RPG Encyclopedia: W
Warcraft: The Roleplaying Game
- 1st ed by Deird're Brooks, Andrew Bates (2003) Sword and Sorcery Studios
- 2nd ed by Mike Johnstone, Andrew Bates, Luke Johnson (2005) Sword and Sorcery Studios
A fantasy roleplaying game based on the real-time strategy and
massively multiplayer online computer games from Blizzard Entertainment.
It is set in war-torn world, Azeroth, where humans, dwarves, high elves,
night elves, goblins, orcs, and tauren struggle with the demonic
Burning Legion and undead Scourge. It uses a variant of 3rd edition
aka the D20 System. The first edition was officially a campaign
setting for D&D, which included new core classes as well
as 18 prestige classes. The second edition was renamed
World of Warcraft: The Roleplaying Game, and was a
standalone game using the same system. The second edition also
changes some prestige classes to core classes, and renamed the
core abilities to Strength, Stamina, Agility, Intellect, Spirit,
- 1st ed (unknown) unknown
A Japanese-language science fantasy RPG, featuring magical mecha
Warhammer 40,000: Dark Heresy
- 1st ed by Owen Barnes, Kate Flack, Mike Mason (2008) Black Industries
A science fantasy role-playing game based on the Warhammer 40,000
miniatures games, set in the 41st millenium where humanity is organized
under the Imperium - a reactionary feudal state of millions of worlds,
whose leader the Emperor is worshipped as a living god. The players
are acolytes of the Inquisition fighting perceived enemies of mankind
including aliens, mutants, and heretics. It uses a variant of the
Warhammer Fantasy RPG
system. There are eight career paths: Adept, Arbitrator, Assassin,
Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.
Advancement for characters is via a pre-defined career path
called ranks. As the character advances they may be presented
with some career rank choices but these are almost chosen
beforehand by the character's previous skill and talent choices,
and how the player has played the character.
Warhammer 40,000: Deathwatch
- 1st ed by Ross Watson (2010) Fantasy Flight Games
A science fantasy role-playing game based on the Warhammer 40,000
miniatures games, set in the 41st millenium where humanity is organized
under the Imperium - a reactionary feudal state of millions of worlds,
whose leader the Emperor is worshipped as a living god. The players are
Space Marines, member of the militant arm of the Inquisition that
opposes alien influences, known as Inquisitorial Ordo Xenos.
It uses a variant of the
Warhammer Fantasy RPG
system. Character creation has higher attribute values, and characters
pick one of six chapters of the marines: The Black Templars, The Blood Angels,
the Dark Angels, the Space Wolves, the Storm Wardens and the Ultramarines.
This game adds a mechanic for Demeanors, traits that may be invoked
once per story to modify a roll. Each PC has one Demeanor from their
chapter and one that is personal.
Warhammer 40,000: Rogue Trader
- 1st ed by Rick Priestly (1987) Games Workshop
- 1st ed by Owen Barnes, Alan Bligh, John French, Andy Hoare, Tim Huckelbery, Michael Hurley, John Ivicek, Reason, Sam Stewart (2009) Fantasy Flight Games
The original Rogue Trader is a set of rules for science fiction wargaming,
a precursor to the popular miniatures game Warhammer 40,000 and related to
the Warhammer Fantasy RPG
system. The "rogue traders" of the title are human adventurers with a
special charter from the Emperor. A new game based on
Warhammer Fantasy RPG
was released by Fantasy Flight as part of a trilogy of role-playing
games set in the Warhammer 40,000 universe.
Warhammer Fantasy Roleplay
- 1st ed by Richard Halliwell, Rick Priestly, Graeme David, Jim Bambra, Phil Gallagher (1986) Games Workshop
- Revised ed (1995) Hogshead Games
- 2nd ed (2005) Black Industries
A dark fantasy game, set on an original fantasy world called simply
the "Old World". It closely resembles renaissance Europe, with the
addition of dwarves, elves, orcs, trolls, and other fantasy creatures.
There is a mighty empire ruled by emperor Karl Franz, which is
threatened by Chaos creatures and Dark Gods from the North
threaten civilization. The setting is extremely dark with bits
of black humor: most sides are decadent, corrupt, evil, or all three.
It uses a simple percentile system. Skills are simple binary,
resolution is by rolling percentile dice under your attribute.
Character creation is class-based, with level-based advancement.
The combat system is particularly dangerous to the PC's (with the
possible exception of dwarves). After 1989, the first edition was
turned over to an independent division of Games Workshop called
Flame Publications, which over three years produced a new set of
supplements. The second edition was taken over by Fantasy Flight
Games in 2008, after the Black Industries imprint of Games Workshop
was shut down.
Warlock: Dark Spiral
- 1st ed by Brandon Blackmoor, Susan Blackmoor, Chris Nasipak, David Bolack, Nathan Bordsley, R. Sean Borgstrom (1998) Black Gate Publishing
A modern magic RPG set in 2015, where warlocks have hidden
themselves since the time of the Inquisition, and demons lurk in
a nearby dimension. The system uses simple roll under
attribute+skill on 1d10 resolution, although it also has notes on
diceless play. Combat includes many options and modifiers.
Character creation uses limited point-buy, similar to the
"Storyteller" system used by White Wolf. The system concentrates
(obviously) on the magic, which uses spontaneous spells based on
13 categories of magical skill.
War Machine: The Quasi-Historical Retro Sci Fi Role-Playing Game
- 1st ed by Jason Knizley (2000) Happy Nebula Adventure Publishing
An alternate history war genre RPG, set in 1942 a world where Nazi
Germany gained access to horrific weapons based on a medieval codex
found in 1937, and deciphered by scientists working for the SS in 1939.
By 1942, London is destroyed, and most of Europe is occupied by Axis
- 1st ed by David Sicé (1994) Warp 9
A French-language unofficial RPG adaptation of the television
series Star Trek:The Next Geneation. It was sold as a fanzine,
with each issue adding rules to the game.
- 1st ed by Greg Porter (1991) BTRC
A post-apocalyptic science fantasy RPG set in 2312 -- 300 years
after World War III. The nuclear fires somehow opened up a
gateway which allowed the "Old Gods" to return and mythic
creatures to roam. It uses a variant of the
Warrior, Rogue and Mage
- 1st ed by , Greg Lynch (2005) Stargazer Games
Wars: The Roleplaying Game
- 1st ed by Ian Lizard Harac, Greg Lynch (2005) Mongoose Publishing
A science fiction RPG based on the trading card game from Decipher, Inc.
It is set in the 24th century, when humanity is divided into
Earthers, the Gongen (the largely Asian population of Mars), and the
"Mavericks" inhabiting the moons of Jupiter. Recently, the Mumon Rift
opened near the asteroid belt, and a mysterious and conquering race
known as the Shi pulled their entire planet through, while being
pursued by a monstrous four-legged race called the Quay. This uses
a variant of 3rd edition
aka the D20 System.
- 1st ed by Stefan Burstrom, Anders Blixt, Hakan Jonsson, Hans Sundqvist (1990) Lancelot Games
"No Law, No Rules, Only Chaos" A Swedish-language post-apocalyptic
RPG with a light-hearted, action-based tone. It is set 30 years
after a devastating invasion by aliens from outer space. The
system is a simplified version of the
- 1st ed by Bill King (1997) Manticore Productions
A far-future post-apocalyptic RPG, set on a planet ravaged by
ten millennia of total war, where five gigantic city-states
("metrozones") are struggling over dwindling supplies of Drakonium,
the ultimate energy source. The warfare has spawned mutation-causing
weapons, bio-engineered plagues, robots turned amok by a computer
virus, and a Galactic interdict trapping unpleasant aliens on the
planet. Resolution is a simple d20+stat+skill+modifiers, where
an 11+ succeeds. A roll of 1 fumbles, while 20 is roll again.
Character creation is open point-bought. There are four
attributes (Strength, Dexterity, Intelligence, and Psyche) rated
-3 to +3, and skills rated 0 to 9 (divided into Easy, Normal,
and Hard). Combat bases damage on the degree of success, with
a possible multiplier and/or additive bonus. It also has hit
location and critical hits. cf. Mark Hughes'
Waste World resources.
- 1st "Vägen" ed by Johan Anglemark (1993) Västerås Stift
- Quo Vadis? ed (1995)
- 1st "The Way" [English] ed (1997)
- Ansgar ed (1998)
A Swedish-language Christian educational RPG, developed for church
youth groups. It is Christian but non-denominational, intended to
let the players deal with complex moral problems and serves as a
basis for teaching a Christian way of life. Each part includes
built-in scenarios. Part I ("Vagen") is a fantasy setting.
Part II ("Quo Vadis?") is set in the early Roman times of the
Christian church. Part III ("Ansgar") is based around missionaries
to 9th century Sweden. In the base rules there are three races
(Elf, Human, Dwarf) and three classes (Wizard, Warrior, Scout).
The player rolls 2d6+6 for six characteristics (Strength, Intelligence,
Attentiveness, Agility, Endurance, Looks). There are 18 skills
split among the classes, where each skill has a base chance equal
to its key characteristic. Resolution is by rolling 3d6 under
skill value. cf. http://www.rollspel.com/engelsk/theway.htm
- 1st ed by Timothy S. Till (1998) Rune's Law
A science fantasy RPG, set in a far-flung space empire with a
huge variety of races and very common psionics (or "Genetic
Abilities"). The system is rather chart intensive.
- 1st ed by J. Swill, G. Vrill (2008) Ye Olde Gaming Companye
A fantasy role-playing game in the genre of "old school"
Dungeons & Dragons. The core book includes details on the
fantasy world of Twylos. Character creation is limited
point-bought; modified by race (dwarf, elf, half-elf, hobgobling,
half-orc, human, or orc); plus choice of disciplines and
proficiencies (advantages and skills).
Weapons and Warriors
- 1st ed by Robert Alan Beatty (1981) self-published
A small-press fantasy RPG, published as a 66 pages long
single-sided booklet with no table of contents or index.
It uses a percentile system with other dice used for certain
effects. The system has character classes of Fighter, Mage,
Psychic, and Shape-changer -- plus the "Thief" class which has
a skill-based subsystem. It suggests that other skill-based
classes can use Thief as a template. There is a brief sample
campaign setting (6 pages).
Weapons of the Gods
- 1st ed by Rebecca Sean Borgstrom, Brad Elliott (2005) EOS Press
A wuxia martial arts RPG, based on the comic book series by
Tony Wong. This is set in China in a fictional mythic age, with
extensive background on the history and culture. It uses a dice pool
system where you roll as many d10s as your skill rating (0 to 5)
and look for matches, where each matching die adds +10 to the
number shown. So rolling two 7s would be 27, and three 4s would
be 34. There are 25 general skills grouped into 5 attributes:
Might, Speed, Presence, Genius and Wu Wei (or "harmony with the world").
The game includes a system for chi powers and secret arts.
Webs Basic Gaming System
- 1st ed by Keith Bailey (1991) Web Games
- 2nd ed (1993)
A small-press universal RPG system. It uses a percentile skill-based
system (roll under skill). Character creation is by random-roll
attributes (1d20 for each of the seven attributes) with point-bought
skills and advantages. There are world-dependent "archetypes" which
give a package of skills. There were two genre supplements published:
"Web of Horrors" and "Web of Stars".
Weird War II: Blood on the Rhine
- 1st ed by Shane Lacy Hensley, John R. Hopler (2001) Pinnacle Entertainment Group
A modern-day magic RPG set in an alternate history period of
World War II, in which runic magic, miracles, werewolves, and
haunted tanks play a role. 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.
Weird War Two: Crusade for Europe
- 1st ed by Larry Snider, Matt Maaske (1999) Games What Games
A modern-day magic RPG set in an alternate historical period of WWII
where the rumors of Nazi occult practices prove true as they
unleash the old ways of magic into a world of technological warfare.
(Note that this is unrelated to the "Weird War II" sourcebook
from Pinnacle Games for the D20 System released in 2001.)
Werewolf: The Apocalypse
- 1st ed by Mark Rein•Hagen (1992) White Wolf
- 2nd ed (1994)
A modern horror/action game, where PCs are werewolves that are
dedicated to defending the Earth and the environment against evil
beings which are distorting the cosmic balance. It uses a
variant of the "Storyteller" system.
Werewolf: The Wild West
- 1st ed by Justin Achilli, Ethan Skemp (1997) White Wolf
A companion games to Werewolf set
in the old west. The rules are almost identical to the original. New
features besides the old west background are the Storm Umbra (a
spirit disrupting the Umbra in this time period).
- 1st ed by Anders Gillbring, Mikael Hermansson, Anders Thyberg (1989) Lancelot
- 2nd ed (1989)
- 3rd ed (1998) Rävspel
A Swedish-language RPG set in the American wild west, with
has detailed background and complex rules. It used a skill-based
system with rules for skill improvement and maintenance.
There are at least 5 adventures published for it.
- 1st (German) ed by Jörg Dünne (2009) Vagrant Workshop
- 1st (English) ed by Jörg Dünne (2009) Vagrant Workshop
A historical GMless RPG set in the American Wild West. Players each
create a PC for themselves and two NPCs (a friend and a foe) that
another player may play. Character creation includes by choosing a
profession with top fixed rank, and five player-defined skills
with a lower rank, along with three attributes (Body, Mind, and
Charisma). Resolution works by a bidding mechanic used when two
players differ on how to resolve a scene. The winner gets to control
the scene, but the chips in the pot are passed out to all the other
WHAP Pulp Adventure System
- 1st ed by Tom K. Loney (2008) Peryton Publishing
- Deluxe ed by Tom K. Loney (2009) Peryton Publishing
A pulp action game, the title an acronym for "Wildly Heroic Action Pulp",
using the minimalist TAG (Tom's Adventure Gaming) system. Resolution
uses 2d6 against a target number of difficulty minus attribute.
Character creation includes eight character classes including
Scrapper, Gumshoe, Flatfoot, Medium, Gimmick, and Professor.
W.H.A.T.? Customizable RPG
- 1st ed by Ryan Johnson (1997) Guild of Blades
A universal mini-RPG (16 pages). The system uses a simple stat
+ 1d6 roll vs difficulty (open-ending on rolls of 6). Combat
includes initiative and dodge mechanics. There are also rules
for spell casting, weapon mastery, magical weapon smithing, and
What Price Glory?!
- 1st ed by John Dankert, Jim Lauffenburger (1978) self-published
A medieval fantasy RPG similar to
D&D, using a hex-grid position-based combat system and a
spell-point magic system.
Wheel of Time Roleplaying Game
- 1st ed by Charles Ryan, Steven Long, Christian Moore, Owen K.C. Stephens (2001) Wizards of the Coast
A fantasy RPG set in the world of Robert Jordan's fantasy novel
series. The system is derived from 3rd edition
Dragons. Compared to that, it eliminates alignments
and replaces the core classes with new ones. It also adds
"Backgrounds" as options which modify character creation, and
adds a new magic system with variable-level spells.
When Worlds Collide
- 1st ed by John Fountain, Alistair Dandy (2010) When Worlds Collide, Ltd
A multi-versal RPG system designed to cover traditional role-playing
genres including fantasy, western, medieval, horror, and cyberpunk.
It is set in a background where the player characters can shift between
realities and gain powers at the cost of side effects to their own
bodies. The system called the Tri Hexahedral Engine or T.H.E. System,
using 3d6 for most rolls. Resolution is by rolling 3d6, adding attribute
and skill modifiers, and comparing the total to a difficulty level
(with the standard being 10). Character creation is point-based,
with a chosen occupation that gives a bonus to broad skill groups,
such as academic and technological. Character have 7 attributes,
ranging from -3 to +5, along with detailed skills and special
abilities. It also includes rules for the Rifts by which characters
move between dimensions and gain powers.
While the World Ends: A story game about a future on the brink of change
- 1st (Swedish) ed by Wilhelm Person (2008) self-published
- 1st (English) ed by Wilhelm Person (2009) self-published
A short story game for 3-4 players, published in Swedish and English -
with the original Swedish title "Medan Världen går under".
- 1st ed by Mike Nystul (1993) Pariah Press
- 2nd ed (1994) Pariah Press
A modern-day horror game where each PC is a unique horror from
another dimension, fighting even more horrible things from
beyond. The imagery is very strong in this.
- 1st ed by Laurent Trémel, Eric Bouchaud, Nicolas Théry (1988) Siroz
A French-language sci-fi mecha RPG, with powered-armor warriors
of devastating power. It uses a variant of the
Wiedźmin, gra wyobraźni
- 1st ed by Tomek Kreczmar, Michal Marszalik, Maciej Nowak-Kreyer, Michal Studniarek (2001) Wydawnictwo MAG
A Polish-language fantasy RPG, based on novels by Andrzej Sapkowski.
The title translates as "Hexer, the imaginary role playing".
It uses a complex skill-based rules set.
Wilderness of Mirrors
- 1st ed by John Wick (2006) Wicked Dead Brewing Company
A modern espionage RPG, which concentrates on bringing to life the
planning of espionage operations.
Wildside Gaming System
- 1st ed by Leigh Ronald Grossman (2005) Wildside Press
A generic role-playing system, focused on medieval fantasy. It uses
a detailed skill-based mechanics, with hundreds of skills. Character
creation is random-roll attributes and limited point-bought skills,
with a number of skill points equal to the Intelligence attribute.
Costs are listed for each skill, with cases of discounts for a high
controlling attribute or related skill. Advancement is per skill
based on use and training. The basic rules include a magic system
with a wide range of spells among eighteen types of magic
(Conjuration, Weather, Generation, Fire, Earth, Air, Water, Emotion,
Healing, Illusion, Motion, Necromancy, Summoning, Transmutation,
Animal, Vegetable, and Mineral).
Wild Talents: Superhero Roleplaying in a World Gone Mad
- 1st ed by Greg Stolze, Dennis Detwiller (2006) Arc Dream Publishing
A gritty superhero roleplaying game, the sequel to the previous game
Godlike: Superhero Roleplaying
in a World on Fire, 1936-1946. After the war, even more powerful
Talents appeared. This is a more general superhero game, though
tending towards cinematically gritty inspired by comics like
"Top 10" and "Watchmen". The rules use Greg Stolze's "One-Roll Engine."
Actions are resolved by rolling d10's equal to stat plus skill.
The number of matches (i.e. d10's with the same value) indicate
speed of success, while the number matched indicates quality of
- 1st ed by Anthony P. LeBoutillier, Gerald D. Seypura (1981) FGU
An old west RPG. The detailed system uses a skill-based system
with a universal probability chart, resolving using d20s and d6s
only. Combat includes detailed facing rules and individual stats
for horses. The 45 skills are cross-referenced to indicate where
they add to each other.
- 1st ed by C.J. Carrella (1996) Myrmidon
- 2nd ed (1999) Eden Studios
A game of modern-day magic, drawing on real-world beliefs of
Wicca and other groups. The characters are practitioners of
magic secretly fighting monsters and conspiracies in our world.
Witch Girls Adventures: The Drama Diaries Game
- 1st ed by Malcolm Harris (2009) self-published
A modern fantasy RPG for beginners, based on the independent
comic of the same name. The PCs are 11 to 12 year old witches
attending a School of Magic. Character creation is by choosing
a clique, distributing a set of die values based on clique
among the six attributes (Body, Mind, Senses, Will, Social, and
Magic), and spending from two point pools (Mundane and Magic)
on skills. It uses a step-die system, rolling a die type for
attribute and adding the skill value versus difficulty.
- 1st ed by Paul D. Baader, Roger Buckelew (1983) Statcom Simulations, Inc.
A historical/horror RPG set in Salem, Massachusetts in 1692.
Player characters are either witches with actual magic, or lawful
magistrates trying to hunt them down and prosecute them.
It includes detailed notes on the setting: including daily lives
of the Puritan Colonists, maps of typicial buildings, accusation process,
and magistrate duties and procedures. It uses a simple percentile
system. Character creation includes percentile random-roll of ten
attributes (five physical and five mental), followed by 30 points to
distribute among them, and then rolls for Age, Marital Status, Children,
Height, Weight, Social Status, Home Town, and Occupation. Advancement
is by level and consist of adds to attributes, depending on whether
the character is a Witch or a Magistrate. Witches get most of their
experience for remaining free and casting spells, while Magistrates
get experience mainly from disrupting magic rituals, making accusations,
and executing witches. There is a detailed accusation and trial process,
as well as a magic system for witches.
Witch Hunter: the Invisible World
- 1st ed by Scott Charlton, Rucht Lilavivat, Henry Lopez, M. Sean Molley, Brian Schoner, Robert J. Schwalb, Robert Vaughn (2007) Paradigm Concepts
A role-playing game in the genre of "swashbuckling horror", set in a
the 1690s of a parallel Europe and America. In the New World, Aztecs
and Incas are still around -- resisting the Spanish with magic.
The PCs are among the few who by providence can deal with the
invisible world of the supernatural. There are a variety of factions
among these, though all signed an Accord following the London fire
of 1666, which had resulted from infighting. It uses a dice pool
system similar to White Wolf's Storyteller system from
World of Darkness.
Roll a number of d10s equal to attribute plus skill, where each
result of 7 or higher is a success. Character creation is limited
point-based. There are nine attributes divided into physical, mental,
and spiritual. All begin at 2 and you have a set of points to increase
With Extreme Prejudice
- Pre-release ed by Christopher Dorn, Matthew D. Grau, Lance P. Johnstone (1995) Apex Publications Inc
A sci-fi RPG by Apex Publishing. The full version was never published,
but several hundred copies of a pre-release were sold at GenCon
which included the battle rules but not full role-playing material.
It was illustrated by C. Brent Ferguson, edited by Peter Mork.
It was set in a futuristic interstellar setting with humans and
several alien races. The prerelease version uses a dice pools system
where you add together base dice for the weapon and the character's
ability in that weapon class. Die types range from d3 to d12.
With Great Power...
- Preview/Interim ed by Michael S. Miller (2004) Incarnadine Press
- Full ed (2005)
A superhero RPG specifically about the dramatic side of Silver Age
comics, only incidentally about superpowers. The system is designed
so that as you take losses you gain advantages against the GM's
villains, so all stories involve getting beaten for the first two
acts. Resolution uses a hand of playing cards rather than dice.
There is a strong emphasis on story advice and examples of play for
how to generate an interesting storyline. Character creation is done
by filling in six Aspects, namely Origin, Powers, Convictions (i.e.
deep-set beliefs), Relationships, Identity (i.e. non-superhero secret
identity), and any Duties you might have to others.
- 1st ed by Ralph Bakshi, Ken Whitman, Jeff Zitomer, Brett Maddox (1992) Whit Productions
An RPG set in the fantasy world of Ralph Bakshi's animated
movie "Wizards" (1977), where magical faeries fight against
technology-wielding mutants led by the evil wizard Blackwolf. It
uses a simple skill-based system (roll under skill on d20), with
point-bought character creation, dominated by choice of race.
- 1st ed by Niels Erickson, C. Polite, W.G. Murphy (1981) Mystic Swamp
- 2nd ed (1983)
A medieval fantasy RPG using a simple system. Character creation
is class-based and advancement is level-based.
- 1st ed by David Silvera, Douglas S. Krull (1983) Fantasy Worlds Unlimited
A fantasy genre RPG, subtitled "A Complete Fantasy Role-playing game
For Imaginitive Players Of All Ages". It is set in an original
fantasy world with a central city known as "Mousehole". The
game as a whole is very similar to
Dungeons & Dragons,
particularly in the experience tables and magic lists was copied
almost verbatim. The rules are fairly simple, with a few innovations,
such as spell points for regulating wizard's spell memorization.
- 1st ed by Krzysztof Piskorski (2003) Portal
A Polish-language fantasy RPG, whose title translates as
"Masters of fate". It is a new style game where players become gods
of light and darkness and are trying to manipulate with a live of
a single ordinary person. The goal is to win with another player.
- 1st ed by Simon Washbourne (2011) Beyond Belief Games
A fantasy RPG about anthropomorphic animals in the genre of the
Redwall novels by Brian Jacque. The player character races include
mice, moles, hedgehogs, squirrels and badgers - collectively known
as the Kind. The default setting is that the player characters are
residents of Alder Vale, home of Stonewell Abbey and Murkenhill Fort.
They defend their home against pillaging rats and weasels as well as
various solitary predators. The game uses a variant of the system from
Swords & Wizardry
tailored to the genre. The classes include friar, scout and wizard -
and multiclassing is supported. The basic game includes 40 monsters
and an introductory adventure by David Bezio entitled "Shadow's Roost".
- 1st ed by Ulrico Font, John Willford (1988) Game Systems, Inc.
A fantasy RPG about playing cats and dogs with magical powers.
It uses an original system, where resolution is by rolling less
than skill on the total of a number of d6s based on difficulty
(from 1d6 for Very Easy to 5d6 for Very Hard). Character creation
starts with choice of cat or dog, and is limited point-based.
There are 6 attributes (Strength, Intelligence, Agility, Size, Cute
and Health) and 19 skills. Each skill has a default value of a single
attribute, and when bought starts at the sum of two attributes, and
can be raised further with more points. Skill points can also be spent
on spells, and can be modified by taking Advantages (including Keen Nose,
Flea Collar, or Toughcoat) or Problems (including Age, Bad Sight,
Declawed, Fleas, or Limper). Cats have innate abilities to reduce
falling damage ("land on their feet"), an option for nine lives,
an option for "patron" (distinct from owner). Dogs have innate
abilities to heal faster ("licking their wounds"), to summon their
owners, to sense bad intentions in humans, and one day per month
have a +1 to rolls ("Every Dog Has His Day"). There are 48 spells
for cats and 46 for dogs - some only available if simpler prerequisites
are taken (i.e. Stay Put requires Stay, and Lockjaw requires Stay Put).
The basic game includes stats for NPC animals including Mice, Rats,
Horses, Sheep, Pigs, Squirrels, Birds and Rabbits. It also includes
a six-page sample adventure.
Wordplay: The Big Five
- 1st ed by Graham Spearing (2009) D101 Games
A narrative roleplaying game with four mini-settings, known as themes -
including "The Cold Crusade" by Mark Galeotti; "The Empire of Gatan"
by Newt Newport with Graham Spearing; "Infinite War" by Newt Newport;
and "Keep Portland Weird" by Charles Green. Character creation uses
free-form traits assigned to categories Body, Mind, or Soul. The player
assigns two traits at 6d, five at 5d, and nine at 4d; as well as defining
a long-term goal, short-term goal, and shared group goal. Resolution
uses a dice pool mechanic, rolling d6s equal to a trait appropriate to
the challenge, where every 4 or 5 is one success, and 6 is two successes.
There are bonus dice of standard 1d per 3 trait points from assisting
characters, and bonus dice if the character invokes a Goal.
World Action and Adventure
- 1st ed by Gregory J. Kinney (1985) M.S. Kinney Corporation
A universal "realistic" RPG, which attempts factual information
of everything on Earth: including geography, occupations,
history, and animals.
The World of Aden
- 1st ed by Shane Lacy Hensley (1995) West End Games
A dark fantasy RPG setting for the
MasterBook system: the world of the computer game "Aden"
from SSI. The world features thunder trains and monstrous
The World of Barador RPG
- 1st ed by Dana Jorgensen (1995) Alternate Realities Publications
- 2nd ed (1998)
A small-press fantasy RPG set on an original world.
The World of Bloodshadows
- 1st ed by Greg Farshtey, Ed Stark (1994) West End Games
- 2nd ed by Nikola Vrtis (2004) West End Games
An urban fantasy RPG setting originally released as a boxed set including
the setting book and the MasterBook
system core book. The second edition was released as a supplement for
the D6 System. It is set in a fantasy
world, Marl, reminiscent of U.S. 1940s film noir with the addition of
monsters and magic. Within Marl, there are well-defended cities surrounded
by large tracts of wilderness where monsters roam.
The World of Darkness
- 1st ed by Bill Bridges, Rick Chillot, Ken Cliffe, Mike Lee (2004) White Wolf
A modern horror RPG, the successor to a number of previous games
Vampire: The Masquerade,
Werewolf: The Apocalypse,
Mage: The Ascension, and other games. This is something
of a revised edition, with the specific games appearing as world
modules for this core rulebook. It uses a dice pool system,
revised to roll a number of d10s based on attribute + skill +
modifiers. Each result of 8-10 is a success, with a 10 giving
an additional roll. Character creation is limited point-based,
with a changed set of attributes and skills. It has a number of
supplements that form semi-independent game lines within the same
setting - Vampire: The Requiem (2004), Werewolf: The Forsaken (2005),
Mage: The Awakening (2005), Promethean: The Created (2006),
Changeling: The Lost (2007), Hunter: The Vigil (2008), and
Geist: The Sin-Eaters (2009).
The World of Esaene
- 1st ed by Brant Guillory (1999) BaDGe Publications
A fantasy RPG, set in an original world populated by dwarves, elves,
and other fantasy races. The basic game includes a campaign background
in the world. The system resolves actions using stat + 2d6 vs
difficulty or opposed roll, using special stats in combat such as
(weapon combat value + strength + level)/3.
Character creation us random-roll attributes (1d6+3 for the three
attributes: Strength, Skill and Intelligence. There is also a
magic system included based on bending the six laws of physics:
gravity, spirit, thought, light, noise, and magic.
The World of Indiana Jones
- 1st ed by Brian Sean Perry, Greg Farshtey (1994) West End Games
A pulp-action RPG based on the movies, using the
The World of Necroscope
- 1st ed by Ed Bolme (1995) West End Games
A modern occult RPG, based on the popular series of novels by
Brian Lumley. Psionic secret agents ("ESPers"), communications
from beyond the grave ("necroscopy"), and deadly vampires
("Wamphyri") are just a small part of the Necroscope universe.
It uses the MasterBook system.
The World of Species
- 1st ed by Teeuwynn Woodruff, Dennis Feldman, Greg Farshtey (1995) West End Games
A sci-fi RPG based on the alien-among-us movie, using the
World of Synnibarr
- 1st ed by Raven McCracken (1991) Real Dream Inc.
- 2nd ed (1993) Wonderworld
A high-powered traditional fantasy game set in a hollow world --
actually a generation starship built by a god out of the planet Mars,
following an eons-long dark ages of plagues and wars. The worldship
has both an exterior and interior surface complete with vegetation,
and is broken up into regions where magic doesn't work and regions
where technology doesn't work. The system uses random-roll and
class-based character creation. There are 50 character classes
including Psielf, Bio-Syntha Cyborg, Flymen, Armored Mantises,
Amazons, Alchemists, and more. Advancement is level-based, with all
classes going up to 600th level. Characters can have "tenths", where
each tenth reduces damage by 1/10 (i.e. two tenths means the character
takes 1/100 damage).
The World of Tank Girl
- 1st ed by Bill Olmesdahl, Brian Schomburg, Greg Farshtey, Ed Stark (1995) West End Games
A post-apocalyptic RPG based on the comic book (by Jamie Hewlett
and Alan Martin) and the 1995 MGM movie of the same name.
It is about a near future where a comet strike devastates the Earth.
In 2033, the only water left is under the control of an evil
megacorporation, The Department of Water and Power. There are
many oddities, including mutant kangaroos and gadgets like the
Dangerball and the Plasma-powered Flesh-Reversing Rifle.
It uses the
and was packaged with a copy of the core rule book.
World of Warcraft: The Roleplaying Game
- 2nd ed by Mike Johnstone, Andrew Bates, Luke Johnson (2005) Sword and Sorcery Studios
A fantasy roleplaying game based on the massively multiplayer
online computer game from Blizzard Entertainment. This is the
second edition, where the previous edition was a campaign setting
with the shorter title of
Warcraft: The Roleplaying Game.
This second edition is a standalone game, using a variant of 3rd edition
aka the D20 System.
- 1st ed by Frank S. Shewmake, Douglas, Laedtke, Lavette, Skilling, Warth (1990) Other World Games
A spacefaring sci-fi RPG. It uses a simple skill-based system.
Worlds of Wonder
- 1st ed by Steve Perrin, Steve Henderson, Gordon Monson, Greg Stafford, Lynn Willis (1982) Chaosium
The earliest universal RPG, this used the Chaosium universal
system (Basic Role-playing) as a base and
provided three worldbooks: "Fantasy World", "Super World", and
"Future World". Character creation varies: all have random-roll
attributes. Superheroes have point-bought skills and powers.
F*W characters have career training (a la
Traveller). M*W characters are have class-like templates
(warrior, rogue, sage, sorceror).
- 1st ed by Bard Bloom, Victoria Borah Bloom (2001) Padwolf Publishing
A fantasy RPG set on an original world which is a giant
tree. The world-tree lies under a crystalline sun rolling on a
track in the sky. Its branches are fifty miles wide and
thousands long. The flat upper sides are the home of
civilization, while the sides of the branches are untamed
wilderness. The PC's are among 8 anthropomorphic animal
species: Cani (dogs), Herethroy (beetles), Orren (otters), and
Rassimel (racoons) -- along with the rarer Gormoror (bears),
Khtsoyis (flying octopi), Sleeth (panthers), and Zi Ri
World Wrestling Federation RPG
- 1st ed by M. David Clark (1993) Whit Productions
A professional wrestling RPG, licensed from Titan Sports. At
its heart is a wrestling combat system including numerous
over-the-top maneuvers. Campaign play is supported by characters
advancing in standing from match to match.
Wraeththu: From Enchantment to Fulfillment
- 1st ed by Storm Constantine, Gabriel Strange, Lydia Wood (2005) Immanion Press
A science fantasy RPG based on the novels by Storm Constantine.
It is set in the near future as humanity is in decline, ravaged by
insanity, conflict, disease and infertility. A new race -- the
Wraeththu -- mysteriously appeared in the ruins of northern cities.
They are beautiful and androgynous as well as stronger than humans
and psychically gifted. They can also transform humans into
creatures like themselves. It uses an original system, with a
ction resolution using 1d20. There is a weapon creation subsystem
combined with an emphasis on swordplay. The psychic/magic/psionic
rules use a freeform system reminiscent of Ars Magica.
Wraith: The Oblivion
- 1st ed by Mark Rein•Hagen, Richard Dansky, Jennifer Hartshorn, Sam Chupp (1994) White Wolf
- 2nd ed (1996)
A modern fantasy-horror RPG about ghosts ("wraiths") caught
between the world of their former lives and the fantasy-like
underworld ("Stygia"). Stygia (specifically the underworld of
Europe and North America) is a world embroiled in civil war
between the Hierarchy, Renegades, and Heretics. Individual
wraiths are held on by "fetters" (passions for things left
behind in the world of the living), while being tempted by their
"shadows" (evil halves of their souls). The interesting mechanic
is that each player has a PC and plays another
The 2nd edition and later books downplayed somewhat the
introspective and fatalistic aspect, in favor of more
conventional fight against evil in the underworld.
Wushu: The Ancient Art of Action Role-playing
- 1st ed by Daniel Bayn (2003) Bayn.org
An electronically-published martial arts action RPG. It uses a simple
dice-pool system based on player description. The player rolls 1d6
plus an additional die for each embellishment. Embellishments are
descriptive items that add flash and style to the described action.
Each roll that is less than the stat (rated 1 to 5) is a success.
Wu Xing: The Ninja Crusade
- 1st ed by Eloy Lasanta (2010) Third Eye Games
An Asian-themed fantasy RPG based on animated works such as Naruto and
Avatar the Last Airbender. It is set in a large empire, where four years
ago the Emperor declared war on the ninja clans who were formerly allies.
The majority of ninja clans have banded together to form the Lotus
Coalition to try to survive, stave off, or defeat the Empire in this
latest war. It uses a version of the Dynamic Gaming System (DGS)
Apocalypse Prevention, Inc. by the same author.
The core mechanic is 1d20 + Attribute + Skill vs. a Target Number of
10, 20, 30, or 40. Character creation is by picking a type (Ninja
or Ronin) and clan, as well as an Element and Passion - which determines
starting Chi and permanent Yin and Yang. There is limited point-buy
of attributes and skills, along with bonus points usable for Gifts,
and possibly more from taking Drawbacks.
Wyrd is Bond
- 1st ed by Jason L. Blair (2004) Key 20 Publishing
A modern fantasy RPG, where the PCs are magic-using gang members
known as "slingers", with the magical power of their "Wyrd".
Magic has always existed in our world, though mostly hidden
because it has backed oppressed classes such as poor blacks
and Latinos. Magic has recently gained press and publicity
during the rise of rap and hip-hop, as the gang slingers became
popular and brought their knowledge of the streets and magic to
a broader audience. Character creation uses freeform Traits,
two positive and two negative, to indicate things your character
is good at or bad at. You are given a broad-range Skill to cover
things your character has proficiency in. You have at least one
Ally, one Enemy, one Lover, and one Rival. Action resolution is
based on 3d6, plus extra dice for traits. The player rolls and
keeps the highest three (for positive traits) or lowest three
(for negative traits). The dice are then assigned to three
categories: Order (how fast you execute, i.e. initiative),
Power (how effective you are at achieving your goal), and
Payback (a gift from the Wyrd, giving benefits such as healing, not
being damaged in the first place, more success on your next magical
action, or a nifty magical effect on your next mundane action).
John H. Kim
Last modified: Thu Apr 14 22:02:47 2016