Games Listing

113 games found.
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Title/Description Game Type Free? GM? Players Crunchsort ascending

Lonely Timbers
by Jason Pitre

A game about historical lumberjacks in the 19th century. It’s a game about men who leave their homes for months at a time to support their families with the only job they could get. They would cut timber in the chill of fall, the frozen winters, and treacherous spring. It’s a game about the people who did this dangerous work, the price they paid, and the bonds built in those remote cabins.

Roleplaying Game, Collaborative Story Yes Yes 2+ 2 - Focus/Imagination

Argyle & Crew - Adventure in the Land of Skcos
by Benjamin Gerber

It's a collaborative storytelling adventure for kids. It's a great pick up game for adults. It's the sock puppet RPG!

The land of Skcos is inhabited by all manner of things, but primarily its inhabitants belong to a race of ever changing, always interesting creatures called Soppets. Soppets are a magical breed of intelligent, funny, thrill seeking socks.

Yes, you read that correctly, Socks.

Roleplaying Game, Collaborative Story No Yes 2+ 2 - Focus/Imagination

Atlantis
by Logos7

A roleplaying game where you play the last inhabitants of the Isle of Atlantis during its last days. Atlantis is burning and at midnight will sink into the sea, forever. Attempt to flee Atlantis while facing your Hopes, deeds, fears, and dooms before midnight, when Atlantis sinks under the waves forever.

Roleplaying Game, Collaborative Story Yes No 2+ 2 - Focus/Imagination

Death Takes a Holiday
by Nick Wedig

Every day or so, the Grim Reaper sends the Boxmullers a postcard. Each postcard would be emblazoned with a cryptic clue as to who was about to die. Death Takes a Holiday is a collaborative story-telling entertainment, intended to be played by a small coterie of friends and acquaintances, perhaps two to five in number.

Roleplaying Game, Collaborative Story Yes No 2-5 2 - Focus/Imagination

Not-Too-Silly Stories
by Jens Alfke

A free-form, story-oriented, rules-lite, GM-less roleplaying game. It’s a bit like a highly simplified version of Universalis. I designed it to play with my kids, hence the use of Silliness as a constrained resource to keep the stories from getting out of hand.

Collaborative Story Yes No 2+ 2 - Focus/Imagination

Pure Shoujo
by Mendel Schmiedekamp

A roleplaying game where each player plays one or more characters, and they build up and break down relationships, friendly, vicious, or romantic. In the process characters slowly grow as they navigate the stormy seas of their fellow characters.

Roleplaying Game, Collaborative Story Yes No 2+ 2 - Focus/Imagination

The Great Tournament
by Colin Fredericks

A tiny, folded storytelling game. You portray a martial artist come to compete in the greatest tournament ever held. But what are your real goals? Not everyone is simply here to win! Pull up a seat at the breakfast table and find out what your fellow martial artists are really competing for. Honor? Respect? Revenge? You'll find out soon enough, grasshopper.

Roleplaying Game, Collaborative Story Yes No 2+ 2 - Focus/Imagination

Mars Colony
by Tim Koppang

The Mars Colony is dying, torn apart by environmental hazards, shoddy infrastructure, and social unrest. You, Kelly Perkins, have been nominated to turn things around.

Roleplaying Game, Collaborative Story No Yes 2 2 - Focus/Imagination

The Posthuman Doorways
by Jason Pitre

Homo sapiens sapiens is evolving. Genetic engineering allow us to gain new traits and adapt to local conditions at startling speed. Cybernetic technologies allow us to enhance our senses or replace limbs, giving us inhuman capabilities.

● How will our new Transhuman natures transform the world?
● What will the future society look like?
● What will we lose in the process?

Collaborative Story Yes No 3-5 2 - Focus/Imagination

Until We Sink
by Magnus Jakobsson

A few natives and guests – and a dead fishing enthusiast – are the only people on this tiny Pacific resort island, which is slowly but surely sinking into the ocean.

The game is divided into five to seven days. Each day's gaming consists of the characters sitting on the hotel patio in the evening, talking. What happens outside of these evenings is not played out, but the players can make up things which has happened and mention them in their character's conversation.

Collaborative Story No No 2+ 2 - Focus/Imagination

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