RPG Encyclopedia: D

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D20 Modern
1st ed by Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan (2002) Wizards of the Coast
A generic modern-day fantasy RPG. There is no canonical setting, but three brief sample settings are included in the core rulebook: "Shadow Chasers" (secret monster-hunters), "Agents of PSI" (secret agents with psychic powers), and "Urban Arcana" (D&D advanced to a modern age). The rules are a standalone system based on the D20 System used by 3rd edition D&D. The classes are redone, with a generic set of six classes for beginning characters: Strong Hero, Fast Hero, Tough Hero, Smart Hero, Dedicated Hero, and Charismatic Hero. Also, there are abstract wealth rules, additional rules for firearms, and altered nonlethal damage. There is an expansion supplement called "D20 Future" which covers science fiction settings.
d4-d4 roleplaying game system
1st ed by Kyle Schuant (2004) Better Mousetrap Games Goshu Otaku
A generic role-playing system, described as best for modern or future campaigns, of relatively short duration. (Longer campaigns may result in the characters becoming too proficient.) Action resolution is a die roll of two four-sided dice, the one subtracted from the other and added to a Trait, and compared to a Difficulty level. Traits are rated with a 11-step descriptive scale such as "Djim is an Outstanding Cook," or "Jane is a Middling Swimmer". This is similar to the 7-step scale in Fudge. Character creation is point-based, speding 20 levels (or variable depending on power level) on your character's traits. You may take up to 5 levels of "Bad Stuff" (standard disadvantages), gaining you that many extra levels to spend on other abilities.
The D6 System
1st ed by George Strayton (1996) West End Games
A universal RPG system based on the system used in WEG's Ghostbusters and further developed in WEG's Star Wars. The universal D6 system book was published much later as an alternative to WEG's less popular MasterBook universal system. The universal system adds advantages and disadvantages to the point-based character creation.
Daemornia
1st ed by Michael Lirko (2005) Better Mousetrap Games Daemornia Games
A post-apocalyptic science fantasy game, set in a future where demonic forces invaded Earth but were beaten back with the help of strange new races. Now the Earth is under seige, with guarded "techno-communities" while most learn melee weapons, magic, or psionics. It includes a system with 7 character races, 16 different career paths, magic and psionics, and a collection of demons and monsters.
Daikatsugeki
1st ed (unknown) unknown
A Japanese-language historical RPG, set in the Edo period. It is based on various TV samurai dramas. This is a fairly stable period, so adventures are about fighting crime and solving mysteries rather than war. It uses a dice-pool system: roll (skill) d20's where each die over the difficulty is 1 success. Character creation is point-bought attributes and choice of two packages: surface profession (omote) and real profession (ura).
Dallas
1st ed by James F. Dunnigan (1980) SPI
A card-game / RPG based on the TV soap opera. The boxed set includes cut-apart cards for major characters from the series, along with a 16-page rulebook, 16-page book of characters, and a 16-page "Scriptwriter's Guide". Character attributes include power, persuasion, coercion, seduction, investigation, and luck.
The Dance and the Dawn
1st ed by Dev Purkayastha (2009) FGJ Games
A fairy tale romance game for 3-5 players, with its own setting centered on the imagery of chess. The player characters are all Ladies at the Ice Queen's court in search of their One True Love among several Lords, and each Lady is represented by a chess piece with associated traits. The Narrator controls the Queen, Duke, and Lords. Play is divided into three dances, with duels as potential interludes between the dances. During each dance, the Ladies move with their partner around the board and exchange questions to gain the Lord's favor and understand their past. At the end of the game (in 1-2 hours real time), each Lady must pick a Lord and find if it is their One True Love.
Dance of the Damned: A storytelling game of Decadence and Despair
1st ed by Andrew Peregrine (2010) Corone Design
A GMless storytelling game based on "The Masque of the Red Death" by Edgar Allan Poe, designed to play in a session of around one hour. It uses standard deck of playing cards, and each player tries to force cards from their hand onto the other players. The characters are trapped together in a castle, engaging in wine and vice to mask the fear and paranoia they are feeling. The suits of the cards guides how scenes play out, and these scenes build the story of the castle. There is no official winner of the game, but victory could be implied if one of the players manages to steer the events to a fate they wanted.
Danger, International
1st ed by L. Douglas Garrett, George MacDonald, Steve Peterson (1985) Hero Games
A modern espionage/action RPG, using the 3rd edition Champions system. This is the retitled 2nd edition of Espionage. It does not include any of the powers rules, and instead has information covering a host of modern action genres: from crimefighting to post-apocalypse and alien invaders. It introduced vehicle chase combat rules and specific martial arts rules, later adopted into 4th edition Champions.
Dangerous Journeys
1st ed by Gary Gygax, Dave Newton (1992) GDW
A three-volume fantasy-genre RPG ("Mythus", "Mythus Magick", "Epic of AErth"). It uses a skill-based system. Character creation has random-roll attributes, and skills determined either by picking a "vocation", or by creating your own vocation. There are 18 attributes: 3 categories (Physical/ Mental/ Spiritual), each with 2 subcategories (Muscular+Neural/ Mnemonic+Reasoning/ Metaphysical+Psychic). Each subcategory has attributes for capacity, power, and speed: each determined by 2d6+8. There were three additional books published over the next year: "Necropolis", "Mythus Bestiary", and "Mythus Prime", plus two magazines (Journeys and Mythic Masters Magazine). After that the game disappeared over legal dispute with TSR (cf. the GDW entry for details). cf. the official website
Danger Quest: Pulp Adventures in the 24th Century
1st ed by Dave Matalon, Andy Mello (2002) Torchlight Games
A pulp science-fiction RPG, set in the 2330's where a long-standing anti-technology trend has resulted in old-style appearing gadgets such as flying cars. The game centers on Newmerica, which is threatened by a Nazi-like empire in Europe and others.
Daredevils
1st ed by Bob Charrette, Paul Hume (1982) FGU
A pulp-era action and mystery game. It uses a variant of the Aftermath system, with simplified combat and the complex elements made optional. Character creation is skill-based and point-bought. It includes a detailed skill list, source material on the 30's, and a section on special powers (a la "The Shadow").
Dark Conspiracy
1st ed by Lester W. Smith (1991) GDW
2nd ed (1998) Dynasty
A near-future horror role-playing game, in a future where environmental devastation, urban sprawl, and corporate greed are worsened by little-known supernatural alien horrors that have taken over swaths of land known as "demonground". The system is a skill-based (a variant of the GDW house system), using d10 (1st edition) or d20 (2nd edition).
Dark Continent: Adventure & Exploration in Darkest Africa
1st ed by David Salisbury, Mandy Smith (2001) New Breed Games
A historical roleplaying game of Victorian era adventure within Africa, inspired by the work of Burton and Livingstone. The boxed set included two paperback books: the 112-page Player's Guide and the 144-page GM's Guide. There are also two A5 booklets (5.75 x 8.25"): a Victorian traveller's guide to exotic Zanzibar (A Gazeteer of Zanzibar) and a catalog of the fictional Topan Trading Company (Catalog of Goods). The set also included two A3 (11 x 17") player maps of Maasailand and of Abyssinia. It uses a simple skill-based system, with action resolution by rolling under character's skill on 1d10. There are details on long-term movement, outfitting, mass combat, and morale. An expedition has stats derived from its collective membership which are used to resolve large-scale tasks.
The Dark Fantasy of Sundrah
1st ed by T. Glenn Bane (2007) Scaldcrow Games
A fantasy RPG set in an original world, Sundrah, ruled by evil gods resisted by human rebels -- along with other races including angels, dwarves, goblins, gremlins, hobgoblins and trolls. Player characters may also include a sorcerous hybrid of human and any animal, designed by the player. Character creation involves choice from 23 professions including hoplite and galloglaich.
Dark Nova Roleplaying Game
1st ed by Breandán Ó Ciarraí, Orren Fansler, Martin Fox (2012) Dark Nova Games
A science fiction RPG set in the early 24th century, centered on a loose collection of nation-states called the Terran Alliance of Nations - populated by humans along with dozens of aliens who have discovered FTL (including 9 suitable as player characters). Threats include pirates, organized crime, hostile aliens, as well as internecine warfare. Character creation includes 9 attributes under the three broad groups of Physical, Mental, and Social. There are five broad categories of profession (academic, socialite, combat arms, adventurer, tech), with 6 classes in each. Action resolution includes skill checks based on rolling 3d10 under skill as well as combat based on rolling over a target number (based on class) on 1d20. Advancement is by level.
Darkpages
Ashcan ed by Jared Sorensen, Jason Roberts (2008) Memento Mori Theatricks
A game inspired by horror and crime comics - with amoral anti-heroes and stories of sex, violence, pain, tragedy, betrayal, and rare redemption. Character creation includes choosing one of nine Concepts: Vigilante, Vampire, Outsider, Ghost, Freak, Elemental, Construct, Beast, or Adept.
Dark Realms
1st ed by Ryan S. Johnson, John L. Ross (1997) Guild of Blades
2nd ed (2004) Guild of Blades
A generic fantasy RPG system. The first edition was printed as a 96-page digest-sized book. It uses a universal results table, crossing skill minus (difficulty or opposing skill) with a 1d12 roll for a degree of success. Character creation is class-based, with ten classes including archer, woodsman, and knight, as well as warrior, wizard, and rogue. Advancement is level-based, with randomized skill points for each skill slot gained.
Darksword Adventures
1st ed by Margaret Weis, Tracy Hickman (1988) Bantam/Spectra
A fantasy RPG set in the world of Weis' and Hickman's Darksword novels, sold in trade paperback format following the novels. It uses a simple system ("Phantasia") with only five stats: Combat, Prowess, Information, Shape, and Life. It uses "paper-rock-scissor" to resolve conflicts.
DarkTown: The Apocolyptic Cycle
1st ed by Roger McReynolds, Ben Reading (1998) Propaganda Publishing Gold Rush Games
A science-fantasy RPG set in a future on the verge of cataclysm, as science begins to falter and rumors of mystical and mythical occurences come about. The "apocalyptic cycle" are Science, Religion, and Magic which are in conflict.
DarkUrthe LEGENDS
1st ed by Colin Murcray, Matt Yarrow (1993) Black Dragon Press
A "dark" fantasy role-playing game, set on an original world. Character creation is class-based, including race-specific classes, guild-associated classes, and generic classes. It includes a magic system of designing spells from various defind components. A 2nd edition is planned under the title "Myth & Legend".
Darkus Thel
1st ed by Donald C. Moehlenkamp, Kurt Moehlenkamp, James August Mohow (1986) Sorcerers Guild
Book Two ed (1994)
Book Two ed (1986)
A fantasy genre mini-RPG, with an original world background along with monsters such as dragon-equivalents called "drakens" and "sabercats". The system is based solely upon D6 dice.
Darkwood
1st ed by Steve Garnett (2001) Tower Games
A fantasy role-playing game set near Sherwood Forest of the Robin Hood legends. The system uses roll under attribute + skill on 1d20. Character creation is limited point-based.
Das Schwarze Auge
1st ed by Ulrich Kiesow (1984) Schmidt Spiel & Knaur Verlag
2nd ed (1988)
3rd ed by Ulrich Kiesow, Ina Kramer, Michelle Melchers, Thomas Römer (1992)
4th ed (2001) FanPro
4th (English) ed (2004) FanPro Fast Forward Entertainment
A popular German-language heroic fantasy RPG, set in a traditional fantasy world called Aventurien -- i.e. elves and dwarves, with cultures mostly based on medieval Europe. The rule system is complex although with few tables, using mostly d20 although with d6's for damage. Character creation is class and level-based, with random rolls in creation and development. There are seven good attributes and seven bad attributes for each character. It includes a magic system with a skill for each spell. In the 4th edition, the random elements were replaced with a point-buy system, and classes were replaced by race, culture, and profession. The history of Aventurien grows with the "Aventurische Bote", the official magazine, and with every adventure that is published.
Dawg: the RPG
1st ed by Ashok Desai (2009) Kenzer & Company
A humorous mini-RPG about playing dogs. It uses simple roll-over percentile system for most resolution. Characters are defined by six attributes: Brawn, Hustle, Dodge, Alertness, Human Handling, and Animal Magnetism. Character creation involves choosing your breed of your dog and lifestyle - with strays having greater street skills, but being less healthy than pets. Characters also have various special abilities ("Tricks"). This was originally published in the comic book Knights of the Dinner Table #150, and later released electronically on its own.
Dawnfire
1st ed by Jason Marin (2000) Committed Comics
A fantasy genre RPG set on an original world. Each PC uses magic from a type of "Flow" -- magical energy that radiates from the three suns above Dawnfire. The three flow types are Warrior, Shaper, and Rogue. Races include humans, Garin (fox-creatures), Dracos (half-dragons), winged Aerials, Trolls, Makir, and Minotaurs. It uses a skill-based system with 10 attributes. Action resolution is by rolling under stat on 1d20, where 20 is a critical failure and 1 is a critical success.
Dawn Patrol
1st ed by Mike Carr et al. (1982) TSR
A WWI air combat game and RPG, a version of the boardgame Fight in the Skies with expanded rules giving more emphasis on the pilots as characters. cf. the semi-official website.
DC Heroes
1st ed by Greg Gorden, Sam Lewis (1985) Mayfair
2nd ed by Ray Winninger, Thomas Cook, Dan Greenberg (1989)
3rd ed by Bryan Nystul (1993)
A superhero RPG set in the DC comics universe. This uses a unique system (later dubbed "MEGS" for "Mayfair Exponential Gaming System") intended to handle attributes ranging from Robin (2) to Superman (50) on the same scale. Resolution is by rolling stat+2d10 versus 2d10 + difficulty modifier. cf. Josh's DC Heroes FAQ.
DC Universe Roleplaying Game
1st ed by Fred Jandt, Nikola Vrtis (1999) West End Games
Another superhero RPG set in the DC comics universe. It uses a variant of the "D6 Prime" system (from Hercules & Xena. It is a dice pool system rolling d6's where 3-6 is a success (special dice are provided with red and blue faces for this) plus a special "wild die". Character creation is point-based.
deadEarth
1st ed by J.T. Smith, Chris Hagness, Michael Helfman (1999) Anarchy inK
A post-nuclear-apocalypse survival RPG, published electronically. It uses a d6 dice-pool system with random-roll character creation including a vast selection of hundreds of mutations.
Dead Inside: The Roleplaying Game of Loss & Redemption
1st ed by Chad Underkoffler (2004) Atomic Sock Monkey Press
A horror RPG set in the modern world alongside a fantasy setting, the Spirit World. The PCs by default are "Dead Inside" humans who have lost part of their souls, though there are also options to play Ghosts, Magi, Sensitives, or Zombies. They collect soul points for spiritual cultivation, for acting good in various ways, following Virtues and overcoming Vices. It uses a simple system called Prose Descriptive Qualities (PDQ) system. Character creation is by choosing a type, 2 to 4 keywords which give bonuses, and a weakness. Action resolution is by 2d6 + bonus vs difficulty.
Deadlands: The Weird West
1st ed by Shane Lacy Hensley (1996) Pinnacle
A western fantasy-horror game, set in an alternate history where magic and monsters begin appearing around the time of the Civil War. The system is a skill-based dice-pool system, where attribute determines die type (d4,d6,d8,d10,d12,d20) and skill determines number of dice.
Deadlands: Hell on Earth
1st ed by Shane Hensley (1998) Pinnacle
A post-apocalyptic fantasy-horror RPG, set in the year 2094 in a possible future of the Deadlands universe. In 2081, the Reckoners (masters of the evil manitou spirits) break through into the world. It uses a variant of the Deadlands system. New character types are psionic "Sykers", mutant "Doomsayers", magic warrior "Templars", and mad-scientist "Junkers".
Deadlands: Lost Colony
1st ed by John R. Hopler (2002) Pinnacle
A sci-fi/fantasy/horror RPG, set in a distant star system in a possible future of the Deadlands universe. Thirteen years ago, the colony, known as "Faraway", was cut off from Earth by the Last War. Now three million humans are trapped on this world alongside ten times that many angry aliens. It uses a variant of the Deadlands system.
Dead Night of Space: Psibertroopers
1st ed by Ron Fricke, Scott Palter (2003) Final Sword
A space opera RPG, set in a future where a group of psychics (known as "Psibers") sought a better life in space. They were captured to serve as hosts for a dying alien race called the Cey. The Psibers were able to thwart the Cey's plans and in the process take over their planet and all of the Cey's technology, including giant robots and ships with wormhole-like technology. Now they are increasingly in contact with their ancestors, the humans, as well as other species. The PCs are on the front line of these scenarios as the "Psibertroopers". It uses the D6 System originally developed by West End Games, with the addition of the "Chesspiece Goon System" which simplifies handling of minor NPCs by eliminating die rolls.
Dead of Night
1st ed by Merwin Shanmugasundaram, Andrew Kenrick (2005) Steampower Publishing
2nd ed (2010)
A horror movie role-playing game published in a small, "pocket" format for ease of pick-up games. It is based on classic horror movies (vampires, zombies, werewolves, and the like), and nominally set in the generic American town of Chaddlestone. It uses a very simple system, with options for playing the victims or monsters, as well as for distributed game-mastering. Resolution is by rolling 2d10 versus a target of 15 (for standard rolls) or 10 + opponent's stat (for contests). Characters are defined by four stat pairs: Identify/Obscure, Persuade/Dissuade, Pursue/Escape, and Assault/Protect. There are no separate skills, but a stat may be specialized in an openly-defined manner. Characters also have Survival Points, which function both as damage and hero points. Each failed combat roll costs one point. Survival Points can also be spent for different effects: to reroll, gain initiative, flip a stat pair, find a clue, or cancel another Survival Point expenditure. Characters begin with around five, and more are earned for rolling doubles (or rolling 13 for monsters), advancing the plot, cool descriptions of your actions, resting for a full scene, and by acting out horror movie cliches. Character creation is limited point-based.
Dead Reign: Zombie Role-Playing Game
1st ed by Josh Hilden, Joshua Sanford, Kevin Siembieda (2008) Palladium Books
A zombie horror role-playing game, using a variant of the Palladium System. The game includes six character classes (O.C.C.s), including the Reaper, Shepherd of the Damned, Hound Master, Apocalyptic Soldier, Scrounger, and Ordinary People. There are seven types of zombies plus the Half-Living described as opponents.
Deathstalkers: The Fantasy Horror Role-Playing Game
1st ed by Mike Whitehead (2001) Cutter's Guild
2nd ed by Mike Whitehead, Joe Meyers (2003)
A fantasy horror RPG set on an original fantasy world, inhabited by 18 races including the typical dwarf, elf, and gnome plus others including lizard-man, minotaur, half-dragons, half-dead, and half-cat. Action resolution is percentile skills and stat + 1d20 for combat. Character creation involves choosing a racial archetype and a character class (out of 32), along with point-bought skills. The racial archetype gives special abilities, languages, class restrictions, and the basic number of d6's to roll for each attribute. The ten attributes are Knowledge, Mental Tolerance, Leadership, Courage, Strength, Endurance, Beauty, Agility, Speed, and Hit-Points. Advancement is level-based.
Decartha Prime: Science Fantasy in a Shifting World
1st ed by (2000) Hubris
A storytelling game.
Deeds Not Words
1st ed by Scott Lynch (2002) Cryptosnark games
A superhero RPG using a variant of the D20 System from 3rd edition D&D.
De Eloquentia
1st ed by Paolo Fasce, Alessandro Gatti, Teo Mora, Paolo Parrucci (1996) Qualitygame
An Italian-language storytelling fantasy game, part of the "I Giochi del 2000" collection. The title is latin and means "About The Art Of Speaking". It can supposedly be played even without a GM.
Deepsleep
1st ed by William Levy (1988) Godiva Productions
A post-nuclear-apocalypse RPG where players play themselves as visitors to a secret government research installation when World War III breaks out. The players then place themselves in suspended animation and wake up in some bizarre setting of the GM's choice. (Rule system unknown)
Degenesis: Das Endzeit Rollenspiel
1st ed by Christian Günther, Tim Struck (2001) Degenesis
A German-language post-apocalyptic RPG, originally published as a free RPG on the web. It is set in post-apocalyptic Germany, in the devastated area where the rivers Rhine and Main meet. Several clans are struggling for power over the region. The system uses action resolution by rolling 1d20 against the sum of an attribute and a skill. Characters are defined by their five attributes and several skills. The damage system involves three hit locations and a pool of life points.
Deliria
1st ed by Phil Brucato (2003) Laughing Pan Productions
A modern fantasy about mortals in the modern world who interact with the faerie domain. Action resolution uses stat + random modifier vs difficulty -- using either cards or dice to allow for live-action play. It includes a faerie magic system, and extensive rules for social and spiritual conflict.
Delta Force
1st ed by William H. Keith, Jr. (1986) Task Force Games
A modern military/espionage RPG about elite anti-terrorist units, including U.S. Delta Force, British SAS, etc. The system includes lots of detailed weapon statistics. It includes 3 hostage adventures.
Demon City Shinjuku RPG
1st ed by David L. Pulver (1999) Guardians of Order
A supernatural action/horror RPG based on the Japanese animated movie, where in the near future the heart of Tokyo is transformed by the tyrannical Levih Rah into a "Demon City". The game uses the "Tri-Stat" system introduced in Big Eyes, Small Mouth.
Demon Hunters Role Playing Game
1st ed by Jamie Chambers, Brian Clements, Jimmy McMichael (2008) Dead Gentlemen Productions Margaret Weis Productions
A modern-day horror RPG based on the cult film of the same name. The player characters are members of a holy organization of warriors fighting to prevent Hell on Earth, known as the Brotherhood of the Celestial Torch or simply "Demon Hunters." It uses a variant of the "Cortex" system originally developed for the Sovereign Stone RPG. The game includes a copy of the 30 minute cult film on DVD.
Demons and Saints
1st ed by Michael Holder (2015) Darklore Publishing
A dark fantasy RPG set in the modern world where fallen angels battle to control prophecy. It has its own system, where character creation uses random-roll and selecting from categories to generate bloodline (race), morality, weapons, skills, spells, and equipment. Action resolution uses attribute + skill + 1d20 vs. target modifier.
Demon's Lair
1st ed by Dan Hensel, Al Seeger, Dave Schmitz, Gino Holland (1997) Lasalion
A medieval fantasy RPG, set in the world of "Terrania" with 6 continents each with a tower at the center. It is inhabited humans, elves, and dwarves as well as other races such as dakhans. It uses a step-die system. Character creation has classes (fighter/thief/mage/cleric/...) and skills, and a mix of random-rolls and point-bought stats.
Demon: The Fallen
1st ed by Carl Bowen (2002) White Wolf
A modern-day horror RPG, where the PCs are demonic spirits who have been incarnated in human bodies within the "World of Darkness" setting of Vampire: The Masquerade and other games. The demons are partly sympathetic in that they fought against God to empower humanity. Being trapped in the pit for thousands of years, they are now alien and only understand the world through the human part that they inhabit. It uses a version of the Storyteller dice pool system used by the other World of Darkness games.
Demos Corporation
1st ed (1995) Ventrue Editora
A Portuguese-language espionage RPG published in Brazil, with a complex rules system.
De Profundis
1st [Polish] ed by Michal Oracz (2001) Portal
1st [English] ed by Michal Oracz (2002) Hogshead Games
A modern-day horror RPG designed for play over mail. Originally published in Polish, and translated into English. The players write in-character letters to each other, describing their progressive exploration of (or victimization by) eldritch nightmare forces. There is no GM; it's up to the players to interlink their stories. It also suggests the option of "field psychodrama" -- where the players use elements from their real life in the stories.
The Deryni Adventure Game
1st ed by Aaron Rosenberg, Ann Dupuis, Jennifer Brinn (2005) Grey Ghost Press
A fantasy RPG based on the popular "Deryni" series of fantasy books by Katherine Kurtz, about a race of humans in medieval times with the gift of magic -- the Deryni. The system is a modified version of the Fudge system.
O Desafio dos Bandeirantes
1st ed by Carlos Eduardo Klimmick Pereira, Flávio Maurício de Andrade, Luiz Eduardo Ricon de Freitas (1992) GSA Editora
A Portuguese-language fantasy RPG published in Brazil by 'Editora Art Bureau editora de arte LTDA' / GSA Editora. Roughly translated, the title means "The Challenge of the Explorers". It is set in an original fantasy world based in Brazilian history and folklore, named 'Land of St. Cross' (one of the early names for Brazil during the Colonial period). Character creation uses classes such as fighters, wizards, and other common types. Characters may include Portuguese bandeirantes, native scouts, miracle-working Jesuits, native shamans, Yoruba medium-priests, and even Hermetic European "warlocks". Combat is resolved using 2d10 + weapon or dodge skill, while non-combat tasks are resolved using 1d100 roll under skill. (It uses d20, d10 and d6.) The game includes a number of monsters including native beasts such as the anhangüera (demon-possessed fire-breathing animals), kanaíma (cannibals reincarnated as werejaguars) and jurupari (nightmare spirits who strangle people in their sleep), as well as more prosaic fare -- vampires, werewolves, mermaids and even the Devil itself. There are at least three sourcebooks: "A Floresta do Medo/O Engenho" (two adventures); "Os Quliombos da Lua" (setting expansion, detailing a fortress deep in the wilderness built by rebel african slaves); and "O Vale dos Acritós" (detailing the region of the savage giant native Acritós and their culture).
Desolation: A Post-Apocalyptic Fantasy Roleplaying Game
1st ed by Jamie Gooch, Stephen Herron, Matt Somers (2008) Greymalkin Designs LLC
A post-apocalyptic fantasy RPG, set on the high fantasy world of Scondera 18 months after a cataclysm nearly destroyed it. The Night of Fire killed 90% of the population of Scondera as fire rained down, the ground split, the oceans rose, mythical beasts awoke, and magic lashed out. Whole regions have been changed magically and geographically, locations have been picked up and placed elsewhere, creatures have been twisted, and the whole fabric of civilisation broken. The game uses a variant of the "Ubiquity system" also used by Hollow Earth Expedition.
Desperados
1st ed by Dave Schacter (1991) Skycastle Games
A western genre RPG, using a skill-based percentile system.
Diana: Warrior Princess
1st ed by Marcus L. Rowland (2003) Heliograph, Inc.
A curious, and humorous, modern fantasy game. It is set in the present as re-imagined thousands of years from now -- in a manner parallel to how "Xena: Warrior Princess" treats ancient Greek myth and culture. So it is a romanticized fantasy of our present, which conflates and confuses all sorts of information about our present. Thus it centers on the mighty heroine Diana (recently divorced from Bonnie Prince Charlie) and her sidekick Fergie running about, thwarting the machinations of the evil Queen Elizabeth, as well as those of the dark god of war, Landmines.
Diaspora: hard science-fiction role-playing with fate
1st ed by B. Murray, C.W. Marshall, T. Dyke, B. Kerr (2009) VSCA Publishing
A hard science fiction RPG, in a loose setting where groups of star systems are connected by wormholes called Slipstreams, which starships can jump between through use of a Slipstream Drive. It uses a variant of the FATE system (Fantastic Adventures in Tabletop Entertainment) from Spirit of the Century, including simplified stunts as well as extended star system generation rules.
Dice & Glory
1st ed by Robert A. Neri Jr (2007) Ranger Games
A generic rule system focused on fantasy. Action resolution uses 1d20 + skill versus difficulty. Character creation uses random-roll of attributes, choice of class, and point-bought skills. The generic classes are: Brick, Fighter, Adventurer, Rogue, Mage, Psychic and Clergy.
Digital Burn
1st ed by T.R.Williams, Joe Chan, Ryan Kelley, Sean Kelley, Toby Leonard, Gary McBride, Jason Middleton, Austin Mills, Patrick Quarles, Aaron Robb, Brian Spencer, Tico, Mike Williams (2002) Living Room Games
A cyberpunk game, intended as a setting and general cyberpunk sourcebook for use with the D20 Modern system. It is set in a near future (circa 2017) where a series of natural and man-made disasters between 2008 and 2012 killed off about 30% of the world population in a period commonly known as "The Burn". Deaths include disasters involving genetically modified crops as well as a new lethal sexually transmitted disease dubbed "Black Molly". Genetic engineering is now widely banned and replaced by cybernetics. The rules include nine advanced classes as well as new rules for cyberware, netrunning, and other advanced technology. The advanced classes are Blank (i.e. anonymous but connected street-dweller), Cop, Fixer, Ganger, Hacker, Icon (i.e. celebrity), Medico, Merc, and Spanner (general technician, esp. electronics).
Dime Heroes
1st ed by Todd Downing (1999) Deep7
A very simple 1930's pulp action 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. Character creation includes rolling 1d3 to determine attributes (Moxie, Glitz, Cunning, and Grey Matter), then spending 1d6 points your skills, with no skill higher than 3. The basic game is 11 pages, and has a 15 page "Jungle Adventures" supplement.
Dinky Dungeons
1st ed by Denton R. Elliot (1985) Doc's Games
A fantasy-genre mini-RPG published in a 3''x5'' ziplock bag(!). It has 2 attributes (Physical and Mental) which are randomly determined, and 3 classes (Fighter, Wizard, Bard). All rolls are on 2d6. Combat is by comparing Physical of attacker and defender on a chart. Other rolls (Muscle or Idea rolls) are all the same chance of success, but higher attribute lets you try more rolls per day. There are no skills per se. cf. Steffan O'Sullivans Dinky Dungeons page.
Dirty Secrets: a game about crime
1st ed by Seth Ben-Ezra (2007) Dark Omen Games
A game based on the film noir crime genre, with narrative control mechanics where one participant plays the main character, and the other players take turns as the primary game-master. When not being primary GM, they act as advisors with veto power over the primary. The conflict resolution system is a slightly modified version of the Liar's Dice game, where everyone rolls a number of dice secretly and take turns bidding higher numbers for a total. There is a "crime grid" where suspects are included, and the guilty party is determined semi-randomly among the suspects.
A Dirty World
1st ed by Greg Stolze (2008) Schroedinger's Cat Press
A film noir RPG, using a variant of the "One-Roll Engine" from Godlike and Reign. Characters are defined by pairs of opposed stats, where your rating in one stat limits your rating in the other. Characters have three pairs of attributes (called "Identities"), and each pair has two pairs of skills (called "Qualities"). Patience/Cunning has Qualities Generosity/Selfishness and Demonstration/Observation. Vigor/Grace has Qualities Courage/Wrath and Endurance/Defiance. Understanding/Persuasion has Qualities Purity/Corruption and Honesty/Deceit. ORE Noir does not use hit locations like other ORE systems, but instead has a more general damage that can be used for both physical and social conflicts.
Discordia!: A Little Game About a Lot of Chaos
1st ed by John Wick (2005) Wicked Dead Brewing Company
A modern-day conspiracy RPG, where players take the roles of Discordian double agents infiltrating the world's greatest conspiracies. It uses a dice pool system where you find "fives" in the die roll. It also includes a system of "dogma" (the power your Illuminati grant you) and "catma" (your degree of Discord) that determines what magic powers your conspirator has. Characters have freeform stats reminiscent of Robin Law's Over the Edge. Every time a character uses a "dogma" power, she runs the risk of flipping to the dread Triple Agent status. The game includes a number of scenario ideas, with a nod to Robin Laws' "Cut-Up" story mechanism using randomly drawn words on slips of paper.
Les Divisions de l'Ombre
1st ed by Philippe Chouvel, Christophe Guy (1989) Flamberge
A French-language sci-fi RPG, set in a near future (2030's) where freedom fighters struggles against fascist, alien-controlled authorities. The boxed set includes a 84-page rulebook, 32-page Atlas 2030, and 28-page GM booklet.
Doctor Who: Adventures in Time and Space, The Roleplaying Game
1st ed by David F. Chapman (2009) Cubicle 7 Entertainment Limited
A time-and-dimension travelling sci-fi RPG based on the TV series. It uses a simple original system, the "Vortex System". Resolution is by adding attribute + skill + 2d6 versus difficulty - possibly modified by spending Story Points. The system emphasizes talking and strategy over pure violence. Talking always happens first in a round before attacks, and a character loses all Story Points if they kill. Combat damage subtracts directly from attributes. Character creation is point-based, setting 6 attributes (Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength) along with 12 skills and various traits (Good, Bad, and Special). Players must spend from their Story Point total for certain traits such as "alien" or "immortal." The core game is a boxed set including two full-color bound manuals, character sheets for pre-made characters as well as blanks, a counter sheet for Story Points, a set of 6 six-sided dice, a booklet with two introductory adventures, and a number of gadget cards.
Doctor Who RPG
1st ed by Michael Bledsoe, Wm John Wheeler, L. Ross Babcock, Guy W. McLimore (1985) FASA
A time-and-dimension travelling sci-fi RPG based on the TV series. PC' are from the Gallifreyan Celestial Intervention Agency, usually a Time Lord/Lady and some humans travelling around in a TARDIS. The system is related to FASA's Star Trek. Actions are resolved using 2d6 on and "interaction matrix". Attributes and skills both range from 1-7 (written as roman numerals), with point-bought character generation.
Dog Eat Dog
1st ed by Liam Burke (2012) Liwanag Press
A partly GMless story game that revolves around colonialism and its consequence. One player plays the Colonizers and has special control over the narrative. The other players play Natives. Action within a scene is resolved by die roll to determine the narrator, but the Colonizer player can overrule this. Each Native player starts with three tokens, and the Colonizer player has two tokens for each Native. The Native culture is jointly created by the players, and there is a growing list of Rules that the Natives are called on to follow. For each Rule that a Native followed, the Colonizer must pay one token to that Native; for each rule that a Native broke, they must pay one token to the Colonizers. If a Native loses all tokens, they run amok and die in the following scene, and the Colonizer loses three tokens. The game ends when either the Colonizer, or all Natives, have lost all their tokens, followed by end game narration.
Dogs in the Vineyard
1st ed by Vincent Baker (2004) Lumpley Games
A western-genre game where the PCs are religious guardians (God's Watchdogs) in the community of the Faithful, which is based on 19th century Utah. Demons roam about the world, and can attempt to move in on towns which have given way to sin. Characters have four main attributes, which are each pools of two or more d6. They also have traits, relationships, and equipment which are rated as pools of other dice (i.e. d4, d6, d8, d10). Resolution is by conflict resolution: establish "What's at Stake" and then roll the dice for all stats related to that. The alternate sides then go through a process of a "Raise" using two of the dice, which must then be countered by the opposing side. You can alternately "Escalate" by switching to a different form of combat, such as going from social to physical. This raises the amount of "fallout" which can occur from the conflict.
Dog Town: The Ultimate Crime Experience
1st ed by Jonathan Ridd (2004) Cold Blooded Games
A modern crime RPG about goodfellas, wise guys, and other criminals from the 1970s era of mob rule in New York City. Specifically, it suggests that each PC be a crook who just got out of jail and who, while behind bars, was given the opportunity to make some fantastic business deal that requires one hundred grand within 90 days. It uses a skill-based system (the "Split System"), which resolves actions based on rolling over a target number on 1d20 determined from a universal chart of skill vs difficulty. Character creation is point-based, with 10 attributes, ads/disads ("Talents/Flaws"), and 33 skills. The attributes are rated from -2 to 5 in value: Bulk, Power, Toughness, Reflexes, Sense, Brains, Control, Style, Experience, and Luck.
Domination
1st ed by Blaine Pardoe (1989) StarChilde
An alien invasion RPG set in an alternate 1992 where the evil Kalotians and their allied aliens are invading Earth. It uses a percentile system (roll under attribute plus skill). Character creation is class-based, with random-roll attributes and point-bought skills.
Dominion Tank Police RPG
1st ed by David L. Pulver (1999) Guardians of Order
A futuristic RPG set in the world of the mange/anime series "Dominion Tank Police". The system ("Tri-Stat") is very simple, with three attributes (Body/Mind/Soul) and skills. Roll 2d6 under your stat, modified by skill. The rulebook also is a "resource book" on facts, trivia, and background about the series.
Donjon
1st ed by Clinton R. Nixon, Zak Arntson (2002) Anvilwerks
A fantasy-genre RPG with an emphasis on narrative control for the player. It uses a dice-pool system, rolling a number of d20s equal to attribute + skill and taking the highest. The GM rolls a number of d20s based on difficulty and the results are compared. Each success lets the player freely declare one statement about the action. For example, a successful search for secret doors roll allows the player to define that one is there to be found.
Don't Look Back: Terror is Never Far Behind
1st ed by Chuck McGrew, Richard Van Ingram (1995) Mind Ventures
2nd ed (1997)
A modern-day horror role-playing game. It uses an unusual dice pool system where you roll a number of d6 and keep the 3 highest or lowest depending on your Success Rating (found by comparing ability to difficulty).
Don't Rest Your Head
1st ed by Fred Hicks (2006) Evil Hat Productions
A modern-day horror role-playing game where the player characters are all insomniac protagonists with superpowers, fighting -- and using -- exhaustion and madness to stay alive and awake. It is set in a dark alternate reality called the Mad City. It uses an abstract dice pool system with stats for Discipline, Exhaustion, and Madness.
Don't Walk In Winter Wood
1st ed by Clint Krause (2006) Clint Krause Games
A short folkloric horror RPG set in an unnamed 18th-century village, where something threatening is in the nearby woods that the PCs must deal with. There is no character sheet, since characters have only one stat -- the number of Cold Points they have accumulated, representing emotional, psychological, or physical damage. The GM may ask yes or no questions, and if the player may answer yes only if they roll over their current number of Cold Points on 1d6.
Do: Pilgrims of the Flying Temple
1st ed by Daniel Solis (2011) Evil Hat Productions Smart Play Games
A cooperative GMless storytelling game where the player characters are teenaged emissaries and troubleshooters (pilgrims) for a vast temple in a realm of endless air dotted by small floating worlds. Each session is spurred by a letter to the pilgrims, which is written in-character but contains a number of "goal words" (usually around 20). The players take turns as storyteller. The current storyteller draws from a bag of black and white stones, and the combination drawn dictates limits on what the storyteller can narrate. The storyteller writes down one sentence, possibly helping the letter's author and crossing off one of the goal words - unless the pilgrim is "in trouble".
Doxy: A Roleplaying Game of Sex & Skullduggery
1st ed by Ian Warner (2011) Postmortem Studios
A roleplaying game set in lower class Georgian London, where the player characters are hardened lower-class whores. It uses a variant of the "Beer and Crisps" mechanics from the Urban Faerie and Courtesans games. The attributes for this game are Bitching, Bonking, Charming, Cheating, Daring, and Fighting.
Draci Doupe
1st ed by Martin Klima (1990) Altar
A Czech-language generic fantasy roleplaying game, whose title translates as "Dragon Den". It is clearly inspired by This was a variant of Dungeons & Dragons, but also contains many original ideas. Combat is resolved using a roll of Strength + 1d6, while other situations are resolved using stat + 1d10. There are six attributes and six classes. Upon reaching sixth level each class must choose one of two specializations.
Dragon Age
1st ed by Chris Pramas (2009) Green Ronin
A dark fantasy game, based on the computer and console game of the same name. The setting is Ferelden - a fantasy world populated by humans, elves, dwarves, and dragons. However, society is quite bleak - with dwarves withdrawn and elves downtrodden and abused. The primary monsters are a related group - called darkspawn, that rise up out of the ground to invade whole nations. The tabletop game uses a system called the "Adventure Game Engine" or "AGE". Action resolution is stat + 3d6, where doubles in the roll allow a number of stunts equal to the result on a single special die in the set (the Dragon Die). Character creation is random-roll attributes and option picks based on class.
DragonArms: Bahamut Howling
1st ed (1999) F.E.A.R.
A Japanese-language science fantasy RPG, set on a fantasy world shattered by a monster invasion. A dragon-like ancient craft (Bahamut) is discovered and used as a mobile battle platform. The PCs are young mecha pilots in training, with battle interrupting their school classes.
Dragonball + Dragonball Z: il gioco di ruolo
1st ed by Andrea Angiolino, Paolo Parrucci (1999) Nexus Editrice
An Italian-language martial-arts RPG, based on the Japanese manga/anime series of the same name. This is unrelated to the English game of the same name published by R Talsorian. It has two supplement that can be played as separate boardgames: "Dragonball - Alla ricerca delle Sette Sfere" and "Dragonball Z - Il Torneo".
Dragonball Z RPG
1st ed by Mike Pondsmith (1998) R Talsorian
An over-the-top martial arts RPG based on the Japanese animated series. It uses the Instant Fuzion system, with the addition of a "Power" stat and no upper limits.
Dragonfire
1st ed (1992) Heartbreaker Games
An introductory role-playing/board game, similar in format to Milton Bradley's better-known HeroQuest game. It features simple rules for role-playing, some adventures, a set of interchangeable room and corridor tiles, dice, plastic miniatures and a few other goodies.
Dragonlance: The Fifth Age
1st ed by William W. Connors (1998) TSR
An original fantasy game set in the Dragonlance fantasy world (fiction spin-off from D&D). The system ("SAGA system") is story-oriented, usng a special 82-card tarot-like deck instead of dice. Similar to Castle Falkenstein, actions are resolved by players by adding attribute plus the value a card played from their hand.
Dragonquest
1st ed by Eric Goldberg, David James Ritchie, Edward J. Woods (1980) SPI
2nd ed by Gerard Klug (1981)
3rd ed (1989) TSR
A fantasy-genre RPG focusing on hex-map-based combat. For its time, this featured a number of new system features in skills and action resolution. cf. John Kahane's DragonQuest introduction.
Dragonraid
1st ed (1984) Adventures for Christ
An evangelical Christian RPG which is aimed at getting players in to learn "Biblical priciples". Spells are cast by the player reciting "WordRunes" which are passages from the Bible. cf. the official website.
Dragonroar
1st ed (1985) Standard Games
Fantasy miniatures combat system and RPG, published as a boxed set including stand-up figures, dice, map, an introductory adventure ("A Matter of Honour"), and a cassette tape with instructions. It uses an introductory level system which emphasizes combat with various monsters. Hit points are shown as marked-off circles on a body diagram sheet. It has a single supplement, a boxed set entitled "The Zhevezh Gauntlet".
Dragons at Dawn: The First Fantasy Game System
1st ed by D.H. Boggs (2010) Southerwood Publishing
A fantasy RPG based on reconstruction of unpublished methods of play developed by Dave Arneson in the period 1970-1973. It has a basic game where characters are either Warriors or Wizards, and an enhanced game that adds Elf, Mage, Thief, Assassin, Merchant and Sage. While it is a predecessor to Dungeons & Dragons, the rules are often quite different.
Dragons of Underearth
1st ed by Keith Gross (1983) Metagaming
This is a mini-boardgame/RPG using a variant of the rules system from The Fantasy Trip, produced after TFT author Steve Jackson left for his own projects. All actions are considered to have happened simultaneously, so DX is not as important in getting a chance to do damage.
Dragon Storm
1st ed by Susan Van Camp, Mark Harmon (1995) Black Dragon Press
A fantasy-genre RPG, where players play shape-shifters such as Human/Dragon, and other traditional fantasy creatures. The system is card-based. Character creation is point-bought: choosing an illustrated "character card", and then spending remaining points on other cards for background, flaws (which give back points), and special abilities and/or magic. cf. the official website.
Dragon Warriors
1st ed by Dave Morris, Oliver Johnson (1982) Corgi Books
2nd ed (2008) Magnum Opus Press Mongoose Publishing
A fantasy-genre RPG which came in a series of 6 paperback books. (1: "Dragon Warriors", 2: "The Way of Wizardry", 3: "The Elven Crystals", 4: "Out of the Shadows", 5: "The Power of Darkness", 6: "The Lands of Legend"). cf. Cynewulf's Dragon Warriors page.
Drakar Och Demoner
1st ed (1982) Aventyrspel
2nd ed (1984)
Expert ed (1985)
4th aka "'91" ed (1991)
5th aka "Chronopia" ed (1994)
6th ed (2000) Riotminds
A popular Swedish-language medieval fantasy RPG, originally a generic system for a variety of fantasy worlds. The first edition is a direct translation of Steve Perrin's "Magic World" from the Worlds of Wonder game, but subsequent editions developed away from that. The "Expert" expansion in 1985 introduces many changes. It converts from d100 to d20 for all skill rolls, adds a more point-based (but still partly random) character creation, and adds new occupations, skills, and magic. The 4th edition folds in the "Expert" changes into the main rules. The 5th edition keeps the same rules but introduces the setting of Chronopia, by Bill King, a Tolkien-esque fantasy world with a city ruled by time-travelling mages. The 6th edition is a total remake of the rules system (including new concepts like levels), and includes a new world taking after Scandanavian myth integrated into the rulebook, featuring and inspired by the artwork of John Bauer.
Draug
1st ed by Matthijs Holter (2004) Spartacus Forlag
A Norwegian-language RPG based on Norwegian folklore and fairy-tales, set in a fantasy version of Norway in the year 1801 -- where the nation is under Danish rule without sovereign or flag. The setting includes peasant life, hard times, history and national romanticism along with a variety of supernatural creatures such as nøkken, huldra, vetter, trolls, and nisser. The system is a modified version of the Fudge system. Character generation is assigning ten freeform traits (2 great, 3 good, and 5 fair). There is a conflict rules but only a few suggestions for how to handle combat. The single volume rules are divided into the Player's Book, Gamemaster's Book, and the Book of Adventure.
Dread
1st ed by Epidiah Ravachol, woodelf (2005) The Impossible Dream
A horror RPG which uses a diceless, numberless resolution mechanic centered on a tower of blocks such as the game, Jenga. If you can pull a block from the tower without it falling, the actions succeeds. If you choose not to pull, the action fails. If the tower collapses, your character is removed from the story (i.e. dies, goes insane, etc.). Character creation is by answering a series of questions about the character, with no numeric stats.
dread: The First Book of Pandemonium
1st ed by Rafael Chandler (2002) Malignant Games
Unrated ed by Rafael Chandler (2007) Neoplastic Press
A modern-day demon-fighting RPG. The PCs are a small team ("Cabal") of people who were exposed to demons and then recruited and trained in magic to fight them. It uses a simple dramatic system based on a d12 dice pool. Action resolution is roll (attribute + skill) d12's, where ties add +1 to the total, and try to get over the target number (2-14). Character creation is limited point-based, with 9 points to divide among the three attributes of Body, Mind, and Spirit. You then get skill points equal to 2x Mind.
Dread House: A game for kids and brave adults
1st ed by Emily Care Boss, Epidiah Ravachol (2010) Dig a Thousand Holes Publishing
A horror-themed role-playing board game intended for for "spooky children and brave adults." It uses custom cards and a Jenga tower for resolution. The player characters are teenagers who have dared each other to spend the night in Dread House. Character creation is by picking one of five pre-generated characters: Nerd, Bully, Athlete, Artist, Scaredy-Cat, or Gossip. Players then take turns exploring rooms in the haunted house, as mapped out on the game board. When they enter a new room, the next player draws a card from the custom Spooky Deck and creatively narrates what is there based on the brief card text. The narrator may get a Spooky token if the description is very creepy. To successfully Brave It Out in that room, the player must make a pull from the Jenga tower - or they may choose from other options.
DreamCatcher
1st ed by Ashok Desai (2006) Sane Studios
A surreal mini-RPG set in the land of dreams, inhabited by various creatures including the bird-like Anothen who create blissful dreams, the shapeless black Katothen who create nightmares, or the watery blob-like Metaksy Dyo who mediate between them. The player characters are the dream-selfs of people in this realm, who may be part of the DreamCatcher society that protect the sleeping minds of humanity, or may be Dream Thiefs who steal ingenuity out of people's heads. It uses a simple dice pool system where each character has three rated stats: Mojo, Dream, and Will. In resolution, the player rolls a number of d6s equal to stat, where every die equal to or higher than the difficulty (2-6) is a success. Dangerous tasks also have a threat level (1-3), and any dice equal to or less than this are lost for the remainder of the session.
The Dreaming Crucible: A Storytelling Game
1st ed by Joel P. Shempert (2010) Story by the Throat! Press
A fantasy genre storytelling game for three players about Faerie journeys, designed to play out in an hour and a half. One player character is a troubled child or adolescent (the Hero/Heroine) who goes to a magical realm to face fear and pain. The other two players act out the forces of the Light Faerie (ally) and Dark Faerie (opposition). Character creation is by defining freeform Elements to be written on cards: a Gift and Flaw for the Hero/Heroine, Allies for the Light Faerie, and a Nemesis and Powers for the Dark Faerie. Resolution is by drawing stones out of a bag when an obstacle is reached, each player putting in stones from a pool on each Element. The Hero/Heroine and Light Faerie put in white stones, while the Dark Faerie puts in black stones. The owner of the winning stone gets the option to place it on the Element their opponent just used, gaining some ownership of the opponent's Element. An element that uses all its stones is permanently transformed, and once all stones of either color are used, the game is over.
Dream Park
1st ed by Mike Pondsmith (1992) R Talsorian
An RPG based on the sci-fi novels by Larry Niven, where the characters play in a futuristic big-budget, live-action role-playing games. The book is geared for beginners, with board-game-like introductory scenarios and pre-made character cards, spell cards, etc. The system is quite simple, a variant of "Interlock", using skill+1d6 vs difficulty. Character creation is by choosing a class (which gives a package of basic skills), then adding points for advantages and skill modifications. The base system is for unrealistic cross-genre in-Park "game-play"... where medieval knights fight gun-toting cyberpunks on semi-even footing.
Dreamwalker: Roleplaying in the Land of Dreams
1st ed by Peter C. Spahn, Michael Patton, David Griffin (2002) self-published
A modern magic RPG where you you play a psychic in the employ of a government project (Project Dreamwalker), who enters the dreams of others to rid troubled minds of the Taeniid infestation. It uses a percentile skill-based system, which is adaptable as guidelines for dream-based adventures in any system.
The Dresden Files Roleplaying Game
1st ed by Leonard Balsera, Chad Underkoffler, Ryan Macklin, Jim Butcher, Genevieve Cogman, Rob Donoghue, Fred Hicks, Kenneth Hite, Clark Valentine (2010) Evil Hat Productions
An urban fantasy RPG based on the novel series of the same name by Jim Butcher. It uses a variant of the FATE system from Spirit of the Century, along with an extensive system of magic and supernatural powers. Characters begin with different number of Fate points at the start of each based on a base number for the campaign (Base Refresh Rate) minus the number of points of powers they have. In addition, it adds armor and weapon strength that modify the stress inflicted with a successful hit.
The Drifter's Escape
1st ed by Ben Lehman (2009) Tao Games
A short narrative RPG for 3-7 people about a lone drifter (i.e. homeless vagabond) in the U.S., designed to be played in 1-3 hours. One player role-plays the Drifter, while the other players represent The Devil and The Man - abstract forces that are trying to own his life and soul. The book includes with a collection of seven short stories about the American drifter, by Jake Lehman.
Droga ku Chwale
1st ed by Andrzej Stoj (2002) Portal
A Polish-language RPG, based on Hong Kong kung-fu movies and video games. The title translates as "The Road to Glory". The PC's are masters of martial arts, fighting series of duels in fantasy city of Tsiengtao. The rules are simple, based on rolling under attribute + skill. The game has extended list of combat maneuvers and different styles of fighting.
Droids
1st ed by Neil Patrick Moore, Derek Stanovsky (1983) Integral Games
A sci-fi mini-RPG (digest-sized) about robots trying to survive after humanity destroyed their world. Character creation is by assembling your droid piece by piece (legs/wheels/treads, powerplant, sensors, etc.). It includes a sample scenario of exploring an abandoned military complex.
Drowning & Falling
1st ed by Jason Morningstar (2006) Bully Pulpit Games
A parody of other RPGs, in particular detailed rules for drowning, falling, and other such hazards. It includes fifteen attributes, five character classes (Warrior, Wizard, Cleric, Elf, and Dwarfling), two alignments (Good and Evil), and over twenty three spells and prayers.
Druid
1st ed by Spartaco Albertarelli (1993) Editrice Giochi
An Italian-language fantasy RPG, set in a mythic land patterned after the Great Britain of Celtic mythology. The last Druid recruits the PCs in his struggle against the spirits of the Derwydd -- evil druids who had caused the Gods to send a diluvium. Every PC had some sort of magic/psionic power, such as healing, illusion, ESP, musical powers, perception, elemental summoning, runes, or hypnosis. The system is skill-based, using d100+skill vs. difficulty. Combat and magic are variations to this standard method. Attributes are generated from a point pool; common fantasy races (elves, dwarves, halflings) are in use, as well as vocations that describe the main professions (granting special advantages). One geographical expansion was printed.
Duck Trooper
1st ed by Richard Tucholka (1991) Tri-Tac Games
A humorous combat RPG (64 page) about re-taking your planet from alien Duck invaders from another dimension. "Now they have the planet and you have the firepower and the will to take back your homes."
Duel
1st ed by Bruce Harlick, Ray Greer, Paul Arden Lidberg (1992) Crunchy Frog
A universal RPG system, although geared mainly for the fantasy genre. It uses a simple skill-based system with 3 attributes (Body, Agility, Mind). Character creation is by open point-build, spending 35 points on attributes and skills. Action resolution is by rolling under skill on 1d10, with special cases for combat. It also uses d5's (1d10/2 or 1d6 reroll 6) for damage, initiative, and some other cases. The basic game is 36 pages and includes a brief magic system, a 3-page sample fantasy world, and a 5-page solor adventure. It has a genre book ("Wooden Suits and Iron Men", by Sam Witt, 1994), an advanced rules supplement ("Mega-DUEL"), and a fantasy adventure ("Secret Liaison").
Dune: Chronicles of the Imperium
1st ed by Owen M. Seyler, Christian Moore, Matthew Colville (2000) Last Unicorn Games
A spacefaring science-fiction RPG based on the novels by Frank Herbert. It uses a variant of the "Icon" system developed for the Star Trek: The Next Generation RPG. This was only published in a "Limited Edition" before the publishing company disappeared.
Dungeon Crawl Classics RPG
1st ed by Joseph Goodman (2012) Goodman Games
A fantasy RPG based in part on a mix of editions of the D&D game. It uses some unified mechanics similar to later editions, but also has many old school features such as classes for Elf, Dwarf, and Halfling. There are also many differences, including magic that is not limited in spells per day, but every spell must roll a check against its result table. Character creation is by a "funnel" where each player creates at least three 0th level characters, and continue play with the ones that survive. Creation is very simple, rolling straight 3d6 in order for the attributes: Strength, Agility, Stamina, Personality, Intelligence and Luck. A character class is chosen only for characters who survive to 1st level.
Dungeons and Dragons
1st ed by Gary Gygax, Dave Arneson (1973) TSR
Basic Set 1st ed ed by J. Eric Holmes (1977)
Basic Set 2nd ed by Tom Moldvay (1980)
Expert Set 1st ed by David Cook (1980)
Basic Set 3rd ed by Frank Mentzer (1983)
Expert Set 2nd ed by Frank Mentzer (1983)
Companion Set ed by Frank Mentzer (1984)
Master Set ed by Gary Gygax, Frank Mentzer (1985)
Immortals Set ed by Frank Mentzer (1986)
Rules Cyclopedia ed by Aaron Allston (1991)
3rd ed by Jonathan Tweet, Monte Cook, Skip Williams (2000) Wizards of the Coast
Adventure Game ed by Bill Slavicsek (2000)
Version 3.5 ed (2003)
Basic Game ed by Jonathan Tweet (2004)
4th ed by Rob Heinsoo, Andy Collins, James Wyatt (2008)
5th ed by Jeremy Crawford, Michael Mearls (2014)
The original fantasy role-playing game, a swords-and-sorcery genre game vaguely based on Tolkien, Howard, and Lieber. The first edition in 1973 was an add-on to Guidon Games' Chainmail miniatures rules. It was a boxed set with three booklets ("Men & Magic", "Monsters & Treasure", and "The Underworld and Wilderness Adventures"). This used the term "hobbits" which was changed to "halflings" in the reprint after a clash with the Tolkien estate.
Later, after AD&D was released, the "Basic Set" was re-introduced as an easier first introduction to AD&D, covering only levels 1-3. Races were "simplified" to each be their own class (i.e. so elves are "elf" class instead of being forced to be mixed Fighting Man / Magic-user). In 1980 this was then expanded into a separate line of game sets: Basic / Expert / Companion / Master / Immortal. The first two sets went through several editions, and then the first 4 sets were later collected and edited into the "Rules Cyclopedia". This line was dropped in the mid-90's.
The "3rd edition" is really a new edition of AD&D with a wholly redesigned system, known as the "D20 System". The "Adventure Game" is a standalone boardgame with 8 pregenerated characters along with 3 premade adventures and random dungeon generators, but with no character generation rules.
Dungeon World
1st ed by Sage LaTorra, Adam Koebel (2012) Sage Kobold Productions
A fantasy RPG in the milieu of Dungeons & Dragons, but using rules adapted from Apocalypse World. Character creation is by picking a playbook, assigning the six attribute scores, choosing moves, and making connections with the other player characters. Only players roll for resolution, rolling 2d6 + attribute modifier after the GM decides that a Move has been activated. There are no difficulty modifiers. The rules emphasize drawing on the fiction, including a series of diceless Moves for the GM to draw on.
Dust Devils: The Truly Gritty Old West Role-Playing Game
1st ed by Matt Snyder (2002) Chimera Creative
A wild west RPG. It uses an unusual playing card system. The character draws a number of cards based on the sum of two attributes. Highest poker hands across opposed characters determines who wins a conflict, but highest single card determines who narrates the outcome. Players also have chips which may be spent to draw extra cards or other effects. Each character has a Devil representing his "worser nature" which can modify actions.
Duty & Honour
1st ed by Neil Gow (2008) Omnihedron Games
A role-playing game of military action in the Napaleonic era - where the PCs are members of the British army under the Duke of Wellington. The resolution system is based on playing cards, where each player has their own deck of cards. The players draws a pool of cards based on stat to resolve an entire combat or other conflict, where each card that beats a randomly-drawn "Card of Fate" is one success. Play is structured around mechanically-defined missions. Character creation uses a lifepath system.
The Dying Earth RPG
1st ed by Robin D. Laws, John R. Snead, Peter Freeman (2001) Pelgrane Press
A fantasy RPG set in the world of the novels by Jack Vance -- an ancient world populated by a desperately extravagant people, rich with magic. It uses a simple system where a single d6 roll determines the results (1=worst to 6=best), where higher ability gives you a number of rerolls (your "ability pool") which refreshes every 2 to 8 hours. Character creation is open point-based, where you can gain bonus points by accepting random choices. It has an in-depth magic system based closely on the series.
Dystopia: America 2155 A.D.
1st ed by Gavin Hadaller (2001) Politically Incorrect Games
A science-fiction game set in 2155 A.D. America, where you are part of the oppressed masses fighting against the totalitarian control of the megacorporations. The system is skill-based, based on rolling under your stat or skill on 1d10 (where 10 is a botch and 1 is a critical success). Character creation uses random-roll attributes and point-bought skills (with modifiers for Social Class and Lifestyle).
Dzikie Pola
1st ed by Jacek Komuda, Maciej Jurewicz, Marcin Barylka (1997) Wydawnictwo MAG
2nd ed by Jacek Komuda, Michal Mochocki, Artur Machlowski (2005) Wydawnictwo MAG
A Polish-language historical RPG set in 17th century Poland. The player characters are all noblemen - usually Polish but possibly foreign - who fight various Polish enemies of this period. There were two supplements published: W stepie szerokim (In the wide steppe) and Ogniem i mieczem (With fire and sword). It has complicated rules for sabre-fighting and duels, using szablas (a Polish type of a sabre) or rapiers (used mainly by foreigners). The rules for other activities are generally simple. The second edition uses a simple mechanic comparing a 1d20 roll plus attribute, skill, and modifiers versus a difficulty number. Character creation is point-based, with slow advancement and little increase in hit points for a realistic feal.

John H. Kim <jhkim@darkshire.net>
Last modified: Mon Jul 2 09:15:53 2018