage. Attacks miss on a 1, but rolling the maximum is an EXPLODING Critical Hit! Exploding critical hits Roll the die again and add it to the total. There is no limit to how many times this damage can stack, except your luck! Instant Initiative Get RIGHT into combat with Improved Initiative rules that get players immediately into combat in a way that serves the story without breaking up the flow. Quick to prep Nimble is quick to prep and easy to run. You've got enough going on while GMing—Mechanics are all designed to be easy to manage and track at the table. You can be ready to run an adventure in as little as 5 minutes! And there's no need to for new players to read though endless pages of rules, teach new players as you play. Easy to balance Easy Encounter Creation. No matter the size of your party—whether you play in a cozy group with just 1 or 2 heroes, or a huge group of 8 or more—Encounters are easy and intuitive to build and balance for just the right level of challenge you like. Craft massive scale combat encounters, down to legendary solo encounters. Strategic Weapon System A subtly DEEP weapon system that rewards thoughtful play. No more, “I guess I’ll pick the bigger one...” Every weapon is balanced to have interesting strengths & weaknesses in combat. Additional links nimblerpg.com - Official website and rules repository

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