"Generations ago four infant minotaurs were pulled from the mud of the eternal river." The players play one of their descendants, a nameless minotaur torn between their unjust slave existence in a decadent metropolis civilization and an eerie, perilous jungle. Their world "will find its future" in their doings. The Clay That Woke is a roleplaying game set in a richly-imagined world, with immersive character play guided by an inspiring, unique, token-based oracle.
|
Roleplaying Game |
No |
Yes |
2+ |
3 - Mildly Crunchy |
A "game poem", or "role-playing poem" is a little game that you can pick up and play in fifteen minutes or so. There's no preparation time, nothing to get between you and immediate fun. Game poems usually address some specific mood or emotion, or focus on one particular theme. First and foremost, a game poem is just there to be taken in and experienced with a friend or group of friends for a few moments, and hopefully, something small and wonderful will happen in the process. |
Collaborative Story |
Yes |
No |
2+ |
2 - Focus/Imagination |
A collaborative Storygame. Over the course of an hour or two, you and your friends will construct a narrative about a Community of heroic (or delusional) isolationists, who construct for themselves an entrenched bastion against (what they perceive to be) the hostile forces of the outer world. |
Collaborative Story |
No |
No |
2-5 |
2 - Focus/Imagination |
A community map-making game in which the group builds a community over the course of a fictional year. The game is played in turns representing one week of time, with standard playing cards triggering events, troubles, setbacks or discoveries. Players work together to build a map, gather resources, and to resolve whatever problems may arise.
|
Collaborative Story |
No |
No |
2-4 |
2 - Focus/Imagination |
A fantasy roleplaying game set in the 17th century BC. Players take on the roles of extraordinary people living in uncertain times. You will need a Gamemaster, at least one Player, and at least two 8-sided dice.
|
Roleplaying Game |
Yes |
Yes |
2+ |
4 - Moderately Crunchy |
A game of competitive boasting, based on the exploits of the titular C18th adventurer and raconteur. Players portray nobles and challenge each other to recount an extraordinary story from their past. Dice and pencils are replaced by money and fine wine, a simple bidding system allows for interruptions and rebuttals, and it all wraps up in under an hour. The rulebook was ostensibly written by the Baron himself, with his unique and charming style. |
Roleplaying Game, Collaborative Story |
No |
No |
4+ |
2 - Focus/Imagination |
A game of delving into a text (which could be any novel, whether or not the players have even read it) and constructing a mystical system of truth from that text. Inspired by readings in hermeneutics, semiotics, and Christian and Jewish mysticism.
|
Roleplaying Game |
Yes |
No |
2+ |
2 - Focus/Imagination |
A game of social viciousness and revelation for 4-8 mature players. The setting is a dinner party in November 1974 ... the players act out their characters hangups while playing spiteful conversational games and getting progressively more drunk. Can you gain enough courage to face your Issue, or will you collapse in the downstairs lavatory or get thrown out of the party? Uses six-sided dice for resolution, the rules are simple but the tactics are deep. |
Roleplaying Game |
Yes |
No |
4-8 |
1 - Super Easy |
A generic rules-lite roleplaying system with descriptive rankings and action difficulties.
|
Roleplaying Game |
No |
Yes |
2+ |
3 - Mildly Crunchy |
A goofy RPG about raccoons on a heist! It plays in about 20-30 minutes and is for 4 players exactly. There's no GM, and no need for prep. It's like Ocean's 11 or Leverage, but you know, raccoons.
PWYW.
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Roleplaying Game, Collaborative Story |
No |
No |
4 |
3 - Mildly Crunchy |