RPG Encyclopedia: M
Machineguns and Magic
- 1st ed by William L. McCord, Jr. (1992) M.G. Games
- 2nd ed (1994)
A fantasy RPG about modern-day soldiers stranded in a medieval
fantasy world by some spacewarp. It includes an original magic
system with 30 spells, where spellcasters can cast as many spells
as they like until they fail a roll. The 1st edition has a paper
cover, while the 2nd edition has the usual softcover and better art.
Macho Women With Guns
- 1st ed by Greg Porter (1988) self-published
- 3rd ed (1994) BTRC
- 4th ed by James Desborough (2003) Mongoose Publishing
A hilarious parody RPG which features the battle of "macho women with
guns" against over-the-top post-apocalyptic strangeness. The background
is that in the nineties, the world began to collapse due to "male
chauvinist leadership". The fabric of society collapsed, the states
and nations crumbled, and Hell itself vomited forth a plague of lawyers
and tax collectors to ravage the land. The 3rd edition incorporates two
sequels to the original: "Renegade Nuns on Wheels", and "Bat-Winged
Bimbos from Hell". It uses a simple system of roll under skill on 3d6,
with a hex-based combat system. It has point-based character creation,
including ads/disads like "Look good in armor" and "Top-Heavy".
The 4th edition was completely rewritten by a different author, and
uses the D20 System from 3rd edition
Mächte, Mythen, Moddermonster
- 1st ed (1989) Edition Einhorn
A small-press German-language fantasy RPG, similar to
It includes a range of classes including slave, prostitute,
and combat mage -- plus races such as half-trolls.
Mach: The First Colony
- 1st ed by Michael Lange (1983) Alliance Publications Ltd.
A science fantasy RPG, in a universe where humankind in the
1980's is "rescued" from a pending supernova and deposited on an
alien planet, which they share with 3 other refugee races. They
are then left to fend for themselves with weapons smuggled in.
The game takes place after 200 years of war and technical
atrophy. PC's can be of one of the refugee races, native Machs
or a very non-humanoid alien race who made it to Mach on their
own with unknown intent. It uses a skill-based system, with
attributes and races similar to
Experience is based on adventuring, practice, or study.
Reviewed in "The Space Gamer" #69.
Maelstrom: The Turbulent Role-playing Game of Thieves, Rogues, Magick, and Mayhem
- 1st ed by Alexander Scott (1984) Puffin Books
- 2nd ed (2008) Arion Games
A historical RPG about life in 16th century England, in
pocket book format (in a line of "Adventure Books",
ISBN 0-14-031811-9). The system uses percentile rolls as well as d6's.
It has limited point-bought character creation, with packages for
chosen profession. The 10 attributes each has a base of 30, you
could distribute 50 points among them plus bonuses from your
profession package. Witchcraft was handled as semi-freeform
Willpower roll vs difficulty, with an extensive chapter on herbs.
The second edition was published electronically via
- 1st ed by Christian Aldridge, Seth Lindberg (1998) Hubris
A fantasy RPG of pseudo-science, Leonardan magic and gunpowder
set in a different reality which constantly shifts as a magical
storm passes over it. The system ("
Story Engine") is a cinematic dice pool system which has no
numerical stats. Instead, the size of the pool depends on the
number of textual "descriptors" (like "strong") the character has
that apply. Success is determined by the number of odd numbers
rolls ("Odds") vs the difficulty.
Mage: The Ascension
- 1st ed by Stewart Wieck (1993) White Wolf
- 2nd ed (1995)
A modern-day game of secret magic, where magicians from nine rebellious
traditions struggle against the Technocracy -- a group of magicians who
are trying to control all magic within reality, enforcing the limits
of mundane science for everyone except themselves. It uses a variant
of the "Storyteller" system originally used in
Vampire: The Masquerade.
It has a magic system with effects in several broad spheres, where due
to the Technocracy, magic is made more dangerous if the effects visibly
break physical laws -- but are allowed if there is a plausible mundane
Mage: The Sorcerers Crusade
- 1st ed by Phil Brucato (1998) White Wolf
A companion RPG to Mage: The Ascension
set in 1430 to 1550, prior to the founding of the Technocracy. The
rules are similar, but the magic system is significantly altered
to reflect the different mystic laws (i.e. "Paradox" is changed).
In this time period, the "Daedalans" (predecessors of the
Technocracy) are innovators who seek to change the old ways, with
strong religious beliefs.
Magic Frontiers Explorer Edition
- 1st ed by Wyant (1999) Event Horizon Productions
A science fantasy genre RPG with no setting per se but provides support
for both magic and advanced technology side-by-side. Character
creation uses random-roll attributes, but assumes each character
is from a unique race. Race is created by a number of selections
of abilities and templates. Skills are based on character class.
There are also rules for magic in three varieties (Arcana, Elementa,
and Mindra) as well as robots and cyborgs and special powers.
- 1st ed by Marco Donadoni (unknown) International Team
An Italian-language fantasy boardgame / RPG, using a very simple
system for limited dungeon-delving.
- 1st ed (unknown) Suzaku Games
A Japanese-language universal RPG system.
It's vaguely similar to Big Eyes, Small Mouth, actually,
except the 3 attributes are Body, Mental and Technique.
There are about 8 skills that are written on the included
character sheet, and they include winners like "Booze",
"Cooking", and "Love-Related".
- 1st ed by Csanád Novák, Zsolt Nyulászi (1993) Valhalla Páholy LLC
- 2nd "SUMMARIUM" ed (1996)
- 3rd "Első Törvénykönyv" ed (1997)
- 4th "új Tekercsek" ed (1999)
- 5th "M.a.g.u.s. d20" ed (2004) INOMI Publishing
- 6th "új Törvénykönyv" ed (2007) "Mazsola" Húsáru és Delikát Trade LLC
"Mazsola" Húsáru és Delikát Trade LLC Tuan Publishing
A popular Hungarian-language fantasy RPG, based on a series of popular
fantasy novels by various authors. It is set on the world of Ynev,
that closely resembles Renaissance Europe, full of political intrigue.
The PCs are adventurers, often dragged into political schemes by corrupt
local officials by money, blackmail, or other means -- influenced by
cyberpunk genre tropes as much as traditional fantasy. The world is
dominated by humans, but is also inhabited by "aquirs" -- a powerful,
dying race of demon-like entities. The 1st and 2nd edition use a system
AD&D, including ability cores, races, and classes.
Distinctive elements include new classes such as knights, headhunters,
martial artists, and gladiators. There are six different magic systems,
including the black magic of warlocks, the seduction of witches, and
the "mosaic-magic" of wizards who assemble their spells from smaller
components. There are also three schools of psionics available
to all classes. The original system includes two-level skills
(basic and master levels), but there is no general resolution
system for these. The combat system uses percentile rolls, and
includes critical hits and armor that reduces damage. The 2nd and
3rd editions add various options. The 4th edition provides complicated
point-buy character generation options and a detailed five-stage
skill system, but still no general task resolution. The 5th edition
is based on the D20 System from 3rd edition
Characters start out in a base class (warrior, rogue, novice and
aristocrat) and enter regular "adventurer" classes on 4th level.
The 6th edition reverted to the original percentile system.
Characters creation uses skill and background options in a
point buy system, but the traditional classes are also present
in the form of premade packages.
- 1st ed by Ryo Kamiya (2004) Sunset Games
- "which you love" ed (2005) Sunset Games
- 1st English ed by Ryo Kamiya, Ewen Cluney (2008) Kuroneko Designs
A humorous Japanese-language RPG about women cleaning the house of a
master where wacky events occur. There is no physical combat system,
but there is a conflict system where the loser accumulates Stress
points. When a maid has greater Stress than her Spirit rating, she
has a Stress Explosion. Maids also gain points of Favor from the
master, which can be used to boost rolls, reduce Stress, to raise
attributes, or invoke random events. There are three charts of random
events for Outer Space, Modern, and Fantasy -- including many
game-changing events. There are two supplements: Koi Suru Maid RPG
and Yume Miru Maid RPG.
Koi Soru Maid RPG has an introduction and errata, rules for
playing a head maid or butler, rules for generating a master,
tables for designing a mansion, rules for "romance and enticement,"
comforting (to reduce someone else's Stress), costume changes
(a table of 36 alternate costumes, each with a Favor cost and
special rules), items (in a D666 table of 216 of them!), and
a total of 13 different random event tables.
Yume Miru Maid RPG is mostly a scenario collection, but it also has
rules for complexes and apprentices, tables for two new settings (Old
West and Old Edo), a second table of costume changes (including
plugsuits, Gundam uniforms, and hero suits), and a weather table.
- 1st ed by Ivan Strobino (1992) L'Arkalance
A French-language generic fantasy RPG system, intended for a
variety of fantasy worlds.
- 1st ed by Michel Gaudo, Guillaume Rohmer (1985) Jeux Descartes
A French-language Victorian horror RPG, set around 1880-1920
with various witch doctors and occult sorcerers in the
background. One of the 5 top-selling RPGs in France at one
- 1st ed by Koneko (unknown) self-published
A French-language generic manga RPG (Japanese comic-book), aimed
at allowing easy adaptations of Manga settings.
- 1st ed by Ramon P. Moore (1987) Kingslayer Publications
- 2nd ed (1993) Myrmidon
A sci-fi adventure RPG in a multi-species interstellar federation
(the Aglio-Terran Planetary Defense System). It uses a complex
system: skills are percentile rolls under rating, combat is
(attack stat+d20) vs (defense stat+d20), with table-driven
damage. Character creation is random-roll attributes and
Man, Myth, and Magic
- 1st ed by Herbie Brennan (1982) Yaquinto
A mythic fantasy RPG ostensibly drawing from 4000 B.C. to 1000
A.D. Earth legends. The game mixes many elements from this wide
period. Character nationality and class are determined randomly,
so a party might have an African witch-docter, a Greek sybil, and
an Oriental shaman. It uses a class-based percentile system,
where you roll and add stat to beat 100. The basic game includes
a starting adventure set in a gladiator school.
Manual of the Eternal Sages
- 1st ed by Scott J. Compton (1993) self-published
A small-press fantasy RPG, published as a spiral-bound
book of photocopies. It uses a percentile system, with a
complex tree structure of attributes.
- 1st ed by Christina Laird, Delbert Laird (1994) Maelstrom Hobby
A post-nuclear-apocalypse anime-genre sci-fi RPG, set in a chaotic
Japan filled with Nomads, Newlords, a great Citystate and
Breeders (humans mutated into creatures resembling both demons
and conventional fantasy monsters).
Mars: A Roleplaying Game of Planetary Romance
- 1st ed by Gareth-Michael Skarka (2007) Adamant Entertainment
A retro science fantasy RPG based on the Barsoom stories of Edgar Rice
Burroughs and other early sci-fi authors. It uses a variant of the
D20 System as found in D20 Modern.
- 1st ed by Tim C Koppang (2010) TCK Roleplaying
A sci-fi roleplaying game designed specifically for two players around
a particular scenario, to be played out in 2-3 hours. It is set in a
future where a Mars colony has been created by a coalition of Earth
governments, which is now dying after years of incompetence and disaster.
One player takes on the role of the colony's appointed savior, while
the other player is responsible for all the various problems that are
plaguing the citizens of Mars.
- 1st ed by Jeff Grubb, Steve Winter (1984) TSR
- 2nd ed (1988)
The first superhero RPG licensed from Marvel comics. This used
a simple system based on a universal table and attributes rated
in broad worded categories (from "Typical" to "Unearthly"). The
complete original rules are available online at
Marvel Superheroes Adventure Game
- 1st ed by Mike Selinker, Michele Carter, Bill Olmesdahl, Steven Schend, Steven Brown (1998) TSR
A superhero RPG on the same subject, but an unrelated system (the
"SAGA" system). The system uses a special 96-card deck rather
than dice. Each player has a hand of cards, and actions are
resolved by attribute+(card) vs difficulty. Wounds reduce the
size of your hand (so the number of cards you hold is also your
Marvel Universe Roleplaying Game
- 1st ed by Dan Gelber, Jeffrey Simons, Evan Jones (2003) Marvel Publishing Group
A superhero RPG set in the universe of Marvel Comics, unrelated to
the two earlier RPGs published by TSR. It uses a diceless system,
where players spend "stones" of effort out of a pool. Action
resolution is by stat plus stones of effort vs difficulty.
Character creation is point-based.
- 1st ed by Ed Stark, Bill Smith (1994) West End Games
A generic RPG system, packaged with various worldbooks but not
as a standalone product. The system is a variant of the
Torg system, using 2d10 instead of 1d20 on
the bonus chart and a modified drama deck. Worldbooks include
Indiana Jones (1994)
Tank Girl (1995),
Tales from the Crypt (1996),
Species (1995), and
Masters of the Universe
- 1st ed by L. Ross Babcock, Jack C. Harris (1985) FASA
A fantasy RPG/boardgame presented in comic book format,
based on the animated children's TV series. It uses pre-generated
characters ("He-man", "Teela", etc.) only.
- 1st ed by Mark Bruno, Todd Downing (2002) Deep7
A film noir RPG, using the "XPG" rules system published in electronic
PDF format. It is a very simple system designed to immediately jump
into play. The default setting is New York City in the 1940's,
during WWII. The basic game includes a sample adventure, "A Tangled Web".
- 1st ed by Chris Perrin (2010) Heroic Journey Publications
A sci-fi RPG based on Japanese anime about giant robot combat. It has
no single official setting, but the core book features three sample
settings: a surreal post-modern setting (inspired by The Big O),
a standard sci-fi setting (inspired by Gundam), and a tongue-in-cheek
high school mecha setting. Game sessions are broken into short
Episodes that take about a half hour. Each Episode starts with a
role-playing scene centered on a single player who makes a roll,
where success grants a bonus in the coming battle. This is followed
by a mecha battle conducted on a bullseye map. If a player faces defeat,
retreat is automatically successful unless the player chooses to risk
their character's life.
- 1st ed by Anthony Ford (2005) ComStar Media, LLC
A mecha anime RPG built using a variant of the
Fudge system. It includes
rules for mecha treated as characters on a different scale from
- 1st ed by Benjamin Paquette, Francis Larose (2002) SteamLogic Editions, Ltd
An "industrial fantasy" RPG, set on Kainaas, a circle of light nearly
30,000 miles in diameter surrounded by a mysterious black wall. There
is a mix of modern technology for the elite, while in slums and
far-flung villages life is still in the medieval stage. It
uses a dice pool system where attribute determines the type of die
rolled (d4,d6,...) and skill determines the number of dice. The
highest roll is the result. Character creation is open point-based.
The Mechanoid Invasion
- 1st ed by Kevin Siembieda (1981) Palladium Books
- 2nd ed (1985)
A sci-fi game about invasion by evil aliens with robotic bodies.
This introduced the basic Palladium RPG system, later used by
and a number of other games. It uses random-roll attributes and
class-based character creation, with advancement based on levels.
Action resolution is by d20 (combat and saving throws) or d100 (skills),
similar to AD&D.
- 1st ed by L. Ross Babcock, Jordan Weisman, Walter H. Hunt, Evan Jamieson, William Keith, Patrick Larkin, Richard K. Meyer, Kevin Stein (1986) FASA
- 2nd ed by Brian Nystul, Lester W. Smith (1991)
- 3rd ed by Brian Nystul (1999)
- "Classic Battletech RPG" ed (2004) FanPro
A sci-fi RPG in the world of the Battletech boardgame,
set in a 31st century where constant wars are fought by giant robots
("mechs"). The 1st and 2nd editions focuses on PC's as pilots
and crew of battlemechs, while the 3rd edition expands the scope.
The 2nd edition system uses 2d6, roll over target number (based
on attribute) minus skill. The 3rd ed system uses 2d10 + skill
vs difficulty. Character creation is by a life path, choosing
skills and rolling for random events for different stages.
The 3rd edition was later reprinted by FanPro as the "Classic
BattleTech RPG", since the title "MechWarrior" was used for a
related collectible miniatures game.
Meddling Kids: An Introductory Role-Playing Experience
- 1st ed by Allysson Brooks (2004) Meddling Games
A humorous RPG inspired by "Scooby Doo" and similar cartoons from the
1970s. Character creation is based on picking one of 7 archetype:
Jock, Fluff, Brain, Goof, Temper, Sidekick, Innocent. There are
4 attributes: Strength, Moves, Smarts, Health. Players spend
24 attribute points and 26 points on abilities. Resolution is based
on 3d6 + stat + skill vs. difficulty. It has a non-lethal combat
system, and various options for the genre such as a quirky "Wild Card"
character and optional "Kids' Points" that can be spent by anyone
in the group to modify rolls.
Med ild og sværd
- 1st ed by Jørn Eriksen (1984) self-published
A Danish-language fantasy mini-RPG, whose title translates as "With fire
and sword". It claims to be "the first fantasy roleplaying game in the
history of Denmark" which is probably correct. The rulebook is 20 A4
pages with a sketched cover. It is essentially a basic system
focused on miniatures combat, with no explanation of what role-playing
is. There was only one edition and no supplements.
- 1st ed by Andrea Angiolino (1992) Giochi del 2000
- 2nd ed (1995) Qualitygame
An Italian-language fantasy-genre mini-RPG, set in the Europe of
classical myth, among Greek and Roman deities, demigods, and monsters.
The first edition was an independent booklet and came out as
supplement of "E Giochi" magazine #5 in January/February 1992.
The 2nd edition from Qualitygame was released as part of the
"I Giochi del 2000" collection.
- 1st ed by Didier Guiserix, Michel Brassinne (1984) Jeux & Strategie magazine
- 2nd ed (1986) Jeux & Strategie magazine
- 3rd ed (1992) Casus Belli magazine
- 4th ed (1993) Descartes
A French-language time-travel / alternate-worlds RPG (MEGA is
short for "Messagers Galactiques" or "Galactic Messengers"). The
first three editions appeared as special magazine issues (in
J&S and CB). The 4th edition (hardcover) includes the
campaign includes the campaign "Le Voleur d'Ygol" by Tristan
MEGA Role-Playing System
- 1st ed by Allon, Brakas (1987) Mega Games
An heroic fantasy RPG, English-language published in Norway.
It uses a complex system with numerous tables. Players are
required to write up a character background, and the GM then
assigns skill development levels based on the background. It
had a single adventure module: "Ogre Forest".
Meikyu Kingdom (迷宮キングダム)
- 1st ed by Touichirou Kawashima (2004) Adventure Planning Service
Miekyu Kingdom (lit. "Labyrinth Kingdom") is a Japanese fantasy role-playing
game. The player characters, called Landmakers, are members of a tiny
kingdom's royal court: king, knights, viziers, oracles, ninjas, and servants.
A magical force called "Dungeon Hazard" made the whole world (mountains,
rivers, plains, etc.) into dungeons. Landmakers explore and conquer
dungeons for their kingdom. The English title, "Make you kingdom!!",
is broken English, but has a double-meaning because it is pronounced
similarly to the Japanese title ''Meikyu Kingdom''. It's setting is
cynically tongue-in-cheek. For example, it includes a "vorpal bunny"
drawn from the computer game Wizardry's famous monster (itself based on
Monte Python and the Holy Grail), but its illustration is a bunny girl.
Meks 'n' Mekanoids
- 1st ed by Denton R. Elliot (1987) Doc's Games
A sci-fi mini-RPG from the publisher of
Dinky Dungeons, published in a 3''x5'' ziplock bag(!).
There were three supplements, all written by Stu Wagner:
"Beasts 'n' Bots" (animal forms for robots), "Weapons Wastebucket"
(new weapons and other features), and "Chaotic Combiners" (mega-robots
formed from smaller robots).
- 1st ed by Mike Pondsmith (1985) R Talsorian
- Mekton II ed (1987)
- Mekton Zeta ed by Mike Pondsmith, Mike MacDonald, Benjamin Wright (1995)
A far future sci-fi RPG, in the Japanese anime giant mecha
genre. It includes a brief mecha-genre far-future setting
(Algol) and GM notes on running anime adventures, but the
dominant part is treatment of the mechs themselves. The first
edition was predated by a earlier Mekton game in 1984 which
was not really role-playing. Editions "II" and "Zeta"
use a variant of the "Interlock" system, which is skill based
with actions resolved by attribute+skill+d10 vs difficulty.
Character creation is limited point-based, with a random number
of points (distribute 10d10 points to attributes, skill points
determined by your "Education" attribute). Various random-roll
"life path" tables add background color to the character.
Melanda: Land of Mystery
- 1st ed by Lee McCormick, John Corradin (1980) Wilmark Dynasty
- 2nd ed (1981)
A fantasy genre RPG set in an original fantasy world. The
character creation system has attributes determined by the
character's childhood studies. The magic system has spells
which are cast by combining runes, each of which has a different
purpose: nouns, prepositions, and adjectives. The fewer number of
words used, the better chance of success but the more general the
effect. The more words used, the more precise the effect, but the
less chance of success. It has a few supplements (including an
adventure module) made before it went out of print.
Men in Black
- 1st ed by George Strayton, Nikola Vrtis (1997) West End Games
A humorous alien-conspiracy RPG based on the movie. The game
background and source material concentrates on silliness and
slapstick elements. It uses the "D6" system from the
Star Wars game.
It adds "Cue Cards", given to each player with an action or line
of dialogue written on them. If the PC can do or say what's on
the card in the context of the adventure, they get a bonus.
- 1st ed by Paul D. Baader, Walter Mark, Lawrence Sangee (1981) FGU
A military action RPG.
- 1st ed by Loren Wiseman (1990) GDW
Not a standalone RPG, but rather an alternative campaign
supplement for Twilight: 2000,
featuring a world where the big ugly nuclear war never came, but
brushfire wars, rebellions and other minor conflicts are fought
all over the world, thus offering plentiful employment for PCs.
- 1st ed by Francois Perrinel (1991) FLEO
A French-language modern-day action RPG. It uses a system intent on
realism, including extensive weapon tables. Character creation is
skill-based, with modifiers depending on whether you choose a civilian
or military career.
Mercenaries, Spies, and Private Eyes
- 1st ed by Michael A. Stackpole (1983) Blade (a division of Flying Buffalo)
A generic modern-day mystery and espionage game. Uses a simple
skill system with level-based advancement. Action resolution by
attribute plus skill plus 2d6 (re-rolling doubles open-endedly)
- 1st ed by Christoph Guillermet (1991) Éditions Role'Mag
A French-language space opera RPG, published by the game magazine
"Role'Mag". It is set among seven worlds created by gods, complete
with magic and demigods and various powerful organizations.
It includes three booklets: a 76-page rulebook, a 26-page universe
book, and an 18-page scenario book. The rules include 14 races
ranging from cat-men and bird-men, to more exotic races like the
Levyx (who are legless but levitate and have "hyper-vision").
Stats are based on a mix of random-roll and profession choices.
Attributes are tested on 1d20, while skills are percentile.
- Ashcan ed by Chris Perrin (2008) KNRPG Productions
A short GMless game where different factions vie for power in a world
gone wild after the coming of the Messiah, playable in roughly 2 hours.
Each player controls an entire faction, competing against each other
and the Messiah (who no one controls) in a strategic contest.
The Metabarons Roleplaying Game
- 1st ed by Peter Schweighofer (2001) West End Games
A space opera RPG based on the French series of graphic novels
written by Alexandro (El Topo) Jodorowsky and illustrated by Juan
Gimenez. The series is a galaxy-spanning space opera focused on
a clan of powerful warriors. The RPG uses the "D6Legend" variant
of the D6 System. It uses special
six-sided dice where 3-6 is a success. You roll dice equal to your
stat, count the number of successes, and compare to the difficulty.
- 1st ed by R. Wallace Garner (2001) Eternal Tempest
A scifi RPG set on a far-future Earth where people are able to
transfer their souls into robotic bodies known as 'metalfaces.'
Past wars have ravaged the planet and reduced the population,
and free-enterprise now rises and battles for control of the
solar system. The game uses a six-sided dice system and a free
version of the rules can be downloaded in Adobe PDF format.
Metamorphosis Alpha: Fantastic Role-Playing Game
- 1st ed by James Ward, Brian Blume (1976) TSR
- 2nd ed by James Ward, Slade Henson (1994) TSR
- 3rd ed (2002) Fast Forward Entertainment
- 4th ed (2006) Mudpuppy Games
A sci-fi game set on a 30-mile long generation starship ("The
Warden") gone awry. A radiation storm causes mutations to occur
to its occupants creating outlandish mutated humans and animals.
The concept was wandering around the interior encountering
strange creatures in a dungeon-like way -- including many
concepts that would later surface in
Gamma World. The second edition in 1994 was a universe
book of this setting for the
game system. The third and fourth edition use their own system,
referred to as the 3d6 system. Resolution uses a universal table
of attribute with difficulty to find a target number for a 3d6 roll.
Combat also uses a table that compares weapon class number
(from 21 to 3) and armor class number (from 21 to 2). Character
creation is primarily random roll, with varying rules for
robots, androids, and humans.
- 1st ed by Blake Mobley, David Webb, Anthony Pryor (1993) The Game Lords, Ltd.
A space opera RPG. Its background is the "GuildSpace" setting,
which mixes far-future technology with medieval elements of
sorcery, psionics, swordplay, knighthood, and evil supernatural
villains. There are six character races, none of which is
strictly human. Each has focuses in one special ability:
psionics, the Sorce, psychosomatics, high-tech powered armor,
bioware, and cybernetics. The base mechanic uses a "doubling
die" which open-ends on a 16.
La Méthode du Docteur Chestel
- 1st ed by Daniel Danjean (1991) Presses du Midi
A French-language sci-fi RPG, where the PC's are psychiatrists
who telepathically enter people's dreams to help them. The catch
is that mistakes can leave the doctor dead or brain-dead, or the
patient in worse shape than before.
M-Force: Monster Hunting in the 21st Century
- 1st ed by Leighton Connor (2002) Hex
A modern-day monster-hunting RPG, set in an alternate Earth where
horrific monsters have been around throughout history. The PCs
are agents for a modern-day monster-hunting organization called
M-Force, founded as a non-profit organization in 1952. The rules
are based on Hex Games'
QAGS system, adding
character design rules, and skills. There are three attributes
(Body, Brain, and Nerve) along with three traits (Job, Gimmick,
and Weakness): all rated 1-10. Action resolution is to roll
under attribute + skill on 1d20, while contests require rolling
higher than the opponent's 1d20 roll but still under attribute +
skill. It also includes a hero point mechanic (called "Yum-Yums").
Mhâr Fantasy RPG
- 1st ed by Greg Older (2008) Fool's Moon Entertainment
A fantasy genre RPG based around an original setting, the Kingdom of
Anæland. It uses a straightforward system that handles
resolution by rolling under skill plus modifiers on 1d20.
Character creation is a point-buy system, including the option of
flaws for additional points. Seven races are available: human, dwarf,
gnome, halfling, goblin, Hood (fox-people) and Nicila (cat-people).
Several pre-built character archetypes are provided. It includes a
magic system, divided into faith (used by priests) and magic
(used by wizards, alchemists, and spellweavers). Faith is more
reliable but more structured, where each faith has a few rituals
that are unique to it. Magic is more flexible but more dangerous.
Middle Earth Role Playing
- 1st ed by S. Coleman Charlton (1984) Iron Crown Enterprises
- 2nd ed (1993)
A game set in the world of J.R.R. Tolkien's fantasy series. The
adventures are set prior to the trilogy, around the year 1640 of
the Third Age. This is before Sauron had re-established himself
at Dol Guldur in Mirkwood and the Dwarves had awakened the Balrog
in Moria. It uses a simplified version of the
Rolemaster mechanics: open-ended
percentile die rolls, resolved on extensive tables.
Midgard - Das Fantasy-Rollenspiel
- 1st ed by Juergen E. Franke (1981) Verlag für Fantasy und SF-Spiele
- 2nd ed (1985) Verlag für Fantasy und SF-Spiele
- 3rd ed (1989) Klee Spiele
- 4th ed (2001) Klee Spiele
- 5th ed (2005) Verlag für Fantasy und SF-Spiele
A German-language medieval fantasy RPG, set in a Norse-themed
fantasy world ("Midgard") with giant, dragons, elfs, and dwarfs.
It is mid- to low-level fantasy. The rules system is class- and
level-based. Character creation has random-roll attributes
but point-based skill development. This was the first German-language
role-playing game to be published, and has since had several new
editions and two spin-off RPGs: the Victorian RPG
Midgard 1880 and the
licensed sci-fi RPG
Perry Rhodan (2004).
- 1st ed by Heinrich Glumpler (1994) Klee Spiele
A variant of the German-language fantasy game
Midgard, set in Victorian times.
It features master criminals, anarchists, and conspiracies as well as
mummies, werewolves, vampires, and so forth. Support for the game was
later taken over by Pegasus Spiele
Verlag für Fantasy und SF-Spiele.
There were at least 14 adventures published for the game as well, along
with the long-titled sourcebook, "Doctor Nagelius' wohlfeiles und
weitschweifiges, exzentrisches und eklektisches Enzcyclopaedisches
Compendium der bekannten Welt" (Doctor Nagelius' ... Encyclopedic
Compendium of the Known World).
Midian Dark Fantasy Roleplaying Game
- 1st ed by Golgotha Kinslayer (2003) Lost Souls Publishing
A dark fantasy genre RPG, where the PCs include humans, dwarves,
elves, trolls, and gaijin (a sort of barbaric human).
It uses a skill-based system, with optional classes purchased
with skill points. Character creation is a mix of random-roll
and point-based, including ads and disads. Action resolution
Midnight at the Well of Souls
- 1st ed by Timothy R. Green (1985) TAG Industries
A sci-fi RPG based on the eponym Jack L. Chalker's novel series.
It features 150 character races and a partial map of "Well
- 1st ed by Eddy Webb (2005) Spectrum Game Studios
An RPG set in a far future on a space colony 50 miles diameter where the dictator mandated that everyone live in what he calls "the Golden Age of humanity" -- meaning pre-World War II America. The dress, speech and technology are strictly regulated by the government to conform to this. This has been the status quo for roughly 120 years, and most people just accept what is going on and lead their normal lives out. Besides normal humans there are aliens (the Kyrhee), rare psychic half-breed aliens (known as "Gazers"), androids (known as "Blanks"), and mutants (known as "Flips"). Further, wounded people are sometimes given cyberware replacements. It uses a variant of the rules from Cartoon Action Hour. Character creation features an open-ended system for designing special abilities including steelware, flips, and psychic powers. Action resolution uses stat + 2d6 vs difficulty.
Miekka ja Magia
- 1st ed by Risto J. Hieta (1987) Ultimate Oy
A small-press Finnish-language fantasy RPG, whose title translates
as "Sword and Magic". It is a rules-lite version of
The classes include "barbaari" (barbarian), "taistelija" (fighter),
"seikkailija" (adventurer), "metsäläinen" (ranger), "velho"
(wizard) and "kerubi" (cherub -- something that can turn into
a spirit at will). This was the successor to a generic RPG
adventure entitled "The Secret Treasure of Raguoc in the Acirema
- 1st ed by Ville Vuorela (1994) Burger
A Finnish-language baroque fantasy RPG, with heavy swashbuckling
elements. The title translates as "swordsman". It is set on an
original fantasy world called Arleon, a cross-breed between the
Roman Empire and 17th century Europe with supernatural elements.
The PC's are swashbuckling heroes, facing an evil magical force
known as the Darkfire which spawns monsters and is worshipped by
cultists. Areas that had fallen under its influence turned into
representations of hell. There are witches with powerful magic,
although they rely on numerous ingredients for their spells to
- 1st ed by Benoit Clerc (1995) Sans Peur et Sans Reproche
A French-language historical RPG set in the era of the crusades.
The PC's are Templar Knights, although supplements cover other
character types. The system uses playing cards (i.e. Ace thru
Mili KK: El Juego de rol de la puta mili;
- 1st ed by Ricard Ibáñez, Jordi Cabau (2003) Proyectos Editoriales Crom
A Spanish-language humorous RPG about modern-day military service.
"Mili" is the name for Military Service, and "K K" sounds like
"caca", a word for shit. In this humourous game the PCs are youths
in the Military Service, with a rich popular culture of humour and
bad taste, drugs, jokes and characters as the Fascist Sargeant,
the Pacifist Joint-Smoker and the Rambo-like Soldier.
Based on mythical comic strips of the brilliant Ivá.
- 1st ed by Charles Ryan (1992) Chameleon Eclectic
- 2nd ed (1993)
A techno-thriller RPG, in the style of novels by Michael Crichton
and Tom Clancy. It uses a percentile skill-based system.
The damage system uses a transparent overlay on silhouette figures
for hit location, and a table which includes determines blood loss
and stun from location, damage type, and amount.
- 1st ed by Gilles Candotti (1990) Éditions des Sept Pierres
A French-language RPG, subtitled "The Game of Adaptation".
Players play themselves, mysteriously transported to an unknown
world, with only a pocket knife and a hangover. It includes a
detailed background for this world.
Mindjammer - The Roleplaying Game
- Fate Core ed by Sarah Newton (2014) Mindjammer Press
A transhuman science-fiction RPG setting. The first edition is a setting book released in 2010
for the FATE-based Starblazer Adventures RPG.
The second edition is a stand-alone game using the Fate Core rules. The setting takes place after
thousands of years of expansion from Earth to other systems via slower-than-light colony ships.
The New Commonality of Humankind is using faster-than-light planeships to find the lost colonies
and bring them back into the transhuman community. Character types include humans, xenomorphs
(uplifted non-human species), and synthetics (sentient copies of personalities within the
virtual reality Mindscape).
- Bare Bones ed by Phil Morris, Ray Nolan (2009) AntiPaladin Games
A universal system based on the open-license version of West End Games'
D6 System. Character creation is
limited point-bought, spending 12 dice among the four attributes
(Might, Agility, Wit and Charm); and 7 dice on skills and special
abilities (called Perks). Resolution is by rolling d6s equal to
attribute plus skill, and comparing the total to the difficulty.
The "Bare Bones" edition includes brief vehicle and magic rules.
- 1st ed by Anthony Lower-Basch (2009) Muse of Fire Games
A short-term (30-60 minutes) roleplaying game about high school
relationships, contained entirely in a custom deck of cards -
such as "Need for Authority - Discard this card and the GM narrates
a decision that needs to be made".
- 1st ed by Ernest T. Hams (1982) Kabal Gaming Systems
A modern espionage RPG, using a complex system and including
detailed floorplans. It includes a secret base design system
where the GM spends a fixed budget of money on guard dogs,
steel doors, laser eyes, guards, etc. The PC's then attempt
to break into the installation and get to the protected secret.
The basic game includes seven 17.5" x 23" full-color maps
and four 15.5" x 23" building interiors.
Misspent Youth: A sci-fi game of teenaged rebellion
- 1st ed by Robert Bohl (2010) self-published
A storytelling game of playing teenagers rebelling against authority
in a player-defined future. The setting is collectively created by
the players, including defining The Authory - the antagonist. Each
play session is broken into seven scenes. It uses a special conflict
resolution system where players roll 2d6 and claim that number on the
Conflict Map, where possible GM numbers are defined by what scene it is.
If a player rolls an already-claimed number, they win - but if they hit
a GM-controlled number they lose.
Mistborn Adventure Game
- 1st ed by Brandon Sanderson, Alex Flagg, Patrick Kapera, John Snead (2011) Crafty Games
A fantasy steampunk RPG based on the novel series by Brandon Sanderson,
set in a region called Skadrial of the dystopic Final Empire - controlled
for the last thousand years by a dictator with divine powers. The player
characters are thieving "Crews" who use magical metallurgic arts.
It uses an original dice pool system, where action resolution is by
rolling up to ten d6s (based on stats) and looking for the highest
match from 1 to 5. Rolled 6s or stats above ten give nudges, where
a nudge can be spent for a +1 to margin of success or 3 nudges can
be spent for an additional action. Character creation is limited
point-based, assigning a strong, average, and weak area to each of
Powers, Attributes and Influences.
- 1st ed by Elizabeth Shoemaker, Shreyas Sampat (2008) Summerbird
A martial arts action RPG based on modern Chinese wuxia films. It uses
game mechanics involving a prop knife that can be in one of four states:
covered, sheathed, open, and bloody. In play, players fill out
character cards, and then take turns framing scenes. The player
framing a scene either fills out a new set card or chooses one that
is already filled out. The knife begins covered, and there is little
conflict in scenes. When the knife is sheathed, players can hand it to
other players, and they have to respond by entering wirework, escalating
(making the knife open), or passing it back to present the same options.
When it is open, a player can make explicit demands when passing the
knife, and the target can respond by entering wirework, meeting the
demand (and putting the knife down), elaborating the demand and passing
it to someone else, or stabbing another player's character sheet (making
the knife bloody). The character whose sheet is stabbed will die by the
end of the scene. The player can stab another character, do what was
asked, or enter wirework.
- 1st ed by Malcom Craig (2006) Contested Ground Studios
A game of modern crime, set amidst mafia violence in America during
the time of Prohibition (the 1920s). It uses a playing-card based
system where you assemble poker hands after drawing a number of cards
based on skill. In addition, each player has "story chips" which can
be used to manipulate the scene and bet on success. Character
creation is limited point-based. Two key stats, Reputation and
Stature, are chosen freely. There is also a Loyalty rating and
a Code which has both a numerical rating and a description (such as
"All of the crew on my jobs come back alive"). There are also broad
skills bought using points.
MOD RPG System
- 1st ed by Sebastian Dietz (2000) Nimble Ogre Games
A German-language universal RPG system, designed to be a modular game
with genre modules for Fantasy, Magic, and Guns (modern-day firearms
and explosives). There are currently no predesigned settings, however.
Action resolution is by rolling under skill on 1d20 + modifiers.
There are also drama points which may be used to influence die rolls
and prevent damage, but they are single-use and can only be replenished
with new experience points. Character creation is open point based,
using a single pool of points for attributes, skills, race, advantages,
In combat, characters have a number of short, long and very long actions
to spend (long and very long actions are multiples of a short action).
A character may defend himself by parrying or dodging without spending
actions, but every subsequent defense is more difficult than the
previous. A character may spend actions to improve his defense.
The damage system uses six hit locations, each with its own hit
points and armor points.
- 1st ed by Charles Rice (2008) RPG Objects
An electronically-published standalone system based on
D20 Modern. The variant
aims to make the base system smoother and faster-playing.
It replaces the Basic, Advanced and Prestige Classes with six
Core Classes. The skill list has been changed, along with new
rules for backgrounds, occupations, and hobbies. Wealth is used,
but is not used to roll wealth checks. Critical hits are replaced
by a hit location system that modifies damage.
Moffet Babies: el juego de rol de los bebes mofetas
- 1st ed by Miguel Garcia Fernandez (2002) La Cocoguawa
A humorous RPG where you play a baby and other players are your
roommates or your playmates. It incorporates a "good nanny manual".
- 1st ed by Christian Neff (2004) fiveSTORMS Productions
A German-language fantasy genre RPG, set in an original fantasy world
of the same name. Player characters can be from 10 races (including
humans, elves, and dwarves) and 16 sub-races (including 3 human, 4
elven, and 2 dwarven). Character creation is limited point-based,
starting with choosing a race (and sub-race) if any, then spending
attribute points, skill points, and combat/magic talent points.
The experience system emphasizes "learning by doing". It includes
a magic system with three spheres of magic.
Mondes et Heros
- 1st ed by [the "Migou" team] (1995) Gallimard
A French-language RPG line. It is an attempt at an easy RPG by
putting players in pre-generated roles as characters lifted from
novels. It had several books released: "Marid Audran" (from the
books by G.A. Effinger); "Odysseus" (from Homer's Oddessey);
"Orlando"; and "Sherlock Holmes".
Monkey, Ninja, Pirate, Robot: the Roleplaying Game
- 1st ed by Chad Underkoffler (2004) Atomic Sock Monkey Press
A tongue-in-cheek RPG based on a board game where cartoon-like
characters try to foil the plots of cow-napping aliens, gain Mojo,
and lay their hands on the all-powerful sweet, sweet Uranium!
Mojo is the peculiar power of being cool and funkily awesome, and
is used to be cool, and gained by being cool -- as well as by
eating uranium (naturally). The game uses a variant of the
Prose Descriptive Qualities (PDQ) system introduced in
Character creation is by choosing race, a Goal, 2 to 4 freeform
keywords which give bonuses, and a weakness. Action resolution
is by 2d6 + bonus vs difficulty.
- 1st ed by Joe McDonald (2012) Buried Without Ceremony
A modern-day horror RPG inspired by teenage dramatic stories such as
Stephanie Meyer's Twilight, using rules adapted from
Each PC is an archetypal monster with its own playbook of distinct
Moves - including Vampire, Werewolf, Witch, Ghost, etc.
- 1st ed by J.H. Brennan (1987) Armada
A humorous horror RPG, written by the British author of the
GrailQuest and DemonSpawn fantasy adventure books. The GM is
called the "WereWizard", and must qualify for the position by
passing through a solo adventure entitled the "Labyrinth of Squat".
The book includes a simple system, monster cards, and the
Monster Island: The Game of Giant Monster Combat
- 1st ed by Bruce Harlick, Patrick Sweeney (2002) Firefly Games
A miniatures/role-playing game of giant monster combat.
Monsters & Magiërs
- 1st ed by Foob, Koen De Waele, David Van Dijck, Dirk Vandenheuvel (1989) The Wise Tree
A Dutch-language fantasy RPG: "Monters & Magicians".
This is a shorter 72-page introductory version of
Schimmen & Schaduwen
. It is a simple but complete RPG with different characters,
magic spells cards, monsters and an introductory scenario.
Monsters and Other Childish Things
- 1st ed by Benjamin Baugh (2007) Arc Dream Publishing
A horror RPG about kids who each have a monster that does things for
them. It uses a simplified variant of the One-Roll Engine rules found
in Wild Talents and
Godlike. As in other games,
the d10 dice pool is used to resolve conflicts, looking for number of
matching faces. Character creation is limited point-based. There are
five attributes (Feet, Wits, Hands, Guts, and Attention) and related
skills. Character also have rated relationships, which could be to
parents, friends, or even stuffed animals. Lastly, they create their
monster according to another limited point system.
Monsters & Slayers
- 1st ed by Clifford Raymond Fagan (1991) Atlantis Enterprises
An RPG set in a mythic version of the British Isles in
527 A.D. (with faeries and monsters). It uses a d6 based
system: roll 3d6 under attribute, or roll 2d6 under 8+mods for
combat. Characters have 7 attributes (Strength, Endurance,
Dexterity, Intelligence, Luck, Persuasiveness, and
- 1st ed by Ken St. Andre (1976) Flying Buffalo
A fantasy RPG spin-off from
Tunnels and Trolls. This is a traditional fantasy game
reversed with players play the monsters fighting human heroes.
Monte Cook's World of Darkness
- 1st ed by Monte Cook, Luke Johnson, Sean K. Reynolds (2007) White Wolf
A modern dark fantasy/horror RPG, a variation of the
World of Darkness
setting where extra-dimensional horrors known as the Inconnu opened
a gate hundreds of miles wide in the central United States. Now
one year later, the U.S. has collapsed into dealing with its internal
problems, and horrors stalk the fringes. The Inconnu create vampires,
werewolves, and demons -- while there are also mages and the Awakened
(extraordinary humans). It uses a rules variant based on the D20
system, where character type (such as vampire or werewolf) functions
as both a race and a class.
- 1st ed by Frederik J. Jensen (2009) Thoughtful Games
A storytelling game where players take characters from the historical
siege of Montsegur where the sect of Cathars were assaulted as heretics
by forces backed by the Catholic Church. It uses a diceless system of
narration rules, where play is divided into a number of predefined turns
leading up to the inevitable defeat of the Cathars, where each character
must choose whether to burn themselves alive (as many historical Cathars
did). There are a number of special cards that define elements to
potentially include in the story.
Moros Role-Playing Game
- 1st ed by Jurjen Stellingwerff (2006) self-published
A fantasy genre RPG using a simple dice pool system. It is set in a
medieval world, where mystical powers can be obtained easily but has
side effects and is often illegal. The book is self-published via
An earlier free version is available on a
- 1st ed by Devin Durham (1990) Rapport Games
A virtual reality RPG set in the near-future, where PC's are
players in Morpheus Mind Park virtual reality games. Characters
have 4 attributes (Imagination, Confidence, Ego, and Reputation),
3 skills (Reality Control, Accuracy, and Defense), and various
virutal "powers" (which include more regular skills). You have a
pool of dream points, which can be used to buy new powers - even
in mid-play. It uses a percentile resolution system, which is
slightly math-heavy (i.e. damage = (100% + (Attack - Defense) *
10%) * Xd10).
The Morrow Project
- 1st ed by Kevin Dockery, Robert Sadler, Richard Tucholka (1980) Timeline, Inc.
- 2nd ed (1980)
- 3rd ed (1983) Timeline, Inc.
A realistic post-apocalyptic RPG. The PC's are agents deliberately
frozen to rebuild the world after nuclear war, as part of a private
project by Bruce Edward Morrow (aka "The Morrow Project"). However,
something went wrong with the project mechanisms, and the PC's wake
up alone 150 years after World War III. This game has a lot of
attention paid to detail and hardware, reflecting the survivalist
genre. The system is combat-focused, with other issues covered
only after the 3rd edition. cf. the
Morrow Project home.
- 1st ed by Brennan Taylor (2006) Galileo Games
A modern fantasy role-playing game inspired by Miyazaki's film
"Spirited Away" and Neil Gaiman's comic "Sandman". It allows a
range of fantasy backgrounds. It has a diceless mechanical system,
where players spend from four pools of tokens: Action, Passion, Power,
and Magic. Characters have four attributes (calls "Faculties") named
Power, Grace, Wits, and Will; as well as player-defined aptitudes like
"Barfly". The mechanics work by bidding tokens on conflicts.
- 1st ed by David John Morris, Steve Foster, Andrew Murdin (1979) Waynflett House Ltd (UK)
A generic "historical or fantasy" RPG rules system (softcover
booklet, 64 pages). Nine attributes: Strength, Constitution,
Manual Dexterity, Agility, Speed, Looks, Intelligence, Learning
and (magical) Talent. Advancement is level-based. Magic works
with spell points and success chance for spells, organised in 8
spell levels, around specialties : Alchemy, Antiquities &
Languages, Demonology and Artificery.
The Mountain Witch
- 1st ed by Timothy Kleinert (2005) Timfire Publishing
A role-playing game with a built-in adventure: a group of ronin samurai
are hired to assault and kill O-Yanma, the dreaded Mountain Witch of
Mount Fuji. It uses a simple resolution system, with player-created
Fates for their characters and a system of Trust which focuses play
on trust and betrayals among the PCs.
The Mouse Guard Roleplaying Game
- 1st ed by Luke Crane, David Petersen (2008) Archaia Studios Press
- Boxed Set ed (2011)
A medieval roleplaying game adapting the anthropomorphic comic book
series of the same name. The setting is the Mouse Territories, a
collection of three dozen or so mouse settlements loosely unified
under a Matriarch. The Matriarch acts as head of the Mouse Guard,
a group of idealistic knight errants who maintain the roads and
deal with external threats. While there are dangerous wild animals
ranging from crows to snakes, the only other intelligent creatures
are the bordering weasels. It uses an original dice pool system
related to Burning Wheel.
Resolution is by rolling d6s equal to stat, with bonuses dice for
gear, help, or applicable knowledge skills ("wises") - every result
of 4 or higher is one success. This is modified by spending Fate and
Persona points, or activating traits. It has a unified conflict
resolution mechanic similar to BW's Duel of Wits - used for arguments,
chases, fights, journeys, etc. Each side generates a starting score,
or Disposition, and then every round, each side chooses three actions
in secret, continuing until one side or the other is reduced to zero
disposition. The PCs are always members of the Guard, generated by
a simple step-by-step process of selecting rank, age, birthplace,
and so forth.
MSF High RPG
- 1st ed by Joseph Fanning (2007) self-published
A humorous anime-inspired RPG set in MSF Highschool, a training
ground for teenage superheroes, including both alien and magical
races. The book is self-published via print-on-demand service
- executive ed by Wood Ingham, Becky Lowe, Benjamin Baugh (2008) Firebird, Ltd.
A satirical rotating-GM RPG about corporate marketing and the rat race,
where the player characters are company representatives (reps). Each
turn, one player plays The Company trying to crush the reps.
Character creation includes choosing to be Freelance or an Asset,
along with picking expertises, perks, relationships, two attributes
(Compassion and Self), and a "Unique Selling Point." The players
create their company as a group, then play through a series of
situations in the boardroom. After everyone has taken a turn as GM,
the player with the most resources wins and gets to narrate the
- 1st ed by Kevin Dockery (1983) Firebird, Ltd.
A light-hearted solitaire game -- not really an RPG -- about
unting down muggers in urban "game preserves". The only
"attribute" of hunters/muggers is what they are armed with.
- 1st ed by Michel Gaudo (1988) Oriflam
A French-language hard science-fiction RPG, with only a few outer
- 1st ed by E.R. Jones, M. Joseph Young (1997) Valdron Inc.
- 2nd ed (2000)
A dimension-hopping RPG where players play themselves with the
discovery that they reincarnate in a new universe / scenario upon
death (via personal energy known as "scriff"). The skills are
divided into "biases": Technology / Psionics / Magic / Body.
These are also the categories of rating dimensions (i.e. some
universes are high-magic, low-technology).
- 1st ed by A. Piparo, L. de Luca (1999) Cuccia Editore
An Italian-language universal RPG system. It has a lengthy and
complex character creation process and simple resolution system.
- 1st ed by Andrew Hackard, Steve Jackson (2003) Steve Jackson Games
A humorous parody of D&D and other fantasy RPGs based on
the card game "Munchkin" card game. It uses the D20 System from 3rd edition
Complete rules are not provided: basic rules for character creation,
combat, and other systems refer to the D&D Players Handbook.
- 1st ed by Kevin Davies, David Brown (1995) Peregrine
A humorous RPG about the world where the junk of many universes
collects, intended particularly for characters from other game
universes to drop in for light-hearted adventures.
- 1st ed by Luca De Marini (2015) Acchiappasogni
A martial arts game, set in a flexible setting including both modern and ancient elements.
- 1st ed by Mikael Petersén, Gunilla Jonsson (1984) Aventyrspel
- 2nd ed (1989) Target Games
- "Undergångens Arvtagare" ed by Joakim Bergström, Martin Bergström, Mattias Jonsson, Mattias Lilja, Fredrik Lindregn, Andreas Marklund, Johan Normark (2002) Järnringen HB
A Swedish-language post-nuclear-apocalypse RPG, set many years
after world wars and great plague. The PCs are descendants of
survivors, in a feudal Scandinavia that is slowly rebuilding. The
rules are based on 3rd ed
Drakar och Demoner, with new rules for mental powers and
mutations instead of magic. The 2nd edition kept the rules but
converted it to a generic cyberpunk RPG without any post-apocalyptic
aspect. The 3rd edition's title translates to "Mutant: The
Heirs of the Apocalypse". It returns to the post-apocalyptic
world of the first edition, with some changes. The rules have
been simplified and streamlined.
- 1st [Swedish] ed by Magnus Seter, Henrik Strandberg, Nils Gulliksson, Michael Stenmark, Jerker Sojdelius, Stefan Thulin, Fredrik Malmberg (1993) Target Games
- 1st [English] ed by Matt Forbeck, Paul Beakley (1993) Target Games
- 2nd ed (1996)
- Year Zero ed by Tomas Härenstam (2014) Modiphius Entertainment
Modiphius Entertainment Fria Ligan
A techno-fantasy RPG and miniatures system from Sweden. It is
set in a distant future where Earth has been destroyed, and the
solar system is colonized by soulless megacorps. A discovery on
Pluto unleashes "The Darkness", which makes computers go crazy
and throws the solar system into chaos. The fanatical
"Brotherhood" arose to resist the taint of "Dark Symmetry" in an
Inquisition-like manner -- later leading the crusade when a tenth
planet was found, unleashing a horde of "Necromutants" which
nearly wiped out humanity.
Mutant City Blues
- 1st ed by Robin D. Laws (2008) Pelgrane Press
A near-future police RPG set in a future where ten years ago, 1%
of the population gained mutant powers such as flight, telepathy,
and energy bolts. The PCs are members of the police Heightened
Crime Investigation Unit that investigates crimes in the mutant
community. It uses a version of the "GUMSHOE" system that first appeared
in The Esoterrorists.
It uses diceless point-spending to resolve investigative skills,
and die rolls modified by points for core skills. Character creation
Mutantes en la Sombra
- 1st ed by Jose Felix Garzon, Igor Arriola (1991) Ludoctenia
- "G2" ed by Mikel Cabriada, Igor Arriola, Joseba Calle, Carlos Monzón, J.A. Tellaetxe Isusi (1997) Ludoctenia
A Spanish-language modern-day psychic powers RPG along the lines of
Psi World, where player characters
can be either mutants or normals. The system uses 1d20 versus a
target number, determined by comparing skill and difficulty on a
universal table. The combat system is very deadly, where a rifle
round may cause 12d6+5 damage when a strong character has 24 hit
points. The first edition revolves around Cold War espionage and
politics, while the second edition deals with post-Cold War politics,
Middle-Eastern terrorism and a second generation of mutants created
by the Chernobyl incident.
- 1st ed by Daniel Proctor, Ryan Denison (2008) Goblinoid Games
A post-apocalyptic science fantasy RPG, in the style of the
Gamma World game and
similar games of the late 1970s and early 1980s. Player characters
types include pure human, android, mutant human, mutant animal,
and even mutant plant!
- 1st ed (1992) Target Games
A short-lived Swedish-language sci-fi/cyperpunk RPG, a
predecessor to Mutant Chronicles. The system is similar
Mutants & Masterminds
- 1st ed by Steve Kenson (2002) Green Ronin Publishing
A generic superhero RPG. The rules are a standalone system based
on the D20 System used by 3rd edition
It includes a point-based character creation system and an assortment
of feats, super-feats, and powers. The basic rulebook includes 12
"ready to play" hero templates, aloing with sample villians and an
introductory adventure. The damage system is streamlined to require
only a d20. Damage is handled by a saving throw against the damage
value. Failing accumulates "hits" which incur penalties, while
failing the save by 5 or more can stun or knock unconcious an opponent.
- 1st ed by Ken Whitman (1989) Whit Productions
- 2nd ed (1991)
- 3rd ed by Moses "Wolfy" Wildermuth (2003) MT Enterprises, LLC
A post-apocalyptic RPG, set in the year 2073, sixty years after
the world was swept by the accidental release of the man-made plague
virus. The government is the "Second Republic", which suppresses
the mutant majority, with political and racial overtones. The
PC's are "Enforcers" who hunt the dangerous mutants ("mutazoids").
The system uses 2d6 roll vs stat on a universal table. Character
creation is by random-roll attributes, and semi-random lifepath
approach for skills.
- 1st ed (unknown) PL Productions
A French-language sci-fi RPG set in the near future as the Earth is
being invaded by aliens.
- 1st ed by Tomas HV Mrkrid (1989) self-published
A Norwegian-language fantasy RPG about peaceful, semi-intelligent
creatures trying to find food, take baths, cuddle, and sleep.
The muu have no language. All actions in the game are initiated
by normal playing cards. Any conflicts are resolved by the use
of dice. The method involves strong techniques for transforming
the language used in-game into poetic Muu-phrases. The aim of the
game is to create a kind of merry harmony.
My Life With Master
- 1st ed by Paul Czege (2003) Half-Meme Press
A horror RPG where the PCs are all deformed minions of an evil,
demented genius -- in the vein of Igor or Quasimodo. It uses a
set of strict rules on the dramatic progression of the story, which
depends on the stats and rolls made. Each minion character has two
descriptive traits: "More than Human" and "Less than Human". There
are also three numeric traits: Self-Loathing, Weariness, and Love
(though Love always starts at zero).
Myranor: Das Güldenland
- 1st ed by Britta Herz, Jörg Raddatz, Thomas Römer (2000) FanPro
A fantasy-genre German-language RPG related to
Das Schwarze Auge system.
It is set on a different continent of the same world as DSA,
called the "Golden Land" by Aventurians. It uses a precursor
to the 4th edition DSA rules. Character generation is open
point-bought, and it includes a very open magic system.
Myriad: A Universal RPG System
- Extended ed by Ashok Desai (2006) Sane Studios
A universal RPG system designed to be incomplete, with some assembly
required by the GM and players, putting together various optional parts.
There are four core attributes: Power, Grace, Intellect and Spirit.
It includes several options for character creation, including limited
point-bought, random-roll, and template-based. Resolution is by rolling
d6s equal to attribute, adding skill level to the highest die, and
comparing the total to difficulty or opposed roll. The basic system
(74 pages) is released under the Creative Commons License, with a
free PDF available. The print version is "extended" with additional
material, including using stealth as a form of conflict, mass battle
rules, a large selection of new SFX, and an additional chapter on
designing your own game setting.
- 1st ed by Mike Pohjola (2003) Johnny Kniga Publishing
A Finnish-language fantasy RPG aimed at immersion in character and
emotional realism. The text focuses on setting and GM instructions,
with simple rules provided for both tabletop and larp. The book
describes the semi-medieval world of Valenor, with a spaghetti
western look and strong political themes. The mechanics aim to
emphasize the character's experience rather than the physical reality.
- 1st ed by John Stater (2011) self-published
A simple superhero RPG based on the Swords & Wizardry system
by Matt Finch. It uses character classes and levels, with the three
classes being Adventurer, Sorcerer, or Scientist. It includes over
200 superpowers, with most being adapted versions of fantasy genre
spells. Resolution is by adding attribute + 1d20 and comparing to
either 10 + opposing stat or calculated Defense Class (for combat).
Released under Wizards of the Coast's Open Game License.
- 1st ed (2000) Positive Roleplaying
A fantasy RPG, set on an original world ("Oryathar"). The
PC's are "Shinkai" who have been granted mystic powers by the Light
to battle the Shadow which threatens the world. There are five
races: the telepathic Brightlings, the stout and durable Grak,
the agile and long-armed Loremek, the cat-eyed Valkin, and the
giant and stone-skinned Warlum.
Mythes et Légendes
- 1st ed by A. L. Gohin (unknown) self-published
A French-language traditional medieval fantasy RPG.
Mythic Role Playing
- 1st ed by Tom Pigeon (2003) Word Mill Publishing
An universal improvisational game, which has rules for spontaneously
generating adventures. It uses parameters determined at the start,
combined with randomly determined answers to yes/no questions.
It is designed to be playable as a standalone RPG or also as a
supplement for GM-less play using other RPG rules.
Mythic Russia: heroism and adventure in the land of the Firebird
- 1st ed by Mark Galeotti (2006) Firebird Productions
A standalone fantasy RPG, using the HeroQuest engine in the setting of
the ancient Russia of history, legend and folktale. The setting is a
cinematic one where the PCs are rare magical heroes. All magic is
based on theism in HeroQuest, with a single Otherworld common to both
pagan and Christian worship. Religion is a pastiche of paganism and
Christianity. For example, one character might worship Volos the
cattle god, and argue with his brother, who insists on calling him
Saint Vlasii -- while both agreeing on many details. The game includes
extensive notes on the body of myth and folklore including many villains
and heroes, as well as maps, an introductory scenario, and many
Mythworld: Realistic Fantasy
- 1st ed by Paul Cardwell, Jr. (1986) Hippogriff Publications
A generic fantasy RPG aimed mainly at playing in times of myth --
primarily late bronze age to early iron age. It uses a detailed
rule system. The original was published as a boxed set with
six books (Rules, Bestiary, Outfitter, Skills, Spells, and
Robber's Cave), along with five 4-page character sheets and
three dice (d6, d8, d20).
John H. Kim
Last modified: Thu Apr 14 22:02:47 2016