RPG Encyclopedia:

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1st ed by Herman Hunter (1989) Warlords Production
A French-language RPG set in the American Wild West, using a system intended to be "simple and effective". The basic rules (58 pages) includes only character creation, combat rules, a list of weapons, and a brief introductory scenario.
1950 Allarme UFO!
1st ed by Antonello Lotronto (1996) Qualitygame
An Italian-language sci-fi RPG based on the 50's alien invasion B-movies, part of the "I Giochi del 2000" collection.
2089: Le Jeu du Tricentenaire
1st ed by Tristan Lhomme (unknown) Casus Belli / Excelsior Publications / Jeux Descartes
A French-language humorous-future RPG, in a future 2089 where characters as Live-Action roleplayers attempt to revive the French Revolution three hundred years later.
The 23rd Letter
1st ed by Matt Johnston, John Fleming, Colin Johnston, Eamon Watters, Mark Lamki, Lesley McLarnon (1996) Crucible
A sci-fi conspiracy RPG, set in a world where psychics are real and becoming more and more commonplace. The PC's are psychics or humans caught in the secretive war between government projects and the corporate powers. It uses a simple skill-based system (the "ERIS" system), which includes rules for psychic powers.
.45 Adventure: Crimefighting Action in the Pulp Era
1st ed by Richard A. Johnson (2006) Rattrap Productions
A tabletop miniatures game of two-fisted action set during the era of the pulp magazines, with some role-playing aspects. It can be played without a gamemaster, with as few as 3 models per player.
7th Sea
1st ed by John Wick, Jennifer Wick (1999) Alderac Entertainment Group
A swashbuckling RPG set on an alternate world ("Theah") very similar to 17th century Earth with the addition of magic and various name changes. There are parallels to most of the major European countries ("Castillian" for Spainiards, etc.) but there is no New World. The system is a dice pool system: roll dice equal to attribute + skill, keeping a number of dice equal to attribute. There are also bonus dice of a different color.
9th Generation
1st ed by Jeff Siadek (1986) Jeff Siadek Enterprises
A tongue-in-cheek post-apocalyptic RPG, published in 3 books including an introductory scenario and a GM screen. Supplements include three extra scenarios, and a rules expansion packet that allows conversion of the plots into fantasy, western, or futuristic settings.
Abenteuer in Magira
1st ed by Steffi Seipp, Dieter Steinseifer, Norbert Weiser, Harald Zubrod (1988) Abenteuerrunde GbR
"Adventures in Magira" -- a German-language fantasy RPG set in the world of Magira novels by Hugh Walker. The game was developed from a long-standing fan club of the fantasy work. It uses a d20 based system, except for damage which uses Nd6. Three attributes (strength, skill, and constitution) are determined with d100 table which gives values from -1 to +3. Modifiers for attributes, skill, and difficulty are added to 1d20, which must be at least 15 for success.
Abeo
1st ed by Jennifer Reynolds , Chuck Lauer (2005) Insomnium Games
A modern horror RPG, set in the modern world where nightmares and horrific fairy tale creatures can recruit or hunt humans. It uses a simple skill-based system where action resolution uses attribute + skill + a die roll versus difficulty, with the die type varying. It includes a sanity system tied into the magic system (feats called Pathos). A character has four Passion scores: Anguish, Dread, Fury, and Yearning. The higher the total of the scores (called Intensity), the more impressive feats of magic the character can do.
Aberrant
1st ed by Justin R. Achilli, Andrew Bates, et al. (1999) White Wolf
The sci-fi superhero RPG (a "prequel" to Trinity) set in an alternate history's 2008 (unrelated to the "World of Darkness"). An accident in 1998 flooded the world with strange radiation that created superpowered "novas". It uses a variant of the "Storyteller" system, introducing "mega-attributes" -- where rather than having strength higher than 5, you might have strength of 3 and also "mega-strength" of 1. Mega-attributes add mega-dice to your dice pool, which are rolled as normal but yield 2 successes if over the target number (or 3 if a ten is rolled).
Abyss
1st ed by Marco Pecota, Wes Johnson (1997) Global Games
An RPG set in the Hell of Dante's "Inferno", a spin-off of the miniatures game Inferno: Battles of the Abyss. Players roleplay demons, which begin as lowly sergeant class and ultimately work for the Archfiends. It uses a dice pool system, rolling (skill minus difficulty) d6's where any "6" indicates success. It has an action-point based combat system. Character creation is point-bought with templates.
A.C.E. Agents
1st ed by Steve Savage, L. Lee Cerny, Walter H. Mytczynskyj (1992) Stellar Games
A humorous espionage RPG, in which an UNCLE-like espionage organisation has to fund itself by selling the rights to films, toys and comics describing its agents' exploits.
Aces & Eights
1st ed by Jolly Blackburn, Brian Jelke, Steve Johansson, David Kenzer, Jennifer Kenzer, Mark Plemmons (2007) Kenzer & Company
A Wild West RPG using an original system, set in an alternate history of the American West. Combat uses a "shot clock" with a transparent cover and a silhouette of the target, with location determined by a 1d20 roll with modifiers and a card draw. The system also includes roll-over percentile skill tests, where skills start at 100 and go down to 5 for mastery.
Ácin Dambágin
1st ed by Torbjørn Lien (1999) Lovehulen Spilldesign
A Norwegian-language fantasy RPG setting, in a world with no elements from traditional fantasy. Ácin Dambágin is "the land to the East, beyond the great ocean which no one may cross. Dambágin is the land of the Guardian, eternally illuminated by the light of the One. From here mankind is guarded; from here history is changed; from here the Guardian one day will return to the world to settle all things and destroy the Enemy for ever. And then he will take mankind home to the stars..."
Acquitane
1st ed by Carl Smith (1980) Adversary Games
A fantasy-genre RPG, originally published as a setting for D&D. The game apparently came in several books: "Acquitane", "Red Book of Nal", and "Sword and Shield".
Action! System Core Rules
1st ed by Mark Arsenault, Patrick Sweeney, Ross Winn (2002) Gold Rush Games
A universal RPG system, related to the earlier Fuzion system. Action resolution is attribute + skill + 3d6 vs difficulty. Character creation is limited point-based, with a pool of attribute points and a pool of character points (used for advantages, disadvantages, and skills).
Active Exploits Diceless RPG
Special Edition ed by Brett M. Bernstein (2002) Deep7
A universal diceless system. The basic diceless rules are published free, but the special edition is available 5.5x8.5 printed format with additional rules and notes. Action resolution is based on spending Luck, Discipline, and Revelation points. Skills lower difficulty, while attributes add to the total. Character creation is limited point-based. There are four free setting books, 20-30 pages each: a modern-day monster-hunter setting ("The Shaded Veil"), a dystopian sci-fi setting ("Overworld"), a modern conspiracy/horror setting ("Harlequinade"), and a medieval Europe setting ("The Kingdom of Norweign"). In addition, there are three commercial settings: HeartQuest, CORPS, and Dreamwalker.
Advanced Dungeons and Dragons
1st ed by Gary Gygax (1978) TSR
2nd ed by David Cook (1989)
The advanced version of the original fantasy role-playing game, Dungeons & Dragons. This is the dominant RPG on the market and has hundreds of supplements and adventures. It uses a class-based system with minimal skills, most resolution being by case- or class-specific rules. Character creation is random-roll, with level-based advancement. A 3rd edition reverted to the title of just Dungeons & Dragons, although it is not part of the separate D&D line.
Advanced Phantasm Adventures
1st ed by Troy Christensen (1992) TC International
A medieval fantasy RPG.
Adventure!
1st ed by Tori Bergquist (1985) self-published
A universal RPG system, using mechanics similar to Chaosium's Basic Roleplaying: attributes in the 2-20 range with percentile based skills. A short vehicle design and combat system was included (by Russ Heller). It includes basic stats on vehicles, weapons of old and new, and a short spell and psionic system. The rulebook is 48 pages with a plain tan cover, no cover art, and fannish interior art. It has a print run of 400 copies.
Adventure!
1st ed by Andrew Bates, Bruce Baugh (2001) White Wolf
This is a pulp-genre RPG set in an alternate version of the roaring 20's. This is the third in the trilogy of games including Trinity and Aberrant. This forms a prequel to the other two, showing the roots of the Aeon Society which in the future will change the world. It uses roughly the same variant of the "Storyteller" system as the others in the trilogy. It includes "Dramatic Editing" rules to represent the psychic luck of the PC's, which allows the player to change storyline continuity for a cost in inspiration points.
Adventure Maximum
1st ed by Dennis McDonald (1992) WorldMaster Designs
2nd ed (1996)
A self-published universal RPG system. Reviewed in Shadis magazine #10 (mini-review) and #15.
Adventure Quest: Jaern
1st ed by Robert Blake, Daniel Lawrence (1991) Lafayette Simulations
A universal RPG system, including a fantasy setting with sci-fi elements ("Jaern"). Jaern is an ocean planet that was shot out of its orbit and eons later (its inhabitants protected by psi shield and cryogenics) smashed through another planet ("Torandor") to take its place in that system.
The Adventurer's Handbook
1st ed by Bob Albrecht, Greg Stafford (1984) Reston Publishing Company Inc.
A small-press fantasy-genre RPG intended as an introduction to role-playing for beginning players. The cover shows a row of young players with their fantasy selves floating above them -- with similar features but medieval wardrobe. The system is a variant of Chaosium's Basic Roleplaying. It is an intentionally generic system with a pedantic approach, which includes in the end a list of other RPGs and RPG companies of the time, along with brief reviews of nine "major" ones.
Adventures in Delving
1st ed by Vincent Diakuw (2004) Thousandpress
An electronically-published fantasy RPG of the pulp swords and sorcery genre. It uses a simple step-die system with an emphasis on description. Character creation includes selecting step dice (d4 to d12) for attributes (Courageous, Wise, Mysterious, Solitary, and Charming) as well as a stereotype (such as "Barbarian Warrior", "Dashing Rogue", or "Arcane Student") which adds or subtracts a Fit Die to the total when the stereotype applies to the action.
Adventures in Fantasy
1st ed by Dave Arneson, Richard Snider (1979) Excalibur Games Inc.
2nd ed (1979) Adventure Games Incorporated
A medieval fantasy RPG. The system is class-based: warrior or magic-user. Social standing has a heavy influence on character creation. The first edition is 163 pages and included three books: Book of Adventure, Book of Faery and Magic, and Book of Creatures and Treasure, along with charts and dice.
Adventures in Science
1st ed by Vincent Diakuw (2004) Thousandpress
An electronically-published pulp action RPG. It uses a simple step-die system with an emphasis on description. Character creation includes selecting step dice (d4 to d12) for attributes as well as a stereotype, which adds or subtracts a Fit Die to the total when the stereotype applies to the action.
The Adventures of Indiana Jones
1st ed by David "Zeb" Cook (1984) TSR
A pulp-action RPG in the world of the "Indiana Jones" movies. The 64-page rulebook concentrated on playing actual characters from the movies. The boxed set included paper miniatures.
The Adventures of Luther Arkwright
1st ed by James Brunton (1991) 23rd Parallel Games
A UK alternate-timeline RPG based on the miniseries of comics by Bryan Talbot. The system is a percentile skill-based system similar to Chaosium's Basic Roleplaying.
Aesia
1st ed by Xavier Bottet (1992) self-published
A French-language space opera RPG, set in a galaxy controlled by a high-tech Church.
Æternal Legends
1st ed by Stewart Wilson (2007) Mob United Media
A modern magic RPG, set in a modern world with a Pocket Kingdom where elves, dwarves, gnomes rub shoulders with witches and alchemists right under the noses of a mundane population. One in twenty people is Aware of magic, and a few are Legends who fight evil. It uses an original system, the "Ready 2 Run" system. This is a dice pool system with broad traits ("Aptitudes") like Soldier or Scientist. You roll a number of d6s equal to Attribute + Aptitude, and every 1 or 2 is a success.
Aftermath
1st ed by Bob Charrette, Paul Hume (1981) FGU
A generic post-nuclear-apocalypse RPG, supporting various sub-genres (mutants, survivalist, etc.). The system is a complex skill-based, where action is resolved by rolling a d20 under (skill/5) or (attribute/2). Character creation uses limited point allocation, with some random rolls. Notably, besides standard attributes it has "aptitudes" in skill categories: charismatic, combative, communicative, esthetic, mechanical, natural, and scientific. Combat is quite complex, with a two-page flowchart explaining the combat sequence(!!). It uses basic to-hit, hit-location, and damage rolls with armor subtracted -- but with many special-case criticals.
After The Bomb RPG
1st ed by Eric Wujcik (2001) Palladium Books
A post-apocalyptic RPG where mutated animals rule the land. This was formerly a supplement line for the Teenage Mutant Ninja Turtles RPG, but has been released as a standalone RPG. It uses a variant of the Palladium System, with limited point-bought character creation (via "bio-energy").
Afterwars: Roleplaying in Post WWIII America
1st ed by Timothy J. McFadden (1991) Stellar Games
A post-apocalyptic RPG, set in the U.S. 6 months after a large nuclear, biological, conventional war with the Soviets. The Russians manage to invade the U.S., with attendant resistance. One unique feature is that "U-joints" occurred where nuclear blasts met close together: creating gatewas to other dimensions. It uses the system from Expendables by L. Lee Cerny and Walter H. Mytczenskyj. Character classes are Mainstream, Military, and Fringe. Reviewed in White Wolf #33.
Agent S.E.V.E.N.
1st ed by Todd Downing (1999) Deep7
A very simple espionage mini-RPG published in electronic PDF format. It uses a version of the "1PG" system, which (as its name implies) fits on a single page. Resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure.
Agent X
1st ed by Rob Stone, Sean Tisdale, Annette Tisdale (1999) Mind Interactive
A table-top and live-action espionage RPG. The PC's are FBI, CIA, and NSA agents. The system uses a custom deck of cards. Action resolution uses skill level minus difficulty to find the number of cards to draw from the deck. Success is determined by the number of success cards. Character creation is by picking an agency template and adding point-bought skills. The rules include essays on spy slang and surveillance.
Age of Chivalry
1st ed by Marshall Rose (1978) Avant-Garde Simulations Perspectives
A medievel knights RPG, concentrating on a unique system for combat, with a bare bones campaign system included. The combat system involves cross referencing tables to determine the modifiers to attacks based upon what combination of attack and defense each combatant chooses. It also has a jousting system simular to one in Chivalry and Sorcery.
Age of Empire
1st ed by Gareth-Michael Skarka (1996) Epitaph Studios
A fantasy RPG set in Victorian Europe with the addition of wizards, mad scientists, and monsters (including demons, dragons, elementals, lycanthropes, and even Martians). It uses a fairly simple system with 3 attributes (Mind, Body, and Spirit), attribute specialties, and various skills. Action resolution is by rolling a number of d6's equal to attribute + skill, compared against a number of dice rolled by the GM for difficulty. This has large variation, which is intentional for a cinematic genre.
The Age of Phaedrus
1st ed by Sean Bindel, Brian Fitzpatrick (1997) Moebius Adventures
A traditional fantasy RPG (with elves, dwarves, monsters, and dungeons). It uses a mix of random-roll and allocated character creation, and a pure skill-based system.
Age of Ruin
1st ed by Clay Gibbons (1990) Cutting Edge Games
A post-apocalyptic RPG, set around 80 years after the a third world war caused by lack of natural resources. The dominant weapon was called the Red Death, a plague which killed by mutating the DNA of the infected. If you survived, your children were mutants. It uses a simple percentile attribute and skill-based system. Includes a fast-playing vehicle combat system, and an introductory mini- campaign/adventure. Reviewed in White Wolf #22.
Aggressio
1st ed by Kristoffer Simonsson (1998) Point Blank Games
A Swedish-language modern technothriller RPG, set in Los Angeles, California.
Agon
1st ed by John Harper (2006) one.seven design
A competitive RPG set in a fantastic version of ancient Greece, similar to the settings of the Iliad and the Odyssey. It uses a combat system where the player holds dice in their right hand to represent attacks, and in their left hand to represent defenses.
Agone
1st French ed by David Benoît, Sébastian Célerin, Mathieu Gaborit, Grégoire Laakman, Jean-Rémy Levin, Jean-Baptist Lullien, Stéphane Marsan, Xavier Spinat (1999) Multisim
1st English ed (2001)
A French-language medieval fantasy RPG, set on an original fantasy world: "Harmonde", by Mathieu Gaborit. The PC's are "Inspirés" -- imbued with magical powers by the Muses to fight the evil Masque which threatens the world. The PC's may be humans as well as minotaurs, sprites, dwarves, ogres, and other fantasy races. The system uses attribute + skill + 1d10 vs difficulty.
A.I.
1st ed (1993) Digest Group Publications
A science fantasy RPG -- never actually published. It was announced in 1993 as the next project for DGP. The game was set in a decayed future where Earth has been radically changed by nanotechnology, machine intelligence, and genetic engineering (attempting science as magic). The characters would be explorers working for intelligent starships that have returned home to find it inexplicably changed.
Albedo
1st ed by Paul Kidd, Steve Gallacci (1988) Thoughts and Images (a subsidiary of TAGG)
2nd ed (1993) Chessex
Platinum Catalyst ed (2004) Sanguine
A sci-fi RPG based on the comic book series "Albedo, Anthropomorphics" by Steve Gallacci. It is a hard-science starfaring setting, with the twist that the characters are anthropomorphic animals (from 1 of 163 species).
Albion: Celtesque fantasy roleplaying after the Shrug
1st ed by Tim Gray (2002) Silver Branch Games
A post-apocalyptic fantasy RPG set in Britain after a rapid climate change (known as The Shrug), social upheaval, and the return of magic to the world. Various factions have arisen with conflicting beliefs in magic and technology. In Britain the Order of Druids was rebuilt, and spirits from the Otherworlds of Annwn and Abred have returned. It uses a dice-pool system (the LODE system), with action resolution based on rolling a number of d6's based on skill + modifiers, where any result of 4-6 indicates a success. Character creation is limited-point based (spending points on Attributes, Skills, and Advantages) plus a selection of template.
Aletheia
1st ed by Lee Foster, Monica Valentinelli, Werner Hager (2007) Abstract Nova Entertainment
A modern-day occult RPG, where the player characters are members of the Seven Dogs Society, a detailed organization that investigates paranormal occurrences throughout the world with the belief that a single truth underlies everything. It uses a simple dice pools system where you gain automatic successes equal to your level in a relevant occupation or extracurricular skill, then roll d6s equal to your relevant attribute where every 5 or 6 is an additional victory. A will point may be spent to roll an additional 1d6. Character creation is limited point-buy, with attribute points for the four attributes (fitness, awareness, personality and reason -- rated 1 to 5); occupation points for skills; and supplemental points that can be used to buy powers as well as to buy increased attributes, addition descriptors, occupations and extracurricular skills. The nine powers are presque vu (intuition), deja visite (orientation), remote viewing, X-ray vision, postcognition, precognition, ghosting (insubstantiality), teleportation, and time travel.
Alice - Single Die Roleplaying System
1st ed by M. Redwood, D. Freegard, V. Piper, P. Scott, D. Barton (2003) Alice RPS
A complete RPG, focused on modern-day settings but designed for use in most genres with a little more work. It uses a simple skill-based system, rolling under Core Skill + Aptitude + Focus + modifiers on 1d20. Character creation is open point-based, allowing spending on the 16 different broad Core Skills (such as Athletics), the Aptitudes (narrower skills such as Throw, Melee, Unarmed, and Acrobatics), and Focuses (specializations).
Alienoïds
1st ed by Solo (1992) Éditions de la Lune-Sang
A French-language alien-invasion RPG, set in the modern world where horrific aliens have just invaded -- with a rather tongue-in-cheek tone.
Aliens
1st ed by Barry Nakazano, David McKenzie (1990) Leading Edge
A sci-fi action RPG based on the movie "Aliens". It uses an simplified version of the combat rules in Phoenix Command, although it is still quite complex.
Alien Summit
1st ed by Annie Rush (2004) Wicked Dead Brewing Company
A sci-fi mini-RPG about negotiation between four alien races using Earth as neutral territory. It is partly live-action format, as the PCs are aliens in human guise similar to the players who are sitting around a room and discussing problems. Character creation is based on random draw of six playing cards: one determines race, while five others define personality Quirks. Players can trade cards back to the dealer to add some control. The core rules include descriptions of the four races mainly in terms of personalities and beliefs. Action is primarily discussion between the players. The rules include special powers and limited combat rules, all of which are diceless, spending certain tokens for effects.
All-Adventure Action Roleplay Game!
1st ed by Gareth Jones (unknown, pre-1991) Taupe Games
A small-press universal RPG (AAARG!) with an emphasis on pulp or swashbuckling cinematic action. The rulebook is 54 pages (A4 size) staple-bound, and includes a general bestiary, NPC archetypes, campaign ideas, and a simple weapons chart. Action resolution is a d20 roll modified by skill, attributes, etc. Character creation is cooperative rather than point-based or rolled -- the player and GM simply assign stats based on the role. It has 8 attributes (Brain, Muscle, Heart, Soul, Legs, Hands, Senses, and Mouth) rated 1-10, along with Skills, Passions, Hobbies, and Interests.
All Flesh Must Be Eaten
1st ed by Albert Bruno III, C.J. Carella, Richard Oaken, M. Alexander Jurkat, George Vasilakos (1999) Eden Studios
A zombie-horror RPG, covering a variety of possible campaign settings. There are notes on creating different types of zombies. The core book presents eleven separate campaign concepts, each with distinct zombie stats, background info and adventure seeds. These range from modern-day Romero-inspired reanimation to alien invasion, WWII, medieval times, post-apocalyptic zombies, and a Biblical apocalypse. It uses the skill-based "Unisystem" from Witchcraft, with open point-based character creation and resolution by stat+d10 vs difficulty. There are three basic character types: normal civilians, survival specialists, and the "inspired" who have magic-like abilities.
All Star Wrestling
1st ed by Paul Schulze (1991) Afterthought Images
A professional wrestling RPG.
Alma Mater
1st ed by Steve Davis, Andrew Warden (1982) Oracle Games
A grossly humorous RPG about high-school students of anarchic bent at a generic high-school setting, "Central High". The cover by Erol Otus shows juvenile delinquents gathered at the front door of their high school, with drug-dealing and fornication in evidence. The inside cover is a map of Central High School. The system is skill-based. Character creation is class-based with random-roll attributes. You roll 7d10 and assign one die to each of seven attributes: Strength, Coordination, Appearance, Intelligence, Learning Drive, Courage, Willpower, and Constitution. You pick one of seven classes: Average Kid, Brain, Cheerleader, Criminal, Jock, Tough, and Loser. You then generate your social level based upon your class and a d10 roll, which in turn generates your starting money and allowance. Your age (from 13 to 17) and birthday are then generated. You get attribute increases when you turn 16, 17 and 18. You then randomly generate problems, ranging from "Moderate Acne" to phobias and so forth, with increased problems for lower Appearance. You have initial skills based on class, including high-school specific skills such as Cheating, Drinking, Studying, and Crudeness. The core book includes rules for activities ranging from drug use, animal reactions, and dealing with the contents of the chem lab to pregnancy. Players score points for Social Success (for dating, partying, etc.), Academic Success (for grades), and General Success (including miscellaneous such as successful crimes for the Criminal and Tough classes). The game includes an explicit victory condition that whoever has the most Success Points after four years of game time wins the campaign.
ALSHARD (アルシャード)
1st ed by Jun'ichi Inoue (2002) F.E.A.R.
fortissimo ed (2005) F.E.A.R.
A Japanese-language fantasy RPG, set in a humorous fantasy world named Midgard inhabited by figures from Norse mythology (like Odin or Thor), though most of the gods died in Ragnarok. It is a mixed fantasy world with guns, motorcycles, robots, androids, airships, tanks, or other mechanical gadgets. The player characters are called Questers, and possess a crystal (called Shard) of ancient gods that grants divine powers. The Questers seek an ideal world Asgard. They are opposed by various evils, including a theocracy, the Wahres Reich (German for the Authentic Empire), who worship a god of machinery known as "Deus Ex Machina".
Alter Ego
1st ed by Patrick Philip, Michel Philip, Eric Lautier, Bernard Jullion, Jean-René Jullion (1989) D3 Éditions
A French-language sci-fi RPG set in the 27th century. The name comes from a clan (Alter-Egos) of genetically engineered, telepathic twins who always operate together. Each pair also has an intelligent extraterrestrial companion animal (a gernaute), resembling a gerbil. Other clans include the argo nautes (criminals), astro nautes (pilots), cyber nautes (cybernetic technicians), docto nautes (NPC scientists), interco nautes (soldiers), secto nautes (missionaries), techno nautes (trade union of miscellaneous professionals). It uses a simple percentile skill-based system, including brief rules for robots and starships.
Alternatives 2.0
1st ed (1992) Presses Alternatives
A French-language universal system.
Alternity
1st ed by Bill Slavicsek, Richard Baker (1998) TSR
A generic science-fiction RPG. It uses a skill-based system with restrictive professions (similar to Rolemaster). Character creation is by limited point-buying, with 5 classes. The resolution is standard roll d20 under attribute+skill, with a twist. Rather than fixed modifiers, the roll is modified by a second step-die which varies (i.e. -d4, +d4, +d6, +d8, etc.). Experience is divided into levels, but experience can be divided freely among skills. It also covers aliens (5 types), starships, psionics, mutations, and equipment to varying degrees.
Settings include "Star*Drive"; "Dark*Matter" (conspiracy); and "Gamma World" (based on the earlier game).
Altus Adventum
1st ed by Roderic Waibel (2004) Sacrosanct Games Ent.
An electronically-published "retro-style" fantasy RPG set on an original fantasy world -- the continent Algerian on the planet of Azorath, inhabited by humans, elves, dwarves, and gnomes. It uses the "InertiaX System" which emphasizes flexibility and speed of resolution for combat. Action resolution is a stepped dice pool (1d4, 2d4, and on up to 4d20, 5d20). Wounds are scaled in four steps. The full combat system includes a speed point systems as well as maneuvers such as charging, power attacks, critical hits, encumbrance, poison and disease, and fatigue. It includes a magic system with four types (Rune, Totem, Channeling, and Mental). Character creation involves percentile attributes and percentile non-combat skills, as well as selecting an optional guild occupation including warrior, knight, wizard, paladin, rogue, assassin, and druid. The core rules also includes over 100 monsters.
Amazing Engine
1st ed by David "Zeb" Cook, Karen S. Boomgarden, Michele Carter (1993) TSR
A minimalist generic system from TSR. It uses a simple percentile system where the players generate a "core concept" with 4 attributes (Physique/ Intellect/ Spirit/ Influence), which is fleshed out when it was adapted to a given setting. Two sub-attributes are then specified for each attribute, and skills are bought. Actions are resolved by rolling percentile dice under skill. Degree of success is shown by the "ones" digit of the roll: the lower, the better.
The 19-page system was included with many universebooks, including: "For Faerie Queen and Country" (Victorian Earth + faerie), "Bughunters", "The Galactos Barrier" (Space Opera), "Kromosome" (cyberpunk + genetics), "Magitech", "The Once and Future King" (Arthurian science fantasy), "Tabloid!" (Earth where tabloids are true), and "Metamorphosis Alpha to Omega" (a remake of the classic game: science fantasy on a generation starship).
Amber Diceless Role-playing
1st ed by Eric Wujcik (1991) Phage Press
A diceless RPG based on the novels by Roger Zelazny. The system makes action resolution entirely within GM discretion, with various guidelines given. Character creation is via a point system with a unique auction where players compete with each other to have the highest of each of the 4 attributes. Detailed writeups are given for many characters from the series.
Ammo
1st ed by Mirko Caruccio, Piero Cioni, Barbara Chies (1992) Editore Planetario
An Italian-language modern-day/sci-fi action RPG, inspired by manga comics such as "Ghost in the Shell" and "Gundam".
Amoeba
1st ed by Risto J. Hieta, Hans Zenjuga (1999) Artic Ranger Production
A small-press Finnish-language comedy RPG in which the PC's are single-celled creatures. The adventures can't be too difficult -- try to slide forward some inches and get some food, for example.
Analaya, tormenta de arena
1st ed by Miguel Angel Friginal, Jose Luis Laviña (1993) Larshiot
A Spanish-language science fantasy RPG. It is set on Arturo, a planet orbitting the far Evenea 304, a dying red giant sun. Human beings have been there for millions of years, but only very ancient ruinous cities show that they once had advanced technology. The most advanced civilizations are barely above the medieval level. It uses a narrative system, which allows gaming without a GM -- instead, each player the narrator by turns. It includes a magic system not based in spell lists.
Anarki
1st ed by Jon Sagberg (unknown) unknown
A small-press Norwegian-language RPG. It is a universal system with two minimal settings: one in the 4th century, and one in a cyberpunk future. It includes a number of tongue-in-cheek tables (such as random sexual orientation including "fish"). It includes a magic system with an extensive list of spells.
Angel
1st ed by C.J. Carella (2003) Eden Studios
A modern-day monster-fighting RPG based on the U.S. television series, the spin-off from Buffy the Vampire Slayer set in modern-day Los Angeles. It uses a variant of the "Cinematic Unisystem" which was originally designed for the closely related Buffy the Vampire Slayer RPG. The Angel rules add more detail on various demons as player characters, as well as detailed rules for organizations, and some varied options in ads/disads and combat maneuvers to fit the series.
Angeli
1st ed by Michael Deflize, Rainer "Blum" Wagner (1993) Astra Poesis
A German-language fantasy horror RPG about the eternal fight between angels and demons. PC's can be almost any intelligent creature, though. Sample character templates include a dog, ghosts, golems, and ordinary humans as well as demons and angels.
Angeli e Demoni
1st ed by Antonio Sottocasa, Sergio Giovannini, Massimo Ghirardi, Davide Tortosa, Giacomo Sottocasa (1997) Rose and Poison
An Italian-language modern-day magic RPG, where PC's take the roles of angels and demons who fight on Earth to control the souls of mankind. Supplements include the adventures "Christmas with the devil", "Le maschere del diavolo", and "Enchersi"; a GM's screen; and an expansion book "Anno secondo", with new character classes and rules for live role-playing.
Animonde
1st ed by Croc (1988) Siroz / Ideojeux
A French-language non-violent fantasy RPG, set in a fairly idyllic fantasy world with no metal where humans and animals live in harmony. Technology is largely done through symbiosis with various animals. Inspired by "La Planete Oubliee" by M. Leinster. The system is derived from Bitume. There are 10 attributes with point-bought skills. Action resolution is mostly percentile, and includes mechanics for social relations and intimidation (since violence is rare).
ANKH - Adventurers of the North - Kalevala Heroes
1st ed by Pasi Janhunen (1988) Nelostuote KY
A Finnish-language fantasy RPG nominally set in Iron Age Finland, but very similar to D&D. It comes in a boxed set with two booklets (one for the player, another for the game master) and one quick adventure for a beginner GM. The boxed set includes a bag of dice (d4 through d20).
Anno Domini
1st ed by Piia Makkonen, Pasi Silander (1995) SLS/FELM
A Finnish-language Biblical RPG set in the New Testament era, role-playing missionaries of St. Paul. It uses a live-action system.
Anno Domini: Adventus Averni ad Terram
1st ed by Juan Antonio Huerta Domínguez, Manuel Sueiro, Antonio Alvarez de Morales (2000) Libros Ucronía S.L.
Characters play the role of pious believers of the three mayor faiths (Judaism, Christianity, and Islam) after year 1000 A.D., when hordes of evil invaded the Earth and conquered it. The player characters are fighting back against the hordes, with each faith having special gifts and possibilities for miracles. It uses a dice pool system, rolling a number of d10s equal to skill, where each roll under attribute is considered a success. In addition, there is a special Die of Justice ("Dado del Juicio") which has special results. Character creation is point-based, with characters divided into three categories: common people ("Gente Común"), righteous ("Justos y Cabalistas"), and the Chosen ("Elegidos "). It uses triangular costs (i.e. level 3 costs 6 points = 1+2+3).
Aphalon: Ksieżycowe Ostrze
1st ed by Arkadiusz Mielczarek, Dariusz Tarka (1995) Multimedium
A Polish-language fantasy RPG set in a typical fantasy world. The title translates as "Aphalon: the Moonblade". It uses a complex rules system.
Apocrypha
1st ed by Barbara J. Webb, Heather Watson (2000) Frontiers Design
A fantasy RPG set on an original world. Choosing from the 11 original races and 11 religions determines the styles of magic and the advancement of technology to which a PC has easy access. The races range from pure energy beings to humanoid saurians. The system is 3d6-based and focuses on detailed character creation but simplicity in play.
Apokryph: le dernier Cantique
1st ed by Sofiène Boumaza (2003) Scriptorium
A French-language modern day occult horror RPG, set in the Vatican. The PCs are generally members of the Vatican, from five key orders: Augustine, Dominican, Franciscan, Jesuit, and Carmelite. They are facing a possible end of the world coming, and various conspiracies and cults are working towards that -- both within the church and outside it. It uses a percentile skill-based system. Character creation is limited point-buy attributes and skills, with the chosen order giving advantages and obligations to the character, as well as a privileged attribute. There are 53 points to split among nine attributes rated 1 to 10 (Intelligence, Will, Education, Force, Memory, Charisma, Dexterity, Constitution and Perception). Then there are 450 points to distribute among the percentile skills. There are also three gauges: Mystique (perception of the world), Faith, and Vitality. The core rulebook includes background on the Vatican, opponents, and an introductory adventure ("The Conscience of Saint Pierre").
Aquelarre
1st ed by Ricard Ibañez (1990) Joc Internacional
2nd ed (2000)
A Spanish-language RPG set in the Spanish middle ages. It was one of the first RPG's published in Spain, and has numerous supplements. It uses a percentile skill-based system, with a table of costs to raise skills. It has a luck mechanic where you declare that you are using luck before rolling. If you succeed, you use 1 luck point. If you fail by less than your luck total, you pay enough to succeed. If you fail by more than your luck total you fail. It also has an rationality/irrationality stat. Higher rationality means you are more resistant to magic but less able to use magic. Rationality is reduced by exposure to magic.
Arcane Codex
1st ed by Saskia Naescher, Alexander Junk (2002) Nackter Stahl
A German-language dark fantasy RPG. It is set in a world called Kreijor, which mixes various traditional high fantasy elements including Roman-esque empires, Northern barbarians, orcs, trolls, high elves, wood elves, dark elves, and so forth. The system emphasizes heroic epic action, cinematic combat, and a magic-rich setting. Action resolution uses stat + 2d10 vs difficulty. Character creation is point-based.
The Archaereon Game System
Mage ed by Wilf K. Backhaus (1980) Archaereon Games Ltd.
Warrior ed by Wilf K. Backhaus, Jan Vrapcenak, Richard Fietz (1981)
A medieval fantasy RPG based on feudal Europe -- growing out of a Chivalry & Sorcery) campaign in the world of "Arden". It was published as a magic system with mage character creation, and a combat system with warrior creation.
Archangels: In the Beginning
1st ed by Evangelos Hugo Paliatseas (2004) Plot Device
A freeform Live Action Role Playing (LARP) event game using a token system, set at the dawn of time. The players portray sixteen parts of the mind of God -- Gabriel, Michael, Uriel, Samael, Azrael, and more. Described as a mix of "divine power, infinite possibility, and boundless ego".
Arduin Adventure
1st ed by David A. Hargrave (1981) Grimoire Games
2nd ed (1981) Dragon Tree Press
The Compleat Arduin ed by David A. Hargrave, Mark Schynert (1992) Grimoire Games
A medieval fantasy RPG based on The Arduin Grimoire (Vols I, II, and III), which is a supplement for D&D and an outgrowth of Hargrave's long-running campaign. The system is essentially a variant of D&D with redefined races, classes, and other rules. Mages cast memorized spells, while priests have a ritual system. The revised version ("The Compleat Arduin") includes 20 distinct races, new rules, comprehensive equipment lists.
Aria: Canticle of the Monomyth
1st ed by Christian S. Moore, Owen M. Seyler (1994) Last Unicorn
A generic system published in three books ("Canticle", "Worlds", "Role-playing"), emphasizing GM or cooperating world design. The character creation is a somewhat complex point system. Action resolution is simple in principle (d10+modifiers vs difficulty), but with a host of modifiers.
Armageddon: The End Times
1st ed by C. J. Carella (1997) Myrmidon
1st ed (1999) Eden Studios
A near-future horror RPG where the world is at war with the hi-tech Church of Revelations, which worships an alien entity so horrific that Heaven, Hell, and even old pagan gods have openly joined in the battle against it. It uses the "Unisystem" from Witchcraft, which is a simple skill based system: skill+attribute+1d10 vs difficulty. The editing and layout have some problems, however (1st edition).
Armageddon 2089 Roleplaying Game
1st ed by Ian Sturrock (2003) Mongoose Publishing
A near-future sci-fi RPG concentrating on mek-based warfare and the mercenary/corporate companies who use them. It is set in a future where, in 2089, the world faces a devastating war between the United States of America and the European Federation. The PCs are mercernaries who own "WarMeks" -- human-shaped combat robots. This uses a variant of of the D20 System from third edition Dungeons & Dragons, with many additions for futuristic Mek combat. The rules include a system for generating the mercernary company as well as individual characters.
Armored Trooper VOTOMS
1st ed by Tim Eldred, Paul Sudlow, Mike Pondsmith, Benjamin Wright (1998) R Talsorian
A sci-fi RPG based on the Japanese anime series, set in the far-future featuring mecha combat and over-the-top action. It uses the Fuzion system (a mix of RTG's Interlock and Hero's Champions).
Michael T. Desing's Army Ants: The Roleplaying Game
1st ed by Michael T. Desing (1999) Teddy Bear Press
2nd ed (2001)
3rd ed (2006)
An anthropomorphic-animals RPG of playing ants, beetles, crickets, and/or ladybugs engaged with nefarious bees, wasps, spiders, stinkbugs, and other nasties. Warfare takes place in your own backyard (or other nearby plot of land), but uses miniature machineguns, tanks, etc. The system uses roll (based on attribute and skill) vs target number. It has random-roll, class-based character creation. Advancement is level-based.
Army of Darkness Roleplaying Game
1st ed by Shane Lacy Hensley (2005) Eden Studios
A darkly humorous fantasy RPG based on the 1993 Sam Raimi film, about modern-day misfits thrown into Earth's past with hordes of undead to fight. There is a selection of settings from ancient Sumeria to pulp era. Character archetypes include an archeologist, a swashbuckler, a gunslinger, a reporter, and a game designer (!). It uses the Cinematic Unisystem -- a variant of the Unisystem (originally from Witchcraft) developed for the Buffy the Vampire Slayer RPG.
Arrowflight: The Edge of Fantasy
1st ed by Todd Downing, Ron Dugdale (2002) Deep7
An epic fantasy genre RPG, set in the Empire of Corvel where the King has just been assassinated. The system handles action resolution using a dice-pool system, rolling d6's equal to attribute against a target number based on skill. Character creation is point-bought attributes and skills.
Ars Magica
1st ed by Jonathan Tweet, Mark Rein•Hagen (1987) Lion Rampant
2nd ed (1989)
3rd ed by Ken Cliffe, Mark Rein•Hagen (1992) White Wolf
4th ed by Jeff Tinball, John Nephew (1996) Atlas Games
5th ed by David Chart (2004) Atlas Games
An RPG set in "Mythic Europe" where hermetic magi work secretly in hidden covenants. The system is fairly simple: attribute + skill + 1d10, but the main rules are in the innovative magic system. The magic works by a "noun + verb" system. Magi have ratings in 10 "Forms" (nouns) and 5 "Arts" (verbs), given in Latin as fits the setting. Any spell corresponds to a noun/verb combination (like "Creo Ignem" meaning "Create Fire"). Resolving a spell means comparing (Form rating) + (Art rating) + 1d10 vs level of difficulty.
Artesia: Adventures in the Known World
1st ed by Mark Smylie (2005) Archaia Studios Press
A fantasy RPG set in an alternate history 15th century Europe where monotheism is not dominant, based on the Artesia series of comic books written and illustrated by Mark Smylie. It uses a variant of the Fuzion system with a certain amount of tailoring for the specific genre.
a|state
1st ed by Malcolm Craig (2004) Contested Ground Studios
A dark science fantasy RPG set in a place known only as "The City". It has advanced technology but also is plagued by the remnants of a magical cataclysm from a thousand years ago known as "The Shift". It uses a percentile skill-based system -- roll under stat/skill on 1d100. Character creation is limited point-based (attribute points and skill points), with various origins and occupations offering suggested skills.
Astra
1st ed by Risto J. Hieta, Hans Zenjuga, Ari Tukiainen (unknown) ACE-Pelit OY
A Finnish-language horror RPG.
Asylum
1st ed by Aaron Rosenberg (1997) Clockworks Games
A horror game set 150 years in the future where everyone is insane after an biological disaster that darkened the skies with mutant spores. The majority of the world's population lives in Wards: city-sized secure areas where the population of inmates is fed, watched, and treated by the Warden. The mechanics are a simple skill-based system, which uses colored marbles instead of dice: draw out two marbles from a bag of 10 (2 each of 5 colors). The colors map onto numbers 1-5, but for various charts the individual colors matter. It uses point-based character generation.
Athanor
1st ed by Pierre Rosenthal (1989) Siroz / Ideojeux
A French-language sci-fi RPG. It is set in a future Earth where a deadly mutagene agent created several very distinct ecosystems -- so different that only through mutations can people hope to survive traveling.
The Atlantean Trilogy: The Arcanum, The Lexicon, The Bestiary
1st ed by Stephan Michael Sechi, Vernie Taylor (1980) Bard Games
A traditional fantasy game set in Atlantis of a mythic antedeluvian age. It uses a class- and level-based system using d20 and d100, similar to D&D in that there is no universal mechanic. There is a skill system, implemented as minor binary advantages (i.e. you either have a skill or you on't). Character creation is limited point-based, but dominated by race and class. It includes a distinct magic system, divided into Mysticism, Black Magic, High Magic, Low Magic, Divine Magic, Elemental Magic, Sorcery, and Enchantment.
Atlantis. Anio 2213
1st ed by Inmaculada Flórez, Alejandro Fresno, Mario Grande (2001) Asociacion Juvenil de Interpretacion Ludica de Leon
A Spanish-language post-apocalyptic RPG. The setting is a world where civilization survives only in submarine cities. Terrestrial humans were killed during an alien invasion. Now, after the aliens have fled, terrestial lands are wild, dangerous, and unexplored.
Atlantis: The Second Age
1st ed by Scott Agnew (2005) Morrigan Press
A traditional fantasy game set in Atlantis of a mythic antedeluvian age, an adaptation of the 1980 from Atlantean Trilogy from Bard Games.
Attack of the Humans
1st ed by Devin Durham (1990) Rapport Games
A humorous horror-genre combat system / RPG based on "B-" horror movies, fighting alien brain men, evil stuffed toys, blind telepathic albindo sewer 'gators, and more. It uses a simple system of 3 attributes (Brains, Fitness, and Common Sense) which correspond to the classes of Brainiac, Athlete, and Typical Person. Character creation is class-based with point-bought skills.
Aurora
1st ed by Stephen Mulholland, Chris Page, Chris Mills (2002) Aurora Games
A hard science-fiction spacefaring game, set in a distant future where humans have colonised space in cooperation with six other spacefaring races. There is a focus on exploration and interaction among the highly-detailed alien species. Action resolution uses "failure dice", where you choose how many d10's to roll. You get a constant bonus equal to that number, but each roll equal to or less than that number subtracts 2 from your total. Thus, choosing more dice is riskier but gives a chance at a higher total. Character creation is open point-based.
Aux Armes Citoyens!
1st ed by Coste, Bocquet (1988) Cubic 6
A French-language historical RPG, set in the French Revolution -- Monarchists against "Sans Culottes". It uses a fairly simple system with five attributes (2-12) and skills from +0 to +3. Action resolution uses 2d6.
Avant Charlemagne
1st ed by Francois Nedelec (1986) Robert Laffont Éditeur
A French-language historical RPG, set in the barbaric times before the coming of Charlemagne. That is, Europe ca. 400-700 A.D.
Avengers of Justice
1st ed by Joseph Hillmer, George Rahm (1994) Better Games
A superhero game where resolution is based on genre and drama rather than stats, using the "Free-Style Roleplay" system from Crimson Cutlass. By the rules, it is a disadvantage for a Villian to eliminate the Hero as the comic line would then cease to run and the Villain would get canceled with it. The game includes tables of genre cliches, action resolution, etc.
Les Aventuriers
1st ed by Laurent Ryder (1990) Stonehenge
A French-language modern-day pulp RPG, based on "Bob Morane" serie of novels published in the 60s-70s. It mixes sci-fi and fantasy in variout fantastic adventures. Originally published as text files on floppy disks.
Babylon 5: Roleplaying Game and Fact Book
1st ed by Matthew Sprange (2003) Mongoose Publishing
2nd ed (2006)
A sci-fi game based on the TV series "Babylon 5". It uses a variant of the rules from third edition Dungeons & Dragons (aka d20). The book is not a complete game, and requires the D&D Players Handbook for character generation, skills, and experience. It includes descriptions for six races and eight classes, plus modified combat rules and rules for telepathy and spacecraft battles.
The Babylon Project
1st ed by Joseph Cochran (1997) Chameleon Eclectic
A sci-fi game based on the TV series "Babylon 5". The rules are reasonably laid out, with a straightforward skill-based system. The combat system is fairly complex, with a hex-pattern hit location chart and a table relating damage amount and type.
Bacchanal
1st ed by Paul Czege (2005) Half-Meme Press
A mini-RPG about a night of madness in 61 A.D., in the Italian harbour town of Puteoli. The god Bacchus and his satyrs have descended from the hills to induce an irresistable madness of drunkenness, violent crime, and lust. Three other gods are also present: Venus, goddess of love and lust; Pluto, who has come to see the most base crimes of men; and Minerva, enraged by the mindless brutality and of a mind to put a stop to it. The PCs have each been accused of a crime against the empire, and they need to find their lost companion and flee Puteoli before they are caught and killed by the soldiers that are looking for them. The game consists of rolling a handful of dice, with different dice representing the gods, the soldiers, the companion, and wine. Depending on which die is highest, the player is given directions to narrate the scene.
Barbarians Versus
1st ed by Nathan J. Hill (2005) Key 20 Publishing Mystic Ages Online
A mini-roleplaying game about medieval fantasy barbarians fighting reptilian invaders from beyond the stars.
Barony Fantasy Role-Play
1st ed by Joseph Hillmer, George Rahm (1993) Better Games
An oriental fantasy RPG, published in magazine format in three books. One book handles character creation and basic mechanics, one book walks GMs through developing scenarios, and the last one is on dragon battles. It uses the "Free-Style Roleplay" system from Crimson Cutlass. Reviewed in White Wolf #26.
Barrio Xino
1st ed by Sergi Latorre (2000) La Factoría de Ideas
2nd ed (2001)
A humorous Spanish-language modern-day RPG. The setting can be your own city and district. PCs are the everydays people who you can see at the streets, frequently dealing with the illegality. Pickpockets, cops, pimps, whores, students, etc.
BASH! Basic Action Super Heroes
1st ed by Chris Rutkowsky (2005) Basic Action Games
A superhero RPG with a simple system. Action resolution is by rolling 2d6 (with doubles open-ending), multiplying by attribute (1-5), adding modifiers, and comparing with difficulty. Skills are binary -- lacking a skill means -4 on the die roll before multiplying. In combat, if a hit is scored, the damage is the difference between a damage roll (usually Brawn + attack bonuses) and a soak roll (usually Brawn + Armor). Character creation is limited point-based. First, spread 7 points among the three attributes (Brawn, Agility, and Mind). Second, spread 9 points on powers. Third, pick a number of Agility skills equal to Agility, and Mind skills equal to Mind.
BASH! Fantasy
1st ed by Chris Rutkowsky (2005) Basic Action Games
A fantasy RPG using a variant of the system in BASH!.
Basic Role-Playing
1st ed by Greg Stafford, Lynn Willis (1980) Chaosium
This is a short "universal" RPG system, although as originally published it only supported fantasy or early history. The original booklet was intended as an introduction for beginners to Chaosium's RuneQuest, Call of Cthulhu, and Stormbringer games. These used roughly the same system which BRP explained. BRP is a percentile skill system: roll under skill(0-100) on percentile dice, or roll on the "resistance table" for attribute (3-18) vs difficulty. Character creation is random-roll attributes. In the introductory booklet, skills are fixed but can be improved with experience. In 1982, the booklet was packaged with 3 genre books in Worlds of Wonder.
Batman RPG
1st ed by Jack A. Barker, Greg Gorden, Ray Winninger (1988) Mayfair Games
2nd ed by Ray Winninger (1989)
A superhero RPG based on playing characters from the "Batman" comic series from DC Comics. It used a "lite" version of the DC Heroes system (aka MEGS).
Battle Born
1st ed by Joseph Hillmer, George Rahm (1992) Better Games
A sci-fi mini-RPG published in Space Gamer magazine, issue #1. It is based on a portion of the space marine RPG Era Ten.
Battlelords of the 23rd Century
1st ed by Lawrence R. Sims (1990) Optimus
2nd ed (1991)
3rd ed (1992)
4th ed (1993)
5th ed (1999)
A "deep space" sci-fi RPG that focuses on an Alliance of 27 alien races who desperately seek to ward off the threat of internal destruction while simultaneously exploring the vast uncharted regions of space. It uses a d100, skill-based system. Reviewed in White Wolf #35.
Battlestar Galactica Role Playing Game
1st ed by Jamie Chambers, James Davenport, Sean Everette, Patrick Kapera, Nathan Rockwood, Floyd C. Wesel (2007) Margaret Weis Productions
A space opera RPG based on the modern television series created by Ronald D. Moore that started in 2004. It uses a system adapted from the Sovereign Stone fantasy system and Serenity RPG RPG. Attributes and skills are rated in a a step die system with twelve ranks: d2, d4, d6, d8, d10, d12, d12+d2, d12+d4, d12+d6, d12+d8, d12+d10, d12+d12. Action resolution is by rolling attribute die plus skill die. Characters have six attributes (Agility, Strength, Vitality, Alertness, Intelligence, Willpower), along with skills and advantages. It also includes a plot point mechanic. Plot Points can be spent before a roll for an extra die (costing 1 per rank), after the roll to raise the total (costing 1 per +1), or to manipulate the story (scaled from 1-3 for convenient coincidence to 11+ for "saving your bacon").
Battlestations
1st ed by Jeff Siadek, Jason Siadek (2004) Gorilla Games
A mixed boardgame and role-playing game which integrates character actions with spaceship actions. Players track their characters' positions on the spaceship layouts (also used for boarding actions) and the ships' positions on the hex map. If you want the ship to turn or speed up, a character has to take an action to make it so. If you want the ship's guns to fire at an enemy ship, a character has to take an action to fire the guns. Character creation uses six species and four professions (Pilot, Marine, Scientist, and Engineer).
Beach Bunny Bimbos with Blasters
1st ed by Richard Tucholka (1991) Tri-Tac Games
A humorous mini-RPG of alien invasion (a take-off of BTRC's Macho Women with Guns). Martians are taking over, reviving the horrors of plastic flamingos and Disco, and only California beach bunnies can spot them (due to their uncluttered brains). It uses a percentile skill system (roll under skill on d100), with mixed random-roll and point-bought character creation.
Beast Hunters
1st ed by Christian Griffen, Lisa Griffen (2007) Berengad Games
A game for two players set in an original fantasy setting where tribal hunters stalk mythical beasts through jungles -- combined with mystic rituals and spirits.
Beasts, Men, & Gods
1st ed by Bill Underwood (1980) Imagination Unlimited Imagination Unlimited The Game Masters
A fantasy RPG. Character creation has combined classes and races (like original D&D Advancement is level-based. It was a small-press offering published locally in Kansas.
Behind Enemy Lines
1st ed by William H. Keith, Jr., Jordan Weisman, Ross Babcock, Eric Turn, Steve Turn (1982) FASA
2nd ed (1985) The Companions
A military RPG set in WWII on the Western front. The system is similar to the original Traveller rules.
Berlin XVIII
1st ed by Laurent Tremel (1989) Siroz / Ideojeux
2nd ed (1995)
A French-language dark-future RPG, where the PC's are police in a nightmarish city's worst bourough (Sector 18). This had several releases, the first ones being part of the Universom line.
Best Friends: A Role-Playing Game About Girlfriends And All Their Petty Hatreds
1st ed by Gregor Hutton (2006) BoxNinja
A game where the PCs are "best friends". There are five stats: Pretty, Cool, Smart, Tough, and Rich. Each PC's stats are set by how all the other players rate your character. Each player answers five questions for her PC, of the form "I hate _____ because she is (Prettier/Cooler/etc.) than me". Then the number of PCs who hate your character for how Cool she is becomes that PC's Cool stat.
Beyond Mortal Men
1st ed by Christopher Helton (2005) Battlefield Press
A superhero RPG rules system. This is strictly speaking a supplement for use with the Action! System from Gold Rush Games.
Beyond the Supernatural
1st ed by Randy McCall, Kevin Siembieda, Erick Wujcik (1988) Palladium Books
2nd ed (2005) Palladium Books
A contemporary horror RPG, using a variant of the Palladium System. It includes supernatural and psychic powers, plus a magic system (including ley lines).
Bifrost
Volume 1: Faerie ed (1977) L.W.Felstead Ltd
Volume 2: Combat ed (1978) Skytrex Ltd.
Volume 3: Magic ed (1978) Skytrex Ltd.
Volume 4 ed by A.R. Chandler, B.D. Cooper, G.D. Evans, J. le Grabbe-Phipps, D.R. Henderson, G.J. Philp, A.R. Williamson (1979) Skytrex Ltd.
Bifrost ed by K. White, K. Minear, S. Johnson, G. Highley (1982) Skytrex Ltd.
A medieval fantasy miniatures combat system and RPG, using a fairly complex system. Originally published as a series of four separate rulebook volumes. These were eventually expanded and combined into a single volume, published in 1982. In addition to combat and characters, the system covers planar travel and divine intervention. Volume 1 ("Faerie") is 74 pages staple-bound with a dark blue cover with white illustration of a dragon. Volume 2 ("Combat") is 36 pages staple-bound with a light blue cover with white illustration of castle. Volume 3 ("Magic") is 84 loose pages with a purple cover with illustration of wizard. Volume 4 is 90 pages glue-bound, with a yellow cover with a black illustration of a goblin-like creature. Volume 4 contains rules on unarmed, mounted, and aerial combat, horses, fatigue, firearms and literacy, plus creature descriptions.
Big Bang Comics Role-Playing Game
1st ed by Chris Carter (2006) Pisces All Media
A superhero RPG based on the series of comic books of the same name, a retro take-off series of many classic comics of the Golden Age and Silver Age, founded by Gary Carlson. It is a standalone game using a variant of the D20 System used by 3rd edition D&D called the Golden System. It uses the standard ability scores, levels, attacks and skills, and class mechanics -- while adding disadvantages ("Negative Feats") that allow a bonus feat, as well as a large selection of 200+ new feats including various superheroic abilities. The core book includes statistics for many of the Big Bang characters -- the Blitz, Ultiman, Knight Watchman, Thunder Girl, and others -- as well as background on the universe, gadget rules, mass combat and vehicle combat rules, and alternate dimensions.
Big Eyes, Small Mouth
1st ed by Mark MacKinnon (1997) Guardians of Order
2nd ed by David L. Pulver, Mark MacKinnon (2000)
A universal Japanese anime role-playing game, intended to cover subgenres from giant mecha to romantic comedy. It has a very simple system (the "Tri-Stat" system) with three attributes and ads/disads -- the base game has no skills. Action resolution is by 2d6 against modified attribute. The 2nd edition incorporated skill rules, lots of advantages/disadvantages, and mecha rules into the core rulebook.
Binary RPG
1st ed by Bertrand Triplet (1988) self-published
2nd ed (1990) Les Silmarils
A French-language universal mini-RPG with minimalist rules that fit on a single page. Character creation is either point-based or random-roll attributes. It included an advertisement for a Hollow Earth setting.
Bitume
1st ed by Croc (1985) self-published
2nd ed (1986)
3rd ed (1989) Siroz / Ideojeux
Mk5 ed (1992)
A French-language post-apocalyptic RPG in the genre of Mad Max. The first game of Croc, one of France's famous game creators.
Blackwatch Technical Reference Manual
1st ed by Ted Greer, Peter Christian (1989) Different Worlds Publications
A spacefaring sci-fi RPG, about members of a freelance trouble-shooting organizations ("Blackwatch"). Besides humans, there are 4 alien races described. It uses a skill-based system, including rules for starship combat and robots.
Blade of Arcana
1st ed by Taro Suzubuki (1999) F.E.A.R.
2nd ed (2001)
A Japanese-language mythic fantasy RPG. It includes a special tarot deck with the basic rules.
Blood: The Roleplaying Game of Modern Horror
1st ed by Norley Tucker, Stephen Osborn (1990) Underground Games
1st ed by James Desborough (2006) Postmortem Studios
A modern-day horror RPG where PC's face various film-based creatures including zombies, Angels of Pain (from Hellraiser), Candarion Demons (from Evil Dead), The Blob (from the film of the same name). It uses a percentile system. Character creation is d100 for each attribute, and skills chosen by a career package plus points based on attributes. The combat system is quite gory, with 400+ weapons and 25 critical hit tables. It is a 112 page book, with 2 scenarios to help you get started.
Bloodbath
1st ed by Rick Slawson, Troy Christensen (1989) TC International
A fantasy mini-RPG set on the barbaric world of Helboria. The PC's are warriors who explore this world, while killing stuff along the way. The combat system is based on a hex-map, and includes graphic descriptions with various critical hits. It uses "Bodily Mutilation Capacity" in place of hit points. Published in a set of 24-page rulebook (complete with a sample dungeon adventure), a world map, hex grid map, and counters. A companion game, Bloodchant, added spellcasting rules to the system.
Blood Dawn
1st ed by Lawrence R. Sims (1996) Optimus
A post-nuclear-apocalypse science fantasy RPG set 60 years after the devastation, in a world of "magic, mutations, and machines". The PC's are prophets seeking to restore civilization from the reigning barbarism. It uses a basic roll-under-stat with modifiers. Character creation is limited point-bought.
Bloode Island
1st ed by Todd Downing (1999) Deep7
XPG ed by Todd Downing, John Sullivan, Mark Bruno (2002)
Diceless ed (2004)
A mini-game of swashbuckling pirate action, set in a historical pastiche of varied periods from the Age of Exploration and the golden age of piracy. The original game used the 1PG rules from Deep7, where resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. Later editions used the "XPG" system and then later the Active Exploits Diceless Roleplaying rules. The last includes new rules for Mojo and Naval Combat.
Blood Games: Occult Horror Role-playing
1st ed by Clash Bowley, Jason Ludwig, Wesley Fornero (2004) Flying Mice LLC
A modern-day horror RPG, set in an alternate reality where a evil demons are rampaging. In the past, a god-like figure ("Norandon") saved mankind from the demons, giving humans magic. However, Science has eroded the belief which is necessary for magic, via a process called "Nullity". There is no great conspiracy, but scattered hunters work for the Force of Light to fight vampires and demons. The rules use a percentile skill-based system. Character creation has random-roll attributes and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements. Characters may have a "path" -- which are supernatural powers of a variety of sorts.
Bloodlust
1st ed by Croc (1991) Siroz/Ideojeux
A French-language heroic fantasy game, set on the fantasy continent of Tanaephis -- a violent and wild land.
Blood of Heroes
1st ed by Tony Oliveira, Ray Hedman, Joshua Marquart, Christopher Tatro (1998) Pulsar
A superhero/supervillian RPG. It uses the "MEGS" system from DC Heroes, where everything is rated in exponential "AP" values. Actions are resolved by rolling 2d10 on a universal table of offensive AP vs defensive AP.
Blue Planet
1st ed by Jeff Barber, Greg Benage, John Snead, Jason Werner (1997) Biohazard Games
2nd ed (2000) Fantasy Flight Games
A post-ecological-apocalypse game set on a lush alien world nearly entirely ocean-covered. The majority of the very thick book is a very detailed description of the world, history, and culture. It is set in a future where Earth discovers a wormhole just outside the solar system which leads to a waterworld dubbed "Poseidon". Colonization had just begun, spurred by the discovery of a longevity ore called "Long John". Contact is interrupted by a catastrophic grain blight on Earth, leading to 75 years of rough independent life for the colonists. The 1st edition rule system is a semi-complex percentile skill-based system. The 2nd edition has a completely new system which uses dice pools: roll d10's equal to your aptitude (1 to 3), take the lowest roll, and try to get less than your attribute+skill+modifiers. In both, character creation is semi-random attributes and point-bought skills.
Blue Rose: The Roleplaying Game of Romantic Fantasy
1st ed by Jeremy Crawford, Dawn Elliott, Steve Kenson, John Snead (2005) Green Ronin Publishing
A fantasy genre game set on an original world, Aldea. It is populated by various races including the ancient and mystical Vata, the Sea-folk; the Night People; and the Rhydan (psychic intelligent animals). The rules are a standalone system (the "True20" system) loosely based on the D20 System used by 3rd edition D&D, adding in rules variations from Mutants & Masterminds. There are only three core classes: adept, expert, and warrior -- and variety instead comes from more and more variety of feats. It also includes a wound track damage system based on a 1d20 roll to resist damage, and a new magic system based on feats, where spells cost fatigue. The combat system is modified to remove full-round attacks and attacks of opportunity, and adding some non-attack options.
Bob, Lord of Evil
1st ed by Kevin Davies (1993) Peregrine
A humorous RPG set in the "Dark Lands" with a techno- fantasy horror theme. The game is intended particularly for characters from other game universes to drop in for light-hearted adventures.
Bones the Role Playing Game
1st ed by Andrew J. Martone (2004) Peregrine
A fantasy role playing game in which characters, monsters, equipment, and obstacles are all represented by customized six-sided dice. These can be made by gluing printed icon sheets onto dice, marking on blank dice, or simulated with a computerized dice roller utility. Each die has icons such as "Universal Success", "Physical Success", "Mental Success", "Universal Hindrance", "Damage", and many icons for skills, magic, and special circumstances. Action resolution is by rolling your set of dice and counting applicable success icons, compared to the result of Challenge dice (if unopposed) or the opposed entity's dice (if opposed). Challenge dice have 2 out of 6 faces as "Null" which cancels one success. Character creation is open point-based of a sort: the player chooses icons for his four starting dice. One face is always "Universal Success", and one face is either "Physical Success" or "Mental Success", while the other four are freely chosen from the other choices.
The Book of Jalan
1st ed by Albert Bailey, Clash Bowley, Klaxon Bowley (2004) Flying Mice LLC
A fantasy game set on a Renaissance-to-Restoration era alien world where humanity has magic-like psionic powers. This is a standalone fantasy variant of the science fiction RPG Starcluster. There are four races: human, Alari (humanoids with supernaturally deep but engrossing memories), Khali (orc-like barbarians), and Bani (short, agile miners). It uses a percentile skill-based system. Character creation has either random-roll or point-based attributes; and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements.
The Book of LARP
1st ed by Mike Young, Gordon Olmstead-Dean, Miki Tracey, Mike Pohjola, Jeff Diewald, Ryan Markle, Sandy Antunes, Mike Beddes, John Kammer, John Kilgallon (2003) Interactivities, Inc.
A guide to writing and running live-action role-playing games (LARPs). It includes six sample games: "Trapped", "All the President's Zombies", "I Shall Not Want", "Michael Clambino's Fundraiser", "Humans vs Monsters: Diplomacy", and "Lost in the Stacks".
The Boomtown Planet
1st ed by Richard Parkinson (2005) Better Mousetrap Games Timeless Games
"Saturday" ed (2007)
A pulp style RPG set in the fictional city of Boomtown during the "Dirty 30s" of the U.S. -- with a focus on investigative reporting for its daily newspaper, the Planet. It is an over-the-top setting with ghosts and other supernatural influences, where there are only two countries: the corrupt Capital State and warmongering Klankeruberalles. It uses a dice pool system where you roll either your attributes in d6s (if you have the appropriate skill) or 1d6 (if you don't); and also declare odds or evens. The number of successes is the number of dice over the difficulty and matching your odd/even call. The six attributes are Strength, Endurance, Fortitude, Perception, Essence, and Agility. There is no character generation system -- only sixteen pre-generated members of the Boomtown Planet's staff.
Boot Hill
1st ed by Gary Gygax, Brian Blume (1975) TSR
2nd ed (1979)
3rd ed by Steve Winter (1990)
An early western RPG. It uses a mostly percentile resolution system. Character creation uses random-roll attributes (Strength, Coordination, Observation, Stature, and Luck) in the 1-20 range. Skills are point-bought with points based on your attributes. The third edition majorly changed the system, revising resolution to use only d6's and d20's instead of percentile rolls. There was a GM's screen and five 32-page adventure modules published for it from 1981 to 1984: "Mad Mesa", "Ballots & Bullets", "Lost Conquistador Mine", "Burned Bush Wells", and "Range War".
Boucanier
1st ed by Bruno Merandon (1992) Le Korrigan
A French-language pirate RPG.
Bram Stoker's Dracula
1st ed by Barry Nakazano, David McKenzie (1993) Leading Edge
A cinematic vampire-hunting game covering periods from medieval to the present, based on the 1992 film. It's mechanics include the accumulation of "Clue Points" which allow the PC's to progress to the "Search Stage" and "Confrontation Stage" with various random encounters along the way. The system has an extremely simplified version of the combat rules in Phoenix Command, which is still quite complex.
Brave New World
1st ed by Matt Forbeck (1999) Pinnacle
1st ed (2000) Alderac Entertainment Group
A superhero game in an alternate timeline, where the heroes are "deltas" that are fighting against a repressive U.S. government. Powers are handled by pre-building power packages (10 given in the basic game). The system is a fairly simple open-ended attribute+skill dice pool (d6) vs difficulty, similar to the D6 or Icon Systems.
Breaking the Ice: A Game about Love, for Two
1st ed by Emily Care Boss (2005) Black & Green Games
A game of romance designed for two players. Each of the two players creates a character which is in some ways a reversal of themselves -- such as another gender, culture, or orientation. After playing out three dates, the players add up their characters' Compatibilities and Attraction Levels. In general, five or more of both is Love Triumphant, but players are encouraged to discuss things. Players take turns gamemastering the date for each other, awarding dice to roll for those Levels based on story events, cleverness, and agreeing to the GM's ideas. The game awards dice for letting complications mess up your character's date, or otherwise adding in twists.
Broadsword
1st ed by Jeff Mejia, James Stubbs, Todd Downing (2007) Deep7
A 16-page self-styled "beer & pretzels" RPG emulating fantasy barbarian movies of the 1970s and 1980s, such as "Conan" and "Hawk the Slayer". It uses the 1PG mechanics from other Deep7 games. Action resolution is rolling 1d6 and getting under attribute or skill, where 1 is always success and 6 is always failure. This game adds brief systems for "advantages" and "magic", and also includes nine 1-page adventures.
Bubblegum Crisis
1st ed by Benjamin Wright, David Ackerman-Gray (1997) R Talsorian
A cyberpunk RPG based on the Japanese anime series, including a lot of background information on the show. It uses the Fuzion system.
Buccaneer
1st ed by Carl Smith (1979) Adversary Games
A pirate mini-RPG (16 pages), covering 17th and 18th centuries. The terse rules cover character creation, man-to-man and ship-to-ship combat, and treasure-hoarding.
Buck Rogers: XXVc
1st ed by Mike Cook, Michael Dobson, Jeff Grubb, Jim Ward, Warren Spector, Jeff Butler (1990) TSR
A sci-fi RPG loosely based on the comic and TV series, rewriting significant background. The setting is post-apocalyptic, with many dark elements. In 2456, Earth is devastated by war and recently freed from the tyrrany of Russo-American Mercantile (RAM) by the New Earth Order (NEO) and, of course, Buck Rogers. It uses a variant of the AD&D system with a more advanced skill system.
Buffy the Vampire Slayer
1st ed by C.J. Carella (2002) Eden Studios
A modern-day monster-fighting RPG based on the U.S. television series. It uses the skill-based "Unisystem" from Witchcraft, with open point-based character creation and resolution by stat+d10 vs difficulty. There are two basic character types: heroes (like Buffy) and "white hats" (like Willow and Xander).
Bulldogs!
1st ed by Brennan Taylor, C. Austin Hogan, David Sklar, A.J. Hernandez, Jeremy Simmons (2004) Galileo Games
A science fiction / space opera game, published as a supplement for third edition Dungeons & Dragons (aka d20). It is set in a distant small galaxy. It includes ten races, including a colorful near-human race, the Arsurbans. There are six new primary classes, including Bounty Hunter, Space Pilot, Engineer, and Space Pirate. It also includes starship combat rules.
Bunnies and Burrows
1st ed by Scott Robinson, B. Dennis Sustare (1976) FGU
2nd ed (1982)
A rabbit-adventure RPG in the genre of the Richard Adam's novel Watership Down. It uses class-based character creation, including herbalists (capable of concoctions like "Snuffball" sleep grenades), seers, and empathic healers. It has a rudimentary skill system and even martial arts rules (the humorous "Bunfoo").
Bureau 13: Stalking the Night Fantastic
1st ed by Richard Tucholka, Chris Belting (1983) Tri-Tac Games
2nd ed (1984)
3rd ed (1990)
A light-hearted supernatural conspiracy game about agents of a super-secret U.S. government agency dedicated to hunting down evil supernatural creatures while also protecting innocent supernaturals by keeping them secret. The system is fairly complex, including extensive damage rules.
Burning Empires
1st ed by Luke Crane (2006) self-published
A science fiction system based on the graphic novel series Iron Empires by Chris Moeller. It is set in a far future where human civilization of eight vast interstellar empires is on the verge of collapse in the face of an alien invasion. It uses a variant of the dice pool system in Burning Wheel. The system is greatly expanded in the World Burning process to jointly create the setting, and a staged system that creates different types of scenes (Color, Interstitial, Building, and Conflict) in response to strategic maneuvers in resisting the alien invasion.
The Burning Wheel
1st ed by Luke Crane (2002) self-published
A generic fantasy system, with an unspecified default setting -- feudal medieval with the usual dwarves, elves, and orcs. It uses a dice pool system, based on rolling d6's equal to stat against a target number of 2, 3, or 4 (depending on the "Shade" of the stat tested). The number of successes then must be greater than the task difficulty. Character creation is based on generating a year-by-year lifepath according to profession. Attributes are bought from a pool of Mental Attribute points and Physical Attribute points based on age. Skills are bought with skill points accumulated via the lifepath. There are two mental attributes -- Perception and Will -- and four physical attributes -- Power (i.e. strength), Agility, Speed, and Forte (i.e. endurance).
Burros and Banditos
1st ed (unknown) Sierra Madre Games
A semi-roleplaying game set on the Mexican border.
Bushido
1st ed by Paul Hume, Bob Charrette (1980) Tyr / Phoenix Games
2nd ed (1981) FGU
A fantasy RPG set in mythic Japan ("Nippon"), using a combined class and skill-based system.
Cadillacs and Dinosaurs
1st ed by Frank Chadwick (1990) GDW
A post-nuclear-apocalypse game in the strange world of the comic "Xenozoic Tales", where dinosaurs have reappeared on the Earth.
Cadwallon: The Free City
1st French ed by Arnaud Cuidet, Bruno Bechu, Damien Desnous, Franck Plasse, Gregoire Laakmann, Ivo Garcia, Jean Bay, Nicolas Raoult, Sebastien Celerin, Vincent Kaufmann, Willem Peerbolte, Xavier Spinat (2005) Rackham
1st English ed (2006) Rackham
A tactical fantasy role-playing game in French and English, designed for use with miniatures and compatible with the Confrontation fantasy miniatures game. The game world is a traditional fantasy world ("Aarklash") inhabited by Elves, Dwarves, Humans, Goblins, Orcs, Ogres, and Wolfen. The game is set in the free city of Cadwallon, which was founded by a mercenary company and leases troops to the various nations surrounding it that are in the process of entering a massive war, the Rag'narok. It uses a d6 dice pool system where characters have "attitudes" rather than standard attributes. The attitudes are Pugnacity, Style, Sleight, Opportunism, Discipline, and Subtlety. Character creation is by picking a race and culture (which modify attitudes from their base of 2), distributing some flexible points for skills and raising attitudes, and then picking 3 trade ranks from the 37 trades. Tasks are resolved by rolling a number of d6 equal to your skill level, taking the highest and adding the appropriate attribute to compare against the difficulty. In action scenes, dice are split between an action pool and reaction pool -- which are refreshed according to the character's trade scores.
Call of Cthulhu
1st ed by Sandy Petersen (1981) Chaosium
Designer's ed (1982)
2nd ed (1983)
3rd ed (1986)
4th ed (1989)
5th ed (1992)
5.5th ed (1998)
5.6th ed (2000)
20th Anniversary ed (2001)
Miskatonic University ed (2001)
6th ed by Sandy Petersen, Lynn Willis (2004)
25th Anniversary ed (2006)
A prolific horror game based on the works of H.P. Lovecraft, where PC's are investigators into the unknown who deal with horrors beyond comprehension. The basic game is set in 1920's U.S., but there are also well-supported lines for 1990's U.S. and 1890's England. It uses the Chaosium Basic Role-Playing system, with the notable addition of "Sanity". Sanity is a percentile stat which is damaged when encountering grotesque or other-worldly things. It can be regained only with difficulty: by psychiatric treatment or by knowing that horrors have been defeated. It also has a maximum that is the inverse of your "Mythos Knowledge" skill (max SAN is 100-skill), so the more you know about the truth the less sane you can be. Character creation involves random-roll attributes and percentile point-bought skills.
Call of Cthulhu Roleplaying Game (D20)
1st ed by Monte Cook, John Tynes (2002) Wizards of the Coast
A horror game based on the works of H.P. Lovecraft, where PC's are investigators into the unknown who deal with horrors beyond comprehension. The rules are a standalone system based on the D20 System used by 3rd edition D&D. It adds rules for insanity, but is still more combat oriented than the original game from Chaosium.
Caper!
1st ed by John O'Brien (2006) self-published
A 'Host a Heist' party game of co-operative storytelling, where 2-6 players take on the roles of thieves who join forces to pull off a crime. The type of caper is up to the Mastermind, while of course the results are cooperative. Caper uses the "21 System" rules which require a deck of playing cards and poker chips to play. The game is independently published via Lulu.com.
Capes
1st ed by Anthony Lower-Basch (2005) Muse of Fire Games
A superhero RPG with no gamemaster per se. Instead, there are mechanics for narration of conflicts. There are a set of conflicts represented by index cards, each with two d6s (of different colors) on them.
Capitan Alatriste
1st ed by Ricard Ibañez (2002) Devir Iberia
A Spanish-language gritty swashbuckling RPG, adapting the popular series of novels by Spanish writer Arturo Perez-Reverte. The full title is "El Juego de Rol del Capitan Alatriste" ("The Captain Alatriste Roleplaying Game"). The novels are set in Madrid in the first half of the 17th century, during the reign of Phillip IV Hapsburg. Action resolution is by roll under skill or attribute on 3d6, with difficulty expressed by "fixing" dice to 1 or 6. Character creation is both point-bought and class-based, with thirteen classes: Artist, Adventurer, Bandit, Priest, Comedian, Courtier, Handmaiden, Inquisitor, Medic, Rogue, Soldier, Braggart (Thug), and "Woman of Mystery". It includes a detailed system for combat, with hit location and various maneuvers.
carry. a game about war.
1st ed by Nathan Paoletta (2006) Hamsterprophet Productions
A short-form RPG where players play soldiers from a squad of U.S. Marines in the Vietnam war, who end up turning on each other amidst the tensions of war. Each PC has a single pool of dice, and has one of six profiles: Accuser, Brawler, Invincible, Warrior, Companion, and Soldier -- though profile can and will change during the game. Resolution works by a simple dice pool system where you roll a single die from your pool, but each time you roll you have to give away that die. The size of die (d4 through d12) is limited by the combination of your profile and the Approach you use (which is one of Violent, Strategic, Tactical, or Peaceful). The game is short-form, and has a fixed progression which ends when all the NPCs of the squad have been wounded, evacuated, or killed -- at which point all the PCs turn on each other.
Cartoon Action Hour
1st electronic ed by Cynthia Celeste Miller (2002) Spectrum Game Studios
1st print ed by Cynthia Celeste Miller (2003) Spectrum Game Studios Z-Man Games
An RPG designed to emulate the action-adventure cartoons of the 1980s, such as Thundarr the Barbarian, Transformers, G.I. Joe, and so forth. Character creation features an open-ended system for designing special abilities such as magic, psionics, gadgets, etc. Action resolution uses stat + 1d12 vs difficulty. It also includes genre rules for features like after-show messages ("...and knowing is half the battle"), character advancement between "seasons" of the series, and so forth.
Cassiopean Empire
1st ed by Raymond Norton (1982) Norton Games
Advanced ed by Raymond Norton, Ray Moats, James Gowan (1985)
A spacefaring sci-fi mini-RPG. The 1st edition was 16 pages; 2nd was two books 32 pages each. It was set in a Traveller-like space empire. The system included rules for the usual sci-fi conventions of starships, robots and aliens.
Castle Falkenstein
1st ed by Michael Pondsmith (1994) R Talsorian
A Victorian fantasy game, set in an alternate Earth with magic, elves, dwarves, and other strangeness. The genre is rather adventure pulp rather than period Victorian fiction. The system uses cards rather than dice, where both players and GM have a hand of cards that they play from for resolving actions.
Castle Perilous
1st ed by James T. Sheldon (1980) West Wind Simulations
A fantasy-genre RPG, emphasizing storytelling aspects. The system is class-based (9 classes), and has modifiers on resolution for acting and enthusiasm on the part of the players. Includes an introductory adventure and setting (related to novels by John De Chancie?).
Castles and Crusades
1st ed by Davis Chenault, Mac Golden (2004) Troll Lord Games
A fantasy-genre RPG with a simple rules-lite system, similar to and roughly compatible with pre-third editions of Dungeons & Dragons. Character creation involves rolling up six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma), choosing a race (from 7 options) and a class (from 13 options). Action resolution is based on 1d20 + attribute modifier + level - penalties vs target number. Target number is 12 for primary attribute rolls, or 18 otherwise.
Cat
1st ed by John Wick (2004) Wicked Dead Brewing Company
A modern fantasy game appropriate for children and adults, where the PCs are cats who protect people from Boggins -- evil creatures that people can't see (like the Man Under the Bed) which feed on children's fears and rejoice in men's shortcomings. Cats also venture to the surreal Kingdom of Dreams. It uses a narration-focused dice-pool system, the "Advantage" system, where extra dice can be acquired by looking for advantages your character has in a particular situation, each of which earns an extra die.
I Cavalieri Del Tempio
1st ed by Andrea Angiolino, Giuliano Boschi, Agostino Carocci, Massimo Casa, Luca Giuliano (1990) E.Elle
A peculiar Italian-language time-travel RPG, when players play the role of knights templar, whose soul travel from various places and times to the most important events of the history of mankind. They try to make sure that History goes as it should.
Cendres
1st ed by Stephan Chapuis (2002) Editions du Matagot
A French-language post-apocalyptic science fiction RPG, whose name translates as "Ashes". It is set in Europe a hundred years after an asteroid strike (?) swept all the coastal regions in a tidal wave and ashes turned the sky dark for a year. It uses a skill-based system, of roll under stat on 1d20. Character creation is random-roll or point-bought stats (4d6 among seven main attributes, or distribute 100 points). There are also six personality attributes. It includes a detailed combat system including hit locations and a split of shock and wound damage.
The Centre of the Universe
1st ed by Richard Parkinson (2004) Timeless Games Better Mousetrap Games
Special ed (2004)
A science fantasy RPG, where gunslingers right alongside sapient suits of armor and sorcerors. It is set in a time when the fabric of reality is unraveling, at the Centre of the Universe -- a small fantasy region with floating islands (called marques) and small towns, with a mixture of medieval and early modern technology. Evil forces are undoing the whole of creation. It uses a skill-based system using d6's for resolution. Character creation is class-based, choosing from eight profiles: Adventurer, Architect (Wizard), Bard, Crusader, Dream Crafter (Illusionist), Gunslinger, Sentinel (Ghostly Armor), and Story Teller. Each class comes with a starting skill sets, but new skills unrelated to class can be added with experience.
C'era una volta
1st ed by Francesco Lutrario (1994) Carte Segrete
An Italian-language RPG for children, whose mission is to prevent traditional fairy tales from being changed by some evil entity. The title translates as "Once Upon a Time".
Chainmail
1st ed by Gary Gygax, Jeff Perren (1971) Guidon Games
2nd ed (1972)
An early set of medieval miniatures rules which was the precursor to the original Dungeons & Dragons.
Chain of Being: The Fantasy Roleplaying Game of Epic Absurdity
1st ed by J.T.T. Williams, Cory Katzenmeyer, Dan Geyer (2002) Limestone Publishing
A humorous fantasy RPG set in a fantasy world ("Paranesia") where the gods have been replaced by drunken louts who have messed up the gameability of everything. It has the usual fantasy elements such as elves, dwarves, orcs, and mages -- along with many humorous additions. It is available using the original "Higher Arc" system and also as a supplement for third edition Dungeons & Dragons (aka d20).
Challenges Game System
1st ed by Tom Moldvay (1986) Challenges Game Systems
A medieval fantasy mini-RPG (8 pages), similar in mechanics to AD&D.
Champions
1st ed by George MacDonald, Steve Peterson (1981) Hero Games
2nd ed (1982)
3rd ed (1984)
4th ed by George MacDonald, Steve Peterson, Rob Bell (1989)
A superhero roleplaying game, later (in the 4th edition) converted to a generic universal system (aka the "HERO" system). Action resolution is roll under skill on 3d6, with special target numbers for combat (11 + offense - defense) and pure attribute rolls (9 + attribute / 5). Character creation is an innovative open point system, the first of its kind. A pool of points can be spent on attributes, skills, and on customizable superpowers. The power design metasystem is a complex but highly-regarded piece which can be used for almost any power.
Champions: The New Millenium
1st ed by George MacDonald, Steve Peterson, Ray Greer, Mike Pondsmith (1997) R Talsorian
2nd ed (2000) R Talsorian
A comic-book superhero RPG set in a revised version of the Champions universe, where nearly all of the prior superheroes of the world have been wiped out by a cataclysm, and a new generation of heroes (including the PCs) must replace them. It uses a completely revised set of mechanics, the Fuzion system.
Changeling: The Dreaming
1st ed by Brian Campbell, Jackie Cassada, Richard Dansky, Chris Howard, Steve Kenson, Ian Lemke, Angel Leigh McCoy, Deena McKinney, Neil Mick, Wayne Peacock, Nicky Rea, Michael Rollins (1995) White Wolf
2nd ed by Ian Lemke (1997)
A modern fantasy game about faeries struggling in the modern world. "Banality" of current existance threatens them. It uses a variant of the "Storyteller" system.
Chaos on Campus
1st ed by Chris Engle (2005) Hamster Press
A pregenerated scenario book using the minimalist Engle Matrix Game system. The first game has students at Miskatonic University in the 1920's fighting Lovecraftian horrors. It also includes another scenario, "The Grave Yard Shift", about mad scientists, juvenile delinquents and spooky undertakers walking in the graveyard at night? The system has explicit negotiation of arguments and results, but leaves the chances for the negotiated outcomes entirely up to the GM.
Chaos University
1st ed by Jennifer Schoonover (2005) Firewater Productions
A tongue-in-cheek modern-day fantasy RPG, set in an alternate future where in May of 2008 a rift tore opened in Binghamton, New York which returned magic into the world. As part of the rift being tore open, Merlin was freed from his magical bonds. He subsequently came to America and founded "Chaos Univisity" on the site of the rift. It uses a simple system of rolling under attribute on 1d30 (alternately, 3d10 or 5d6). Character creation is by deciding on a clique (Jock, Goth, etc.); plus random-roll attributes (Cunning, Grit, Nimbleness, Appeal, Hocus-Pocus, Lady Luck, and Vitality); and a selection of courses which you are going to take at the University. It includes a detailed magic system, and a simple combat system.
Chasseurs de Monstres
1st ed (1999) Hachette
A French-language fantasy mini-RPG intended for children. this game (a 10-pager) was included in a book about mythology, folklore and standard (i.e. ghosts & vampires) monsters, for children.
Chi-Chian the Roleplaying Game
1st ed by Chris Adams, Barbara Manui, David Fooden (2003) Aetherco
A science fantasy RPG based on the comics and animated series of the same name, by animation auteur Voltaire. The series is set in a fantastic 31st Century New York City, where giant worms offer a clean form of public transportation, and New Jersey has become an armed and deadly enemy. The series explores the political and spiritual tensions among the City's dwellers: its Japanese elite and their rogue security force, the Patahn Pahrr; sentient insect races like the cultured Cockroaches and the nefarious Caterpillars; and outsiders and freaks like the teddybear scientist Dr. Yoshimoto and the title character Chi-Chian, a half-Japanese girl with an invincible organic suit of armor.
Chilren of the Sun
1st ed by Lewis Pollak, Dan Ross, Jac Grenfell (2002) Misguided Games
A 'dieselpunk' fantasy RPG set on an original world, called "Raevich". The world is full of technology as well as magic. It uses a step-die system, the "Token System", where each of nine attributes (3 physical, 3 mental, and 3 social) have a die type associated with them (d4, d6, or d8). Action resolution varies among three types of tests, roughly the attribute roll plus skill (0 to 10) vs difficulty. There is also a speical mechanic where character has a "token" that can be spent once in each round of combat, either to support another character's action or to interrupt an action.
Chill
1st ed by Gali Sanchez, Garry Spiegle, Mark Acres, Ethan Sharp, Michael Williams (1984) Pacesetter
2nd ed by David Ladyman, Jeff R. Leason, Louis J. Prosperi (1990) Mayfair Games
A generic horror roleplaying game. The PCs are members of a centuries-old organization called S.A.V.E. dedicated to fighting evil, which includes a number of psychics. The monsters are mostly traditional (vampires et al.), which use different powers from a unified set of "Evil Way" disciplines.
1st edition uses a percentile skill-based system, checking degree of success vs difficulty on a universal table. Character creation is random-roll attributes and point-bought skills.
2nd edition uses a completely revised system.
Chimères
1st ed by Jean-Luc Bizien (1994) Multisim
A French-language historical RPG, sequel to Hurlements. The PC's are Dragons (i.e. top-ranking were-creatures in the Hurlements world), incarnated on Earth to experience life.
Chivalry and Sorcery
1st ed by Ed Simbalist, Wilf K. Backhaus (1977) FGU
2nd ed (1983)
3rd ed by Ed Simbalist, G.W. Thompson (1996) Highlander Designs
Light ed by Edward E. Simbalist, Wilf K. Backhaus, Steve C. Betney (1999) Brittania
Rebirth ed (2000)
A fantasy-genre role-playing game, based on medieval Europe with the addition of elves, dwarves, etc. The original uses a complex system with skills and level-based advancement, including an involved combat system. The complex magic system mixes fantasy magic like fireballs with authentic alchemy, witchcraft, and enchantment. Mages must spend time enchanting materials and tracking degree of enchantment.
The 3rd edition introduces a unified mechanic (the "Skillscape" system) using 3d10: a percentile roll under skill for success, and a "crit die" determines quality of success/failure. There are min and max chances of success, but skill below min or above max counts by modifying the crit result. The "Light" rules are a simplified version of the 3rd edition rules (in a 40-page booklet).
Chock
1st ed by Gali Sanchez, Garry Spiegle, Michael Williams (1985) Target Games
A Swedish-language translation of Pacesetter's Chill. It has 1 sourcebook and 4 adventures which were published over a period of 2 years before being abandoned.
Chosen
1st ed by Aaron Rosenberg (2001) Clockworks Games
A science fantasy RPG about a far-flung future where the PC's are people imbued with the spiritual powers of the archetypal Beasts -- dragons, gryphons, manticores, etc. -- who fight evil conspiratorial Wizards.
The Chronicles of Ramlar
1st ed by Tony Lee, Alana Abbott, Benji Blailock, John Prescott, Michael Johnston, Pyran Taylor, Shane Wilson, Wayne Sykes (2006) White Silver Publishing, Inc.
A medieval fantasy RPG, set on the continent of Eranon on a world created by the creator god Ramlar. It is populated by elves, dwarves, halfling, and others. The game uses a percentile skill-based system known as the A/B System, short for Armor/Body as shown by the hit location chart on the character sheet. Resolution is by roll under skill on percentile dice, with level of success being the roll itself. Character creation is class-based with level-based advancement.
Chronos
1st ed by Francois Suter (1993) Les Createurs Genevois
A French-language cross-genre, time-travel RPG.
Classroom Deathmatch
1st ed by Jake Richmond, Matt Schlotte (2007) Atarashi Games
A modern-day action/horror RPG based on the Japanese film "Battle Royale" where a class of high school students are forced to fight each other to the death for televised entertainment. It uses a dice pool conflict resolution system (using d6, d8, d10, and d12), with special rules for narration -- a variant of the system in Panty Explosion.
Cloak of Steel: Gigantic Metal Warriors Clash in the World of Tierplana
1st ed by James Desborough, Steven Mortimer, Raven Morrison (2004) Postmortem Studios
An electronically-published fantasy RPG, using a variant of the Live System -- intended to be a more free-flowing variant of the D20 System of third edition D&D and D20 Modern. It is set on the original world of Tierplana, a fantasy world with magic-powered giant robots and airships inhabited by humans and human-animal hybrids called Half-Men. Character creation replaces classes with packages of skills and feats.
Code of Unaris: Chat Roleplaying
1st ed by Gary Pratt (2004) Goldleaf Games
A science fantasy roleplaying game designed for play over online chat. The basic game contains rules and background for two fantasy ages -- both set a billion years ago on Earth's own moon, but divided by 5000 years. The Third Age of Unaris is magically rich, when the world is covered in shallow oceans with a medieval culture undergoing renaissance under the eye of a pantheon of gods. The Fourth Age of Unaris is set in the freezing world where the remnants of civilization are backsliding in a giant tower which wards off the cold.
Codex: Story Gaming for Creative People
1st ed by Malcolm Sheppard (2007) Mob United Media
A universal mini-RPG system aimed at text-based games, especially those played by forum or weblog.
Cold City
1st ed by Malcom Craig (2006) Contested Ground Studios
A modern-day horror game about supernatural investigators in Cold War Berlin circa 1950, fighting monsters amidst the national tensions. It uses a contested dice pool system where you roll a number of d10s equal to the most applicable of three attributes: Action, Influence or Reason. You may add one die for an applicable Trait. The side with the highest die wins.
Cold Space
1st ed by Albert Bailey, Clash Bowley (2005) Flying Mice LLC
A science fiction game set in an alternate history between 1949 and 1989, where anti-gravity and faster-than-light (FTL) technology was been discovered by scientists following World War II. The Cold War between the United States and the Soviets then played out in space as well as on Earth. This uses a version of the percentile skill-based system from the Starcluster RPG. Character creation can be either random-roll or point-bought attributes, and a lifepath mechanic for each year over 10, which generates skills, metaskills, and attribute improvements.
Cold Steel Reign
1st ed by Patrick Ellison (2005) Mad Hermit Games
A Wild Western Fantasy RPG set into an alternate history/reality where the world has been plunged into a dark ages by a comet strike in Northeastern America during the height of the Civil War. The nominal start time is two hundred years later in a Wild West of a transformed world, including demonic mechanical constructs ("Vyl"), a repressive New Roman Church, gunslinging Templars, and more. It uses an original system, the "Fatalist System". It uses roll under skill on percentile dice, or stat + die versus a target number for combat. Character creation uses attributes with a random-roll base plus 100+1d100 of points, random-roll advancement cost per level, selecting one of ten classes, and rolling three random skills based on class. The classes are Bladesman, Gambler, Gunman, Mountain Man, Revivalist, Rifleman, Scout, Shootist, Brave, Gunslinger.
The Collectors: The Burning House
1st ed by Thomas MacKay (2003) Rogue Publishing
A modern-day horror game where the PCs are demonic (but not necessarily evil) b