<?xml version='1.0'?>
<!DOCTYPE Games SYSTEM "./Games.dtd" >

<Games>

<Game type="rpg" game_id="10000reward" language="French">
<Title>10000$ Reward</Title>
<Edition>
  <Author>Herman Hunter</Author>
  <Year>1989</Year> 
  <Company>Warlords Production</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="13thage">
<Title>13th Age</Title>
<Edition>
  <Author>Rob Heinsoo</Author>
  <Author>Jonathan Tweet</Author>
  <Year>2013</Year> 
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
A fantasy tabletop role-playing game with a customizable setting, based on a variant of the 
D20 System from third edition&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
It mixes in story-oriented mechanics, along with no predefined skills and no assumption of 
figures or a map for combat. It does include ten levels grouped into three tiers. 
The setting includes default places, a default bestiary, and 13 default figures of power 
in the world (known as Icons - such as the Archmage, the Diabolist, and others). However, 
other details are left open to be filled in as part of character creation. 
</Description>
</Game>

<Game type="rpg" game_id="1950allarmeufo" language="Italian">
<Title>1950 Allarme UFO!</Title>
<Edition>
  <Author>Antonello Lotronto</Author>
  <Year>1996</Year> 
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language sci-fi RPG based on the 50's alien invasion
B-movies, part of the "I Giochi del 2000" collection.  
</Description>
</Game>

<Game type="rpg" game_id="1w6freunde" language="German">
<Title>1w6 Freunde</Title>
<Edition>
  <Author>Markus Heinen</Author>
  <Author>Thomas Michalski</Author>
  <Author>Ralf Murk</Author>
  <Author>Matthias Schaffrath</Author>
  <Year>2009</Year>
  <Company company_id="prometheusgames">Prometheus Games Verlag</Company>
</Edition>
<Description>
A German-language RPG about child detectives, solving crimes under the 
radar of their parents and teachers.  The basic games includes a 
city setting and a sample adventures ("The Curse of Wolpert Festinger").  
</Description>
</Game>

<Game type="rpg" game_id="2089lejeudutricentenaire" language="French">
<Title>2089: Le Jeu du Tricentenaire</Title>
<Edition>
  <Author>Tristan Lhomme</Author>
  <Year>1989</Year>
  <Company company_id="casusbelli">Casus Belli / Excelsior Publications / Jeux Descartes</Company>
</Edition>
<Description>
A French-language humorous sci-fi RPG, first published in issue #56 of 
the French gaming magazine Jeux &amp;amp; Strat&amp;eacute;gie.  It is set 
in a future 2089 where characters are live-action roleplayers attempting 
to revive the French Revolution three hundred years later using a mix 
of muskets, laser pistols, and androids.  Character creation uses 
random-roll attributes (2d6 each for Intelligence, Dexterity, Body and 
Appearance).  Each attribute has three skills.  For resolution, the 
player rolls from 2d6 to 4d6 depending on the difficulty, trying to 
roll under attribute or skill value.  The game itself divides the 
reenactment into six sequences that mix historic events with 
futuristic twists and turns.  
</Description>
</Game>

<Game type="rpg" game_id="23rdletter">
<Title>The 23rd Letter</Title>
<Edition>
  <Author>Matt Johnston</Author>
  <Author>John Fleming</Author>
  <Author>Colin Johnston</Author>
  <Author>Eamon Watters</Author>
  <Author>Mark Lamki</Author>
  <Author>Lesley McLarnon</Author>
  <Year>1996</Year>
  <Company company_id="crucible">Crucible</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="316carnageamongstthestars">
<Title>3:16 Carnage Amongst The Stars</Title>
<Edition>
  <Author>Gregor Hutton</Author>
  <Year>2008</Year>
  <Company company_id="boxninja">BoxNinja</Company>
</Edition>
<Description>
A science-fiction role-playing game, where the player characters are 
members of 16th Brigade, 3rd Army, of the Terran Expeditionary Force.  
They are soldiers fighting alien bugs that are trying to kill every 
living thing in the Universe to protect the home world.  
</Description>
</Game>

<Game type="rpg" game_id="3fold">
<Title>The 3Fold System</Title>
<Edition>
  <Author>Clint Krause</Author>
  <Year>2004</Year>
  <Company company_id="knrpg">KNRPG Productions</Company>
</Edition>
<Description>
A simple universal RPG system, similar to the Storyteller system from 
White Wolf.  
</Description>
</Game>

<Game type="rpg" game_id="45adventure">
<Title>.45 Adventure: Crimefighting Action in the Pulp Era</Title>
<Edition>
  <Author>Richard A. Johnson</Author>
  <Year>2006</Year>
  <Company company_id="rattrap">Rattrap Productions</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="45psychobillyretropocalypse">
<Title>'45 - Psychobilly Retropocalypse</Title>
<Edition>
  <Author>James Desborough</Author>
  <Year>2006</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>104</Pages>
</Edition>
<Description>
A post-apocalyptic sci-fi RPG based on sci-fi B-movies of the 1930's 
through 1950's.  It is set in a tongue-in-cheek alternate future where 
WWII was fought by atomic bombs on all sides, creating an America that 
is largely a radioactive wasteland populated by mutant greasers, 
beautiful dames, giant ants, and the like.  It uses a simple dice 
pool system called "Xpress engine".  Resolution is by rolling a 
number of d6s equal to attribute, with a target number based on 
comparing skill level to a universal chart.  Character creation 
includes ten Attributes in pairs ranging from 1-5, along with skills 
and a simple system of merits and flaws.  
</Description>
</Game>

<Game type="rpg" game_id="7thsea">
<Title>7th Sea</Title>
<Edition>
  <Author>John Wick</Author>
  <Author>Jennifer Wick</Author>
  <Year>1999</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="9thgeneration">
<Title>9th Generation</Title>
<Edition>
  <Author>Jeff Siadek</Author>
  <Year>1986</Year>
  <Company>Jeff Siadek Enterprises</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="abbeta">
<Title>Abbeta: Fantasy Role-Playing Rules for the Twinflare Solar System</Title>
<Edition>
  <Author>Martin Hackett</Author>
  <Author>Peter Bennett</Author>
  <Year>1984</Year>
  <Company>self-published</Company>
  <Pages>28</Pages>
</Edition>
<Description>
A scifi RPG set in a fantastical version of the solar system.  
It uses a percentile skill-based system, with attributes POW, 
FIT, AGI, LUCK and LEARN.  
</Description>
</Game>

<Game type="rpg" game_id="abenteuerinmagira" language="German">
<Title>Abenteuer in Magira</Title>
<Edition>
  <Author>Steffi Seipp</Author>
  <Author>Dieter Steinseifer</Author>
  <Author>Norbert Weiser</Author>
  <Author>Harald Zubrod</Author>
  <Year>1988</Year>
  <Company>Abenteuerrunde GbR</Company>
</Edition>
<Description>
"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.  
</Description>
</Game>

<Game type="rpg" game_id="abeo">
<Title>Abeo</Title>
<Edition>
  <Author>Jennifer Reynolds </Author>
  <Author>Chuck Lauer</Author>
  <Year>2005</Year>
  <Company company_id="insomnium">Insomnium Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="aberrant">
<Title>Aberrant</Title>
<Edition>
  <Author>Justin R. Achilli</Author>
  <Author>Andrew Bates</Author>
  <Author>et al.</Author>
  <Year>1999</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
The sci-fi superhero RPG (a "prequel" to &lt;a href="GAME#trinity"&gt;
Trinity&lt;/a&gt;) 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).  
</Description>
</Game>

<Game type="rpg" game_id="ablaneda">
  <Title>Ablaneda</Title>
  <Edition>
    <Author>Jose Carlos Dominguez</Author>
    <Year>2014</Year>
    <Company company_id="otherselves">Otherselves</Company>
  </Edition>
  <Description>
    A Spanish-language medieval fantasy game, based on geography and legends of the northern
    Iberian Peninsula. The setting is an isolated country called Ablaneda, where humans 
    struggle against giant snakes, elves, demons, and more. The country has two primary cities, 
    the capital Castro de la Reina, and the commercial center Yerbosera. It uses variant 
    of a simple dice pool system called the xd6 system. Each character is defined by four
    or five freeform phrases, that are assigned a number of d6. Resolution is by rolling
    dice equal to the trait, where every 5 or 6 is a success. 
  </Description>
</Game>

<Game type="rpg" game_id="abneyparksairshippirates">
<Title>Abney Park's Airship Pirates RPG</Title>
<Edition>
  <Author>Peter Cakebread</Author>
  <Author>Ken Walton</Author>
  <Year>2011</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
  <Pages>300</Pages>
</Edition>
<Description>
A post-apocalyptic steampunk roleplaying game, based on the songs 
of band Abney Park.  It is set in a Victorian-style future in the 
year 2150, after a world-wide apocalypse in 1906 caused by time travel. 
The world is dominated by a totalitarian government using clockwork 
police, armored railroads, and airships.  The default area is North 
America, currently a wasteland with scattered nomads.  The player 
operate a steam-powered airships out of sky-cities such as Isla Aether 
and High Tortuga, who furthermore have acquired a time travel device. 
It uses a variant of the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt;
system.  Character creation is limited point-based after picking 
a background: Neobedouin, Neovictorian, or Skyfolk.  Lower classes 
are given more attribute points to balance their lack of money and 
influence.  
</Description>
</Game>

<Game type="rpg" game_id="abyss">
<Title>Abyss</Title>
<Edition>
  <Author>Marco Pecota</Author>
  <Author>Wes Johnson</Author>
  <Year>1997</Year>
  <Company>Global Games</Company>
</Edition>
<Description>
An RPG set in the Hell of Dante's "Inferno", a spin-off of 
the miniatures game &lt;u&gt;Inferno: Battles of the Abyss&lt;/u&gt;. 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.  
</Description>
</Game>

<Game type="rpg" game_id="aceagents">
<Title>A.C.E. Agents</Title>
<Edition>
  <Author>Steve Savage</Author>
  <Author>L. Lee Cerny</Author>
  <Author>Walter H. Mytczynskyj</Author>
  <Year>1992</Year>
  <Company company_id="stellar">Stellar Games</Company>
</Edition>
<Description>
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.
<!--Reviewed in White Wolf #35-->
</Description>
</Game>

<Game type="rpg" game_id="acesandeights">
<Title>Aces &amp;amp; Eights</Title>
<Edition>
  <Author>Jolly Blackburn</Author>
  <Author>Brian Jelke</Author>
  <Author>Steve Johansson</Author>
  <Author>David Kenzer</Author>
  <Author>Jennifer Kenzer</Author>
  <Author>Mark Plemmons</Author>
  <Year>2007</Year>
  <Company company_id="kenzerco">Kenzer &amp;amp; Company</Company>
  <Pages>400</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="acindambagin" language="Norwegian">
<Title>&amp;Aacute;cin Damb&amp;aacute;gin</Title>
<Edition>
  <Author>Torbj&amp;oslash;rn Lien</Author>
  <Year>1999</Year>
  <Company company_id="lovehulen">Lovehulen Spilldesign</Company>
</Edition>
<Description>
A Norwegian-language fantasy RPG setting, in a world with no
elements from traditional fantasy.  &amp;Aacute;cin Damb&amp;aacute;gin
is "the land to the East, beyond the great ocean which no one
may cross. Damb&amp;aacute;gin 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..."
</Description>
</Game>

<Game type="rpg" game_id="acquitane">
<Title>Acquitane</Title>
<Edition>
  <Author>Carl Smith</Author>
  <Year>1980</Year>
  <Company company_id="adversary">Adversary Games</Company>
</Edition>
<Description>
A fantasy-genre RPG, originally published as a setting for 
D&amp;amp;D.  The game apparently came in several books: 
"Acquitane", "Red Book of Nal", and "Sword and Shield". 
</Description>
</Game>

<Game type="rpg" game_id="action">
<Title>Action! System Core Rules</Title>
<Edition>
  <Author>Mark Arsenault</Author>
  <Author>Patrick Sweeney</Author>
  <Author>Ross Winn</Author>
  <Year>2002</Year>
  <Company company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Description>
A universal RPG system, related to the earlier
&lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; 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).  
</Description>
</Game>

<Game type="rpg" game_id="actioncastle">
<Title>Action Castle!</Title>
<Edition>
  <Author>Jared A. Sorensen</Author>
  <Year>2009</Year>
  <Company company_id="mementomoritheatriks">Memento Mori Theatricks</Company>
</Edition>
<Description>
A humorous mini-RPG intended to emulate old computer text adventure 
games such as the Zork series - part of a series called Parsely Games.  
The GM takes the role of the computer, responding to player requests 
such as "Look key" with computer-like responses.  
</Description>
</Game>

<Game type="rpg" game_id="activeexploits">
<Title>Active Exploits Diceless RPG</Title>
<Edition>
  <EdName>Special Edition</EdName>
  <Author>Brett M. Bernstein</Author>
  <Year>2002</Year> 
  <Company company_id="deep7">Deep7</Company>
  <Pages>158</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="advanceddungeonsanddragons">
<Title>Advanced Dungeons and Dragons</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Year>1978</Year>
  <Company company_id="tsr">TSR</Company> 
</Edition> 
<Edition> 
  <EdName>2nd</EdName>
  <Author>David Cook</Author>
  <Year>1989</Year> 
</Edition>
<Description>
The advanced version of the original fantasy role-playing game,
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
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 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;,
although it is not part of the separate D&amp;amp;D line.  
</Description>
</Game>

<Game type="rpg" game_id="advancedphantasmadventures">
<Title>Advanced Phantasm Adventures</Title>
<Edition>
  <Author>Troy Christensen</Author>
  <Year>1992</Year>
  <Company>TC International</Company>
  <Pages>110</Pages>
</Edition>
<Description>
A medieval fantasy RPG.  
</Description>
</Game>

<Game type="rpg" game_id="adventure_bergquist">
<Title>Adventure!</Title>
<Edition>
  <Author>Tori Bergquist</Author>
  <Year>1985</Year> 
  <Company>self-published</Company>
</Edition>
<Description>
A universal RPG system, using mechanics similar to 
Chaosium's &lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt;: 
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.  
</Description>
</Game>

<Game type="rpg" game_id="adventure_ww">
<Title>Adventure!</Title>
<Edition>
  <Author>Andrew Bates</Author>
  <Author>Bruce Baugh</Author>
  <Year>2001</Year> 
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#trinity"&gt;Trinity&lt;/a&gt; and 
&lt;a href="GAME#aberrant"&gt;Aberrant&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="adventuremaximum">
<Title>Adventure Maximum</Title>
<Edition>
  <Author>Dennis McDonald</Author>
  <Year>1992</Year>
  <Company>WorldMaster Designs</Company>
  <Pages>160</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1996</Year>
</Edition>
<Description missinginfo="all">
A self-published universal RPG system.  Reviewed in Shadis 
magazine #10 (mini-review) and #15. 
</Description>
</Game>

<Game type="rpg" game_id="adventuremaximus">
<Title>Adventure Maximus</Title>
<Edition>
  <Author>Francis Hogan</Author>
  <Year>2014</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
A fantasy RPG with a card-based system designed for children ages 8 and up. Character creation is 
handled by putting down a race card, a class card, and an action card. Resolution uses custom 
six-sided dice, where each die has three blank sides, one side show one sword, one side showing 
two swords, and one side showing the Maximus symbol. Cards can also be used in adventure creation, 
with a formatted sheet that starts the adventure by putting in a Map card, a Treasure card, and 
a Creature card on the bottom row. 
</Description>
</Game>

<Game type="rpg" game_id="adventurequestjaern">
<Title>Adventure Quest: Jaern</Title>
<Edition>
  <Author>Robert Blake</Author>
  <Author>Daniel Lawrence</Author>
  <Year>1991</Year>
  <Company company_id="lafayette">Lafayette Simulations</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="adventurerconquerorkingsystem">
<Title>Adventurer Conqueror King System</Title>
<Edition>
  <Author>Alexander Macris</Author>
  <Author>Tavis Allison</Author>
  <Author>Greg Tito</Author>
  <Year>2012</Year>
  <Company company_id="autarch">Autarch LLC</Company>
  <Pages>274</Pages>
</Edition>
<Description>
A variant of &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; 
that draws from the Basic Set version - including combined race and class 
and strict 3d6 attribute rolls.  Attacks, saves, and proficiencies are 
all recorded as the target number on 1d20, like "14+" (called "throws").  
Resolution is by rolling 1d20 + modifiers compared to the throw number. 
Advancement is level-based, but also divides into three categories
(adventurer, conqueror, and king) where the characters progress into 
developing followers and territory.  
</Description>
</Game>

<Game type="rpg" game_id="adventurershandbook">
<Title>The Adventurer's Handbook</Title>
<Edition>
  <Author>Bob Albrecht</Author>
  <Author>Greg Stafford</Author>
  <Year>1984</Year>
  <Company>Reston Publishing Company Inc.</Company>
  <Pages>208</Pages>
</Edition>
<Description>
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 &lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt;. 
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.  
</Description>
</Game>

<Game type="rpg" game_id="adventuresindelving">
<Title>Adventures in Delving</Title>
<Edition>
  <Author>Vincent Diakuw</Author>
  <Year>2004</Year>
  <Company>Thousandpress</Company>
  <Pages>31</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="adventuresinfantasy">
<Title>Adventures in Fantasy</Title>
<Edition>
  <Author>Dave Arneson</Author>
  <Author>Richard Snider</Author>
  <Year>1979</Year>
  <Company company_id="excalibur">Excalibur Games Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1979</Year> 
  <Company>Adventure Games Incorporated</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="adventuresinoz">
<Title>Adventures in Oz</Title>
<Edition>
  <Author>F. Douglas Wall</Author>
  <Year>2010</Year>
  <Company company_id="fdouglaswall">F. Douglas Wall Publishing</Company>
  <Pages>131</Pages>
</Edition>
<Description>
A fantasy RPG set in the world of L. Frank Baum's Oz books, designed 
for young players.  It uses a simple system with seven traits: 
Athletics, Awareness, Brains, Presence, Sneaking, and Wits.  
Basic resolution is by rolling two six-sided dice against a trait, 
with success if either is less than or equal to the trait.  There 
is a combat system, but no death in keeping with the background.  
It also includes a simple magic system.  Character creation is by 
picking a template - such as Crafted Person (like the Scarecrow) 
or Animal (like Toto or the Cowardly Lion).  This is followed by 
buying extra points, a friends list, and Oz points.  Oz points are 
gained in play by making friends, and spent to get a bonus to a roll 
or receive help from friends.  
</Description>
</Game>

<Game type="rpg" game_id="adventuresinscience">
<Title>Adventures in Science</Title>
<Edition>
  <Author>Vincent Diakuw</Author>
  <Year>2004</Year>
  <Company>Thousandpress</Company>
  <Pages>28</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="adventuresofindianajones">
<Title>The Adventures of Indiana Jones</Title>
<Edition>
  <Author>David "Zeb" Cook</Author>
  <Year>1984</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="adventuresoflutherarkwright">
<Title>The Adventures of Luther Arkwright</Title>
<Edition>
  <Author>James Brunton</Author>
  <Year>1991</Year>
  <Company>23rd Parallel Games</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A UK alternate-timeline RPG based on the miniseries of comics by
Bryan Talbot.  The titular hero is a man with the unique ability to 
jump between parallel universes.  He is recruited by a telepath named 
Rose Wylde to become an agent of the parallel known as "zero-zero" - 
whose stable position in the multiverse has allowed the development of 
world peace.  They fight an organization called the Disruptors who are 
trying to destabilize the multiverse.  The system is a percentile 
skill-based system similar to Chaosium's 
&lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt;.  
Resolution uses a universal table that converts skill, difficulty and 
a percentile roll into level of success from best (A) to least (E).  
Character creation is random-roll, with different rolls for the 
percentile stats.  Strength is 4D10+20; Endurance is 4D10+30; Willpower 
is 6D10+10; PSI-rating is a straight D100 roll; etc.  The player adds 
Intellect + Willpower + (age multiplied by ten) to get the number of 
points to spend on skills.  Some skills have a default, and some get a 
First Point bonus (a bonus only if at least 1 point is spent on them).  
Character generation includes the option for the GM to designate one 
player character with a PSI ability, and for one player character to 
have a Warrior Option that significantly boosts points.  
</Description>
</Game>

<Game type="rpg" game_id="aegis" language="Italian,English">
<Title>Aegis</Title>
<Edition>
  <Author>Alberto Tronchi</Author>
  <Year>2011</Year>
  <Company company_id="alephtar">Alephtar Games</Company>
</Edition>
<Description>
A science fantasy RPG inspired by Japanese console RPGs.  The player 
characters are agents of an elite corp in charge of exploring the 
ruins of a lost civilization - armed with energy guns, katanas, 
spells, and ancient artifacts.  
</Description>
</Game>

<Game type="rpg" game_id="aesia" language="French">
<Title>Aesia</Title>
<Edition>
  <Author>Xavier Bottet</Author>
  <Year>1992</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A French-language space opera RPG, set in a galaxy controlled by
a high-tech Church.  
</Description>
</Game>

<Game type="rpg" game_id="aeternallegends">
<Title>&amp;AElig;ternal Legends</Title>
<Edition>
  <Author>Stewart Wilson</Author>
  <Year>2007</Year>
  <Company company_id="mobunitedmedia">Mob United Media</Company>
  <Pages>158</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="aftermath">
<Title>Aftermath</Title>
<Edition>
  <Author>Bob Charrette</Author>
  <Author>Paul Hume</Author>
  <Year>1981</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="afterthebomb">
<Title>After The Bomb RPG</Title> 
<Edition>
  <Author>Eric Wujcik</Author>
  <Year>2001</Year>
  <Company company_id="palladium">Palladium Books</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A post-apocalyptic RPG where anthropomorphic mutated animals rule the 
world.  This was formerly a supplement line for the 
&lt;a href="GAME#teenagemutantninjaturtles"&gt;
Teenage Mutant Ninja Turtles&lt;/a&gt; RPG, but has been released 
as a standalone RPG.  It uses a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;, 
with limited point-bought character creation (via "bio-energy").  
</Description>
</Game>

<Game type="rpg" game_id="afterwars">
<Title>Afterwars: Roleplaying in Post WWIII America</Title> 
<Edition>
  <Author>Timothy J. McFadden</Author>
  <Year>1991</Year>
  <Company company_id="stellar">Stellar Games</Company>
</Edition>
<Description>
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 &lt;a href="GAME#expendables"&gt;Expendables&lt;/a&gt; 
by L. Lee Cerny and Walter H. Mytczenskyj.  Character classes
are Mainstream, Military, and Fringe.  Reviewed in White Wolf #33. 
</Description>
</Game>

<Game type="rpg" game_id="againstthedarkness">
<Title>Against the Darkness: A Roleplaying Game of Vatican Horror and Conspiracy</Title>
<Edition>
  <Author>Christopher A. Field</Author>
  <Author>Daniel M. Brakhage</Author>
  <Author>Vicki Potter</Author>
  <Year>2006</Year>
  <Company company_id="tabletopadventures">Tabletop Adventures, LLC</Company>
  <Pages>68</Pages>
</Edition>
<Description>
A modern horror game where the PCs are an elite group of priests and 
other personnel fighting demons, ghosts, and vampires.  Character 
types include Modern Templars, Treasure Seekers, Dispassionate Experts, 
Sacred Hunters, Blessed Non-believers or others.  Resolution is by 
attribute rating + skill or miracle rating + resolution die vs. 
target number.  There are four attributes -- Corpus, Spiritus, 
Mentus, Fidelis -- each rated from 1 to 7 as well as having a 
designated resolution die: d4, d6, or d8.  There are 12 skills 
and 19 miracles, each with a base attribute.  
</Description>
</Game>

<Game type="rpg" game_id="agentseven">
<Title>Agent S.E.V.E.N.</Title>
<Edition>
  <Author>Todd Downing</Author>
  <Year>1999</Year>
  <Company company_id="deep7">Deep7</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="agentx">
<Title>Agent X</Title>
<Edition>
  <Author>Rob Stone</Author>
  <Author>Sean Tisdale</Author>
  <Author>Annette Tisdale</Author>
  <Year>1999</Year>
  <Company company_id="mindinteractive">Mind Interactive</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="ageofchivalry">
<Title>Age of Chivalry</Title>
<Edition>
  <Author>Marshall Rose</Author>
  <Year>1978</Year>
  <Company>Avant-Garde Simulations Perspectives</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#chivalryandsorcery"&gt;Chivalry and 
Sorcery&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="ageofempire">
<Title>Age of Empire</Title>
<Edition>
  <Author>Gareth-Michael Skarka</Author>
  <Year>1996</Year>
  <Company company_id="epitaph">Epitaph Studios</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="ageofheroes">
<Title>Age of Heroes - Adventure in High Fantasy</Title>
<Edition>
  <Author>Brian Gleichman</Author>
  <Year>2012</Year>
  <Company>self-published</Company>
  <Pages>288</Pages>
</Edition>
<Description>
A detailed fantasy-genre system, using a percentile system.
Character creation is class-based with random-roll attributes and 
additional point-bought traits.  Players roll 1d100 on a table for 
each of ten attributes, generating a score from 2 to 12 for each.  
The game is self-published via 
&lt;a href="http://www.lulu.com/product/hardcover/age-of-heroes/18947387"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="ageofphaedrus">
<Title>The Age of Phaedrus</Title>
<Edition>
  <Author>Sean Bindel</Author>
  <Author>Brian Fitzpatrick</Author>
  <Year>1997</Year>
  <Company>Moebius Adventures</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="ageofruin">
<Title>Age of Ruin</Title>
<Edition>
  <Author>Clay Gibbons</Author>
  <Year>1990</Year>
  <Company company_id="cuttingedge">Cutting Edge Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="aggressio" language="Swedish">
<Title>Aggressio</Title>
<Edition>
  <Author>Kristoffer Simonsson</Author>
  <Year>1998</Year>
  <Company company_id="pointblank">Point Blank Games</Company>
</Edition>
<Description>
A Swedish-language modern technothriller RPG, set in
Los Angeles, California. 
</Description>
</Game>

<Game type="rpg" game_id="agon">
<Title>Agon</Title>
<Edition>
  <Author>John Harper</Author>
  <Year>2006</Year>
  <Company company_id="oneseven">one.seven design</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="agone" language="French">
<Title>Agone</Title>
<Edition>
  <EdName>1st French</EdName>
  <Author>David Beno&amp;icirc;t</Author>
  <Author>S&amp;eacute;bastian C&amp;eacute;lerin</Author>
  <Author>Mathieu Gaborit</Author>
  <Author>Gr&amp;eacute;goire Laakman</Author>
  <Author>Jean-R&amp;eacute;my Levin</Author>
  <Author>Jean-Baptist Lullien</Author>
  <Author>St&amp;eacute;phane Marsan</Author>
  <Author>Xavier Spinat</Author>
  <Year>1999</Year>
  <Company company_id="multisim">Multisim</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Year>2001</Year>
</Edition>
<Description>
A French-language medieval fantasy RPG, set on an original
fantasy world: "Harmonde", by Mathieu Gaborit.  The PC's are
"Inspir&amp;eacute;s" -- 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.  
</Description>
</Game>

<Game type="rpg" game_id="ai">
<Title>A.I.</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1993</Year>
  <Company company_id="digestgroup">Digest Group Publications</Company>
</Edition>
<Description>
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 &lt;u&gt;as&lt;/u&gt; magic).  The characters would be
explorers working for intelligent starships that have returned
home to find it inexplicably changed. 
</Description>
</Game>

<Game type="rpg" game_id="albedo">
<Title>Albedo</Title>
<Edition>
  <Author>Paul Kidd</Author>
  <Author>Steve Gallacci</Author>
  <Year>1988</Year>
  <Company company_id="tagg">Thoughts and Images (a subsidiary of TAGG)</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year> 
  <Company company_id="chessex">Chessex</Company>
</Edition>
<Edition>
  <EdName>Platinum Catalyst</EdName>
  <Year>2004</Year> 
  <Company company_id="sanguine">Sanguine Productions</Company>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="albion">
<Title>Albion: Celtesque fantasy roleplaying after the Shrug</Title>
<Edition>
  <Author>Tim Gray</Author>
  <Year>2002</Year> 
  <Company company_id="silverbranch">Silver Branch Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="aletheia">
<Title>Aletheia</Title>
<Edition>
  <Author>Lee Foster</Author>
  <Author>Monica Valentinelli</Author>
  <Author>Werner Hager</Author>
  <Year>2007</Year>
  <Company company_id="abstractnove">Abstract Nova Entertainment</Company>
  <Pages>178</Pages>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="alice">
<Title>Alice - Single Die Roleplaying System</Title>
<Edition>
  <Author>M. Redwood</Author>
  <Author>D. Freegard</Author>
  <Author>V. Piper</Author>
  <Author>P. Scott</Author>
  <Author>D. Barton</Author>
  <Year>2003</Year>
  <Company company_id="alice">Alice RPS</Company>
  <Pages>250</Pages>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="alienoids" language="French">
<Title>Alieno&amp;iuml;ds</Title>
<Edition>
  <Author>Solo</Author>
  <Year>1992</Year>
  <Company>&amp;Eacute;ditions de la Lune-Sang</Company>
</Edition>
<Description>
A French-language alien-invasion RPG, set in the modern world
where horrific aliens have just invaded -- with a rather
tongue-in-cheek tone.  
</Description>
</Game>

<Game type="rpg" game_id="aliens">
<Title>Aliens</Title>
<Edition>
  <Author>Barry Nakazano</Author>
  <Author>David McKenzie</Author>
  <Year>1990</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Description>
A sci-fi action RPG based on the movie "Aliens".  It uses an
simplified version of the combat rules in 
&lt;a href="GAME#phoenixcommand"&gt;Phoenix Command&lt;/a&gt;, 
although it is still quite complex.  
</Description>
</Game>

<Game type="rpg" game_id="aliensummit">
<Title>Alien Summit</Title>
<Edition>
  <Author>Annie Rush</Author>
  <Year>2004</Year> 
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="alladventureaction">
<Title>All-Adventure Action Roleplay Game!</Title>
<Edition>
  <Author>Gareth Jones</Author>
  <Year>unknown, pre-1991</Year>
  <Company company_id="taupe">Taupe Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="allfleshmustbeeaten">
<Title>All Flesh Must Be Eaten</Title>
<Edition>
  <Author>Albert Bruno III</Author>
  <Author>C.J. Carella</Author>
  <Author>Richard Oaken</Author>
  <Author>M. Alexander Jurkat</Author>
  <Author>George Vasilakos</Author>
  <Year>1999</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
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 &lt;a href="GAME#witchcraft"&gt;Witchcraft&lt;/a&gt;, 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. 
</Description>
</Game>

<Game type="rpg" game_id="allforoneregimediabolique">
<Title>All-for-one R&amp;eacute;gime Diabolique</Title>
<Edition>
  <Author>Paul Wade-Williams</Author>
  <Year>2010</Year> 
  <Company company_id="tripleace">Triple Ace Games</Company>
</Edition>
<Description>
A swashbuckling/horror RPG set in France of 1636, the time of 
The Count of Monte Cristo and The Three Musketeers, with the addition 
of horror elements including black magicians, secret societies, and 
demons.  The player characters are King's musketeers, fighting the 
corrupt nobility and their diabolic creations, agents of Cardinal 
Richelieu, and other enemies of the throne.  It uses a variant of 
the "Ubiquity system" also used by 
&lt;a href="GAME#hollowearthexpedition"&gt;Hollow Earth Expedition&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="allstarwrestling">
<Title>All Star Wrestling</Title>
<Edition>
  <Author>Paul Schulze</Author>
  <Year>1991</Year> 
  <Company company_id="afterthought">Afterthought Images</Company>
</Edition>
<Description>
A professional wrestling RPG. 
</Description>
</Game>

<Game type="rpg" game_id="almamater">
<Title>Alma Mater</Title>
<Edition>
  <Author>Steve Davis</Author>
  <Author>Andrew Warden</Author>
  <Year>1982</Year>
  <Company>Oracle Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="alphaomega">
<Title>Alpha Omega</Title>
<Edition>
  <Author>David Carter</Author>
  <Author>Earl Fischl</Author>
  <Year>2008</Year>
  <Company company_id="mindstormlabs">Mind Storm Labs</Company>
</Edition>
<Description>
A post-apocalyptic science fantasy game, set on Earth in the year 2280, 
after a series of natural disasters as well as biological and nuclear 
war have laid waste to the planet.  Magic has been rediscovered, monsters 
roam the wastelands, and two alien races (Nephilim and Grigori) resembling 
angels and demons are beginning a perennial war.  It uses an original 
system, that involves rolling six dice of types determined by attribute 
rank.  For example, an attribute of 18 has a pool of 3d6 + 3d4.  
Resolution is by adding the total from the dice pool and skill rank, 
compared to difficulty level.  Each combat turn is divided into six 
phases, and the six dice from the pool must be split among the phases 
a character is allowed to act in.  Character creation is open point-based, 
spending 500 points on attributes, skills, advantages, and disadvantages 
over a base species template.  
</Description>
</Game>

<Game type="rpg" game_id="alshard" language="Japanese">
<Title>ALSHARD (&amp;#65279;&amp;#12450;&amp;#12523;&amp;#12471;&amp;#12515;&amp;#12540;&amp;#12489;)</Title>
<Edition>
  <Author>Jun'ichi Inoue</Author>
  <Year>2002</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Edition>
  <EdName>fortissimo</EdName>
  <Year>2005</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Description>
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".  
</Description>
</Game>

<Game type="rpg" game_id="alterego" language="French">
<Title>Alter Ego</Title>
<Edition>
  <Author>Patrick Philip</Author>
  <Author>Michel Philip</Author>
  <Author>Eric Lautier</Author>
  <Author>Bernard Jullion</Author>
  <Author>Jean-Ren&amp;eacute; Jullion</Author>
  <Year>1989</Year>
  <Company>D3 &amp;Eacute;ditions</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="alternatives20" language="French">
<Title>Alternatives 2.0</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1992</Year>
  <Company>Presses Alternatives</Company>
</Edition>
<Description missinginfo="all">
A French-language universal system. 
</Description>
</Game>

<Game type="rpg" game_id="alternity">
<Title>Alternity</Title>
<Edition>
  <Author>Bill Slavicsek</Author>
  <Author>Richard Baker</Author>
  <Year>1998</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A generic science-fiction RPG.  It uses a skill-based system
with restrictive professions (similar to &lt;a href="GAME#rolemaster"&gt;
Rolemaster&lt;/a&gt;).  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. &lt;br&gt;
Settings include "Star*Drive"; "Dark*Matter" (conspiracy); and
"Gamma World" (based on the earlier game). 
</Description>
</Game>

<Game type="rpg" game_id="altusadventum">
<Title>Altus Adventum</Title>
<Edition>
  <Author>Roderic Waibel</Author>
  <Year>2004</Year>
  <Company>Sacrosanct Games Ent.</Company>
  <Pages>154</Pages>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="amazingadventures">
<Title>Amazing Adventures</Title>
<Edition>
  <Author>Jason Vey</Author>
  <Year>2012</Year>
  <Company company_id="trolllord">Troll Lord Games</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>2020</Year>
  <Company company_id="trolllord">Troll Lord Games</Company>
</Edition>
<Description>
  A pulp action system based on the SIEGE Engine of the
  &lt;a href="GAME#castlesandcrusades"&gt;Castles &amp;amp; Crusades&lt;/a&gt; game. 
  It uses the same six attributes (Str/Dex/Con/Int/Wis/Cha); 
  It has classes of Arcanist, Gadgeteer, Gumshoe, Hooligan,
  Mentalist, Pugilist, Raider, and Socialite. Characters have
  further options including swapping class abilities for
  one of eight generic abilities like Ace, Two-Fisted, or
  Wealthy. They also have a Background such as scientist or
  chef, which give a bonus to skills. They also have standard
  Skills and Traits. It has a "5th Edition" which is compatible
  with 5th edition
  &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="amazingengine">
<Title>Amazing Engine</Title>
<Edition>
  <Author credit="Design">David "Zeb" Cook</Author>
  <Author credit="Editing">Karen S. Boomgarden</Author>
  <Author credit="Editing">Michele Carter</Author>
  <Year>1993</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
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. &lt;br&gt;
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 &lt;a href="GAME#metamorphosisalpha"&gt;classic game&lt;/a&gt;:
science fantasy on a generation starship). 
</Description>
</Game>

<Game type="rpg" game_id="amber">
<Title>Amber Diceless Role-playing</Title>
<Edition>
  <Author>Eric Wujcik</Author>
  <Year>1991</Year>
  <Company company_id="phage">Phage Press</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="ammo" language="Italian">
<Title>Ammo</Title>
<Edition>
  <Author>Mirko Caruccio</Author>
  <Author>Piero Cioni</Author>
  <Author>Barbara Chies</Author>
  <Year>1992</Year>
  <Company>Editore Planetario</Company>
</Edition>
<Description>
An Italian-language modern-day/sci-fi action RPG, inspired 
by manga comics such as "Ghost in the Shell" and "Gundam".
</Description>
</Game>

<Game type="rpg" game_id="amoeba" language="Finnish">
<Title>Amoeba</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Author>Hans Zenjuga</Author>
  <Year>1999</Year>
  <Company>Artic Ranger Production</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="analaya" language="Spanish">
<Title>Analaya, tormenta de arena</Title> 
<Edition>
  <Author>Miguel Angel Friginal</Author>
  <Author>Jose Luis Lavi&amp;ntilde;a</Author>
  <Year>1993</Year>
  <Company>Larshiot</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="anarki" language="Norwegian">
<Title>Anarki</Title>
<Edition>
  <Author>Jon Sagberg</Author>
  <Year>unknown</Year>
  <Company>unknown</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="ancientodysseys">
<Title>Ancient Odysseys: Treasure Awaits!</Title>
<Edition>
  <Author>Brett Bernstein</Author>
  <Year>2010</Year>
  <Company company_id="precisintermedia">Precis Intermedia Games</Company>
</Edition>
<Description>
A simple medieval fantasy game with a skill based system, intended as 
a quick introductory game that players can start playing within ten 
minutes, that focuses on dungeon crawling.  Player characters are one 
of four races (human, elf, dwarf, or hobling) - and one of three 
vocations (rogue, warrior, or wizard).  There are three attributes
(Fitness, Awareness, and Reasoning) and about 15 skills.  Resolution 
is by rolling 1d6 and adding attribute and skill versus a difficulty 
number.  It comes in a boxed set with three booklets.  
</Description>
</Game>

<Game type="rpg" game_id="angel">
<Title>Angel</Title>
<Edition>
  <Author>C.J. Carella</Author>
  <Year>2003</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#buffythevampireslayer"&gt;
Buffy the Vampire Slayer RPG&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="angeli" language="German">
<Title>Angeli</Title>
<Edition>
  <Author>Michael Deflize</Author>
  <Author>Rainer "Blum" Wagner</Author>
  <Year>1993</Year>
  <Company>Astra Poesis</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="angeliedemoni" language="Italian">
<Title>Angeli e Demoni</Title>
<Edition>
  <Author>Antonio Sottocasa</Author>
  <Author>Sergio Giovannini</Author>
  <Author>Massimo Ghirardi</Author>
  <Author>Davide Tortosa</Author>
  <Author>Giacomo Sottocasa</Author>
  <Year>1997</Year>
  <Company company_id="roseandpoison">Rose and Poison</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="animabeyondfantasy" language="Spanish,English">
<Title>Anima: Beyond Fantasy RPG</Title>
<Edition>
  <EdName>1st Spanish</EdName>
  <Author>Carlos B. Garc&amp;iacute;a Aparicio</Author>
  <Year>2005</Year> 
  <Company company_id="edge">Edge Entertainment</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Year>2008</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company> 
  <Pages>320</Pages>
</Edition>
<Edition>
  <EdName>2nd Spanish</EdName>
  <Year>2010</Year> 
  <Company company_id="edge">Edge Entertainment</Company>
</Edition>
<Description>
A fantasy genre RPG influenced by Japanese anime themes.  It uses 
an involved system similar to the 
&lt;a href="GAME#rolemaster"&gt;Rolemaster&lt;/a&gt; mechanics.  
Characters creation uses races, classes and levels.  Attributes are 
random-roll, while other options are limited point-bought.  
Resolution uses 1d100 + skill vs difficulty, though there are 
also attribute checks done as rolling 1d10 under attribute.  
</Description>
</Game>

<Game type="rpg" game_id="animonde" language="French">
<Title>Animonde</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1988</Year> 
  <Company company_id="siroz">Siroz / Ideojeux</Company>
</Edition>
<Description>
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 &lt;a href="GAME#bitume"&gt;
Bitume&lt;/a&gt;.  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).  
</Description>
</Game>

<Game type="rpg" game_id="ankh" language="Finnish">
<Title>ANKH - Adventurers of the North - Kalevala Heroes</Title>
<Edition>
  <Author>Pasi Janhunen</Author>
  <Year>1988</Year>
  <Company>Nelostuote KY</Company>
</Edition>
<Description>
A Finnish-language fantasy RPG nominally set in Iron Age Finland, but 
very similar to &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.
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).  
</Description>
</Game>

<Game type="rpg" game_id="annalise">
<Title>Annalise: Stories of pain, hunger and redemption</Title>
<Edition>
  <Author>Nathan Paoletta</Author>
  <Year>2008</Year>
  <Company company_id="hamsterprophet">Hamsterprophet Productions</Company>
</Edition>
<Description>
A GMless storytelling game about vampires - where the player characters 
human characters who are to be the victims, hunters and tools of 
the Vampire.  Each player takes turn being "Active Player," 
"Scene Guide" and "Audience".  It has a system including tokens 
and dice, where die rolls are used for Achievements and Consequences. 
Character creation is by defining a Vulnerability and a Secret.  
</Description>
</Game>

<Game type="rpg" game_id="annodomini_finnish" language="Finnish">
<Title>Anno Domini</Title>
<Edition>
  <Author>Piia Makkonen</Author>
  <Author>Pasi Silander </Author>
  <Year>1995</Year>
  <Company>SLS/FELM</Company>
</Edition>
<Description>
A Finnish-language Biblical RPG set in the New Testament era, 
role-playing missionaries of St. Paul.  It uses a live-action system. 
</Description>
</Game>

<Game type="rpg" game_id="annodomini_spanish" language="Spanish">
<Title>Anno Domini: Adventus Averni ad Terram</Title>
<Edition>
  <Author>Juan Antonio Huerta Dom&amp;iacute;nguez</Author>
  <Author>Manuel Sueiro</Author>
  <Author>Antonio Alvarez de Morales</Author>
  <Year>2000</Year>
  <Company>Libros Ucron&amp;iacute;a S.L.</Company>
  <Pages>360</Pages>
</Edition>
<Description>
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 Com&amp;uacute;n"), 
righteous ("Justos y Cabalistas"), and the Chosen ("Elegidos ").  
It uses triangular costs (i.e. level 3 costs 6 points = 1+2+3). 
</Description>
</Game>

<Game type="rpg" game_id="aphalon" language="Polish">
<Title>Aphalon: Ksie&amp;#380;ycowe Ostrze</Title>
<Edition>
  <Author>Arkadiusz Mielczarek</Author>
  <Author>Dariusz Tarka</Author>
  <Year>1995</Year>
  <Company>Multimedium</Company>
</Edition>
<Description>
A Polish-language fantasy RPG set in a typical fantasy world. 
The title translates as "Aphalon: the Moonblade".  It uses a 
complex rules system.  
</Description>
</Game>

<Game type="rpg" game_id="apocalypsepreventioninc">
<Title>Apocalypse Prevention, Inc.</Title>
<Edition>
  <Author>Eloy Lasanta</Author>
  <Year>2008</Year>
  <Company company_id="thirdeye">Third Eye Games</Company>
  <Pages>184</Pages>
</Edition>
<Description>
A modern-day horror RPG, set in a world where demons from various 
dimensions secretly live among us.  The player characters are agents 
of an organization (Apocalypse Prevention, Inc.) that monitors them 
and arrests those that break the law.  Agents include various other 
races as well as human: Burners, Changelings, Lochs (fish people), 
Spectrals, Taylari (vampires), and Wolf People.  The game uses its 
own system, the Dynamic Gaming System (DGS).  The core mechanic is 
1d20 + Attribute + Skill vs. a Target Number of 10, 20, 30, or 40.  
Character creation is by picking race as well as passion (which provide 
experience bonuses), limited point-buy of attributes and skills, 
along with bonus points usable for Gifts, and possibly more from 
taking Drawbacks.  The rules include a magic system divided into 
18 Paths (types) and 3 Circles (power levels).  Each spell has a 
mana cost, where mana points come from converting a character's Stamina.  
</Description>
</Game>

<Game type="rpg" game_id="apocalypseworld">
<Title>Apocalypse World</Title>
<Edition>
  <Author>D. Vincent Baker</Author>
  <Year>2010</Year>
  <Company company_id="lumpley">Lumpley Games</Company>
</Edition>
<Description>
A post-apocalyptic RPG, set about 50 years after an devastating apocalypse 
though no one really knows what happened or why.  The world is a lawless 
place ruled by gangs well supplied with guns, ammunition, and gasoline.  
There is also a psychic maelstrom that either came from or caused the 
apocalypse.  Character creation is by choosing and customizing one of 
11 playbooks: Angel, Battlebabe, Brainer, Chopper, Driver, Gunlugger, 
Hardholder, Hocus, Operator, Savvyhead, or Skinner.  Resolution is by 
rolling 2d6 + attribute, where 7-9 is a limited success and 10+ is a 
full success.  Each playbook has a number of customized moves, including 
combat and non-combat options.  
</Description>
</Game>

<Game type="rpg" game_id="apocrypha">
<Title>Apocrypha</Title>
<Edition>
  <Author>Barbara J. Webb</Author>
  <Author>Heather Watson</Author>
  <Year>2000</Year>
  <Company company_id="frontiersdesign">Frontiers Design</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="apokryph">
<Title>Apokryph: le dernier Cantique</Title>
<Edition>
  <Author>Sofi&amp;egrave;ne Boumaza</Author>
  <Year>2003</Year>
  <Company company_id="scriptorium">Scriptorium</Company>
http://lescriptorium.over-blog.com/
http://apokryph.free.fr
  <Pages>198</Pages>
</Edition>
<Description>
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").  
</Description>
</Game>

<Game type="rpg" game_id="aquelarre" language="Spanish">
<Title>Aquelarre</Title>
<Edition>
  <Author>Ricard Ib&amp;aacute;&amp;ntilde;ez</Author>
  <Year>1990</Year>
  <Company company_id="joc">Joc Internacional</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company>La Caja de Pandora</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Ricard Ib&amp;aacute;&amp;ntilde;ez</Author>
  <Author>Antonio Polo</Author>
  <Year>2011</Year>
  <Company>Nosolorol</Company>
  <Pages>536</Pages>
</Edition>
<Description>
A Spanish-language RPG set in the Spanish middle ages.  It was
one of the first RPGs 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.  
Character creation for the original edition used random-roll 
attributes.  The third edition simplified combat and added a 
point-buy character creation method, as well as 44 character 
classes.  
</Description>
</Game>

<Game type="rpg" game_id="arcanecodex" language="German">
<Title>Arcane Codex</Title>
<Edition> 
  <Author>Saskia Naescher</Author>
  <Author>Alexander Junk</Author>
  <Year>2002</Year> 
  <Company company_id="nackterstahl">Nackter Stahl</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="archaereon">
<Title>The Archaereon Game System</Title>
<Edition> 
  <EdName>Mage</EdName>
  <Author>Wilf K. Backhaus</Author>
  <Year>1980</Year> 
  <Company>Archaereon Games Ltd.</Company>
</Edition>
<Edition>
  <EdName>Warrior</EdName>
  <Author>Wilf K. Backhaus</Author>
  <Author>Jan Vrapcenak</Author>
  <Author>Richard Fietz</Author>
  <Year>1981</Year> 
</Edition>
<Description>
A medieval fantasy RPG based on feudal Europe -- growing out of a 
&lt;a href="GAME#chivalryandsorcery"&gt;Chivalry &amp;amp; Sorcery&lt;/a&gt;)
campaign in the world of "Arden".  It was published as a magic
system with mage character creation, and a combat system with
warrior creation.  
</Description>
</Game>

<Game type="rpg" game_id="archangels">
<Title>Archangels: In the Beginning</Title>
<Edition> 
  <Author>Evangelos Hugo Paliatseas</Author>
  <Year>2004</Year> 
  <Company>Plot Device</Company>
  <Pages>62</Pages>
</Edition>
<Description>
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". 
</Description>
</Game>

<Game type="rpg" game_id="archetype">
<Title>Archetype</Title>
<Edition>
  <Author>James Terbrack</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A fantasy rpg using a system based on the Tarot deck in place of dice.  
It is set in a dark fantasy world where humanity is making its last 
stand against monsters.  The player characters are working for a group 
called Archetype that infuses humans with traits from monsters.  
Character creation includes numeric attributes along with associated 
Key Words.  For example, Physical could have key words Condition, 
Grace, and Strength.  Skills list these Key words.  If you have the 
skill's Key Word in your attribute then your skill is aided by your 
attribute.  Resolution works by making a number of draws from the 
tarot deck equal to your skill (aided or not), where each card over 
the difficulty (1-14) is a success.  Major arcana cards are used in the 
magic system.  
</Description>
</Game>

<Game type="rpg" game_id="arduin">
<Title>Arduin Adventure</Title>
<Edition>
  <Author>David A. Hargrave</Author>
  <Year>1981</Year> 
  <Company>Grimoire Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1981</Year>
  <Company>Dragon Tree Press</Company>
</Edition>
<Edition>
  <EdName>The Compleat Arduin</EdName>
  <Author>David A. Hargrave</Author>
  <Author>Mark Schynert</Author>
  <Year>1992</Year>
  <Company>Grimoire Games</Company>
</Edition>
<Description>
A medieval fantasy RPG based on &lt;u&gt;The Arduin Grimoire&lt;/u&gt; 
(Vols I, II, and III), which is a supplement for D&amp;amp;D and an
outgrowth of Hargrave's long-running campaign.  The system is
essentially a variant of D&amp;amp;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.  
</Description>
</Game>

<Game type="rpg" game_id="argyleandcrew">
<Title>Argyle &amp;amp; Crew - Adventure in the Land of Skcos</Title>
<Edition>
  <Author>Benjamin Gerber</Author>
  <Year>2011</Year>
  <Company company_id="trollinthecorner">Troll in the Corner</Company>
</Edition>
<Description>
A collaborative storytelling adventure for both kids and adults. 
Players take a sock and craft it to built their character. 
There is a GM ("Guide") who then takes them through simple quests, 
such as searching for a specific item throughout the home, where 
each clue leads to the next until someone accomplishes the 
requirements.  The basic rules are guidelines like improv, such 
as "There is only yes" or the optional "Yes, but..." method.  
There are also advanced rules more like traditional RPGs, with 
numbered stats and d6 rolls for resolution.  
</Description>
</Game>

<Game type="rpg" game_id="aria">
<Title>Aria: Canticle of the Monomyth</Title>
<Edition>
  <Author>Christian S. Moore</Author>
  <Author>Owen M. Seyler</Author>
  <Year>1994</Year>
  <Company company_id="lastunicorn">Last Unicorn</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="armageddon">
<Title>Armageddon: The End Times</Title>
<Edition>
  <Author>C. J. Carella</Author>
  <Year>1997</Year>
  <Company company_id="myrmidon">Myrmidon</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
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
&lt;a href="GAME#witchcraft"&gt;Witchcraft&lt;/a&gt;, which is a simple 
skill based system: skill+attribute+1d10 vs difficulty.  The editing
and layout have some problems, however (1st edition).  
</Description>
</Game>

<Game type="rpg" game_id="armageddon2089">
<Title>Armageddon 2089 Roleplaying Game</Title>
<Edition>
  <Author>Ian Sturrock</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>304 hardback</Pages>
</Edition>
<Description>
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
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;, 
with many additions for futuristic Mek combat.  The rules include 
a system for generating the mercernary company as well as 
individual characters.  
</Description>
</Game>

<Game type="rpg" game_id="armageddon2092Mars" language="Hungarian">
<Title>Armageddon 2092 - Mars</Title>
<Edition>
  <Author>S&amp;aacute;ndor Szigeti</Author>
  <Year>1995</Year>
  <Company>B&amp;iacute;borhold Budapest</Company>
</Edition>
<Description>
A Hungarian-language sci-fi RPG. 
</Description>
</Game>

<Game type="rpg" game_id="armoredtroopervotoms">
<Title>Armored Trooper VOTOMS</Title>
<Edition>
  <Author>Tim Eldred</Author>
  <Author>Paul Sudlow</Author>
  <Author>Mike Pondsmith</Author>
  <Author>Benjamin Wright</Author>
  <Year>1998</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
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 &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system (a mix of RTG's
Interlock and Hero's Champions).  
</Description>
</Game>

<Game type="rpg" game_id="armyants">
<Title>Michael T. Desing's Army Ants: The Roleplaying Game</Title> 
<Edition>
  <Author>Michael T. Desing</Author>
  <Year>1999</Year>
  <Company company_id="teddybear">Teddy Bear Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2006</Year>
  <Pages>88</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="armyofdarkness">
<Title>Army of Darkness Roleplaying Game</Title>
<Edition>
  <Author>Shane Lacy Hensley</Author>
  <Year>2005</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
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 &lt;a href="GAME#witchcraft"&gt;Witchcraft&lt;/a&gt;) 
developed for the &lt;a href="GAME#buffythevampireslayer"&gt;
Buffy the Vampire Slayer RPG&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="arrowflight">
<Title>Arrowflight: The Edge of Fantasy</Title> 
<Edition>
  <Author>Todd Downing</Author>
  <Author>Ron Dugdale</Author>
  <Year>2002</Year>
  <Company company_id="deep7">Deep7</Company>
  <Pages>192</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="arsenalofheaven">
<Title>Arsenal of Heaven</Title>
<Edition>
  <Author>Tim Gray</Author>
  <Year>2008</Year>
  <Company company_id="silverbranch">Silver Branch Games</Company>
</Edition>
<Description>
An RPG of modern supernatural fantasy, based around a minimalist 
dice pool system called the NUGGET rules.  The player characters are 
modern people who have acquired the power items of ancient mythic 
figures like Thor's hammer, Monkey's wishing staff, or the sandals 
of Hermes.  They are in conflict with shape-twisted "demons" from 
outside our world as well as other obstacles.  Resolution calls 
for rolling a number of base dice for difficulty (2, 0, or -2), 
and adding dice for attribute (rated 0-2) and skill (rated 0-4).  
Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="arsmagica">
<Title>Ars Magica</Title>
<Edition>
  <Author>Jonathan Tweet</Author>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Year>1987</Year>
  <Company>Lion Rampant</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year> 
  <Pages>156</Pages>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Ken Cliffe</Author>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Year>1992</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Jeff Tinball</Author>
  <Author>John Nephew</Author>
  <Year>1996</Year> 
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Author>David Chart</Author>
  <Year>2004</Year> 
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="artesia">
<Title>Artesia: Adventures in the Known World</Title>
<Edition>
  <Author>Mark Smylie</Author>
  <Year>2005</Year>
  <Company company_id="archaia">Archaia Studios Press</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system with a certain 
amount of tailoring for the specific genre.
</Description>
</Game>

<Game type="rpg" game_id="ascendancyroguemarshall">
<Title>Ascendancy - Rogue Marshall</Title>
<Edition>
  <Author>Tim Westhaven</Author>
  <Year>2012</Year>
  <Company company_id="brokentower">Broken Tower</Company>
</Edition>
<Description>
A dark fantasy RPG using the "FateStorm Virtual Reality System (VRS)".  
It is set in Ashendrya, The Endless City, where industrial cabals and 
cults hold power - and other dangers include gangs, serial killers, and 
mad inventors.  
</Description>
</Game>

<Game type="rpg" game_id="astate">
<Title>a|state</Title>
<Edition>
  <Author>Malcolm Craig</Author>
  <Year>2004</Year>
  <Company company_id="contestedground">Contested Ground Studios</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="astonishingswordsmenandsorcerersofhyperborea">
<Title>Astonishing Swordsmen &amp;amp; Sorcerers of Hyperborea</Title>
<Edition>
  <Author>Jeffrey Talanian</Author>
  <Year>2012</Year>
  <Company company_id="northwind">North Wind Adventures</Company>
</Edition>
<Description>
A variant of the original 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; game, 
part of the "Old School Renaissance", published under the Open Game 
License with a focus on emulating the weird fantasy genre of Robert 
E. Howard, Clark Ashton Smith, and H.P. Lovecraft.  There are no 
demi-human races, but only human races such as Vikings, Kimmerians, 
Amazons, Picts, Kelts, Atlanteans and Hyperboreans.  There are also 
many subclasses including Berserker, Barbarian, Warlock, Witch, 
Priest, Pyromancer, Bard, Assassin, Ranger, Druid, Shaman and Scout.  
The core mechanics are changed to streamline some resolution - such 
as generalizing the d6 roll for open doors to any moderate physical 
task, or the percentile roll for bend bars to any extraordinary tasks.  
However, there is still no universal resolution mechanic or skill 
system.  
</Description>
</Game>

<Game type="rpg" game_id="astra" language="Finnish">
<Title>Astra</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Author>Hans Zenjuga</Author>
  <Author>Ari Tukiainen</Author>
  <Year>unknown</Year>
  <Company>ACE-Pelit OY</Company>
</Edition>
<Description>
A Finnish-language horror RPG.  
</Description>
</Game>

<Game type="rpg" game_id="astrobirdz">
<Title>Astrobirdz RPG</Title>
<Edition>
  <Author>James M. Ward</Author>
  <Year>2008</Year>
  <Company company_id="billcobb">Bill Cobb Produtions, Inc.</Company>
</Edition>
<Description>
A humorous sci-fi RPG about anthropomorphic birds that fly on surfboards 
in space, based on a related card game.  It was briefly published as a 
boxed set including Player's Guide, Referee's Guide, and Birdznest 
Nebula Guide.  
</Description>
</Game>

<Game type="rpg" game_id="asylum">
<Title>Asylum</Title>
<Edition>
  <Author>Aaron Rosenberg</Author>
  <Year>1997</Year>
  <Company company_id="clockworks">Clockworks Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="athanor" language="French">
<Title>Athanor</Title>
<Edition>
  <Author>Pierre Rosenthal</Author>
  <Year>1989</Year>
  <Company company_id="siroz">Siroz / Ideojeux</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="atlanteantrilogy">
<Title>The Atlantean Trilogy: The Arcanum, The Lexicon, The Bestiary</Title>
<Edition>
  <Author>Stephan Michael Sechi</Author>
  <Author>Vernie Taylor</Author>
  <Year>1980</Year> 
  <Company company_id="bard">Bard Games</Company>
</Edition>
<Description>
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&amp;amp;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. 
</Description>
</Game>

<Game type="rpg" game_id="atlantisanio2213" language="Spanish">
<Title>Atlantis. Anio 2213</Title>
<Edition>
  <Author>Inmaculada Fl&amp;oacute;rez</Author>
  <Author>Alejandro Fresno</Author>
  <Author>Mario Grande</Author>
  <Year>2001</Year> 
  <Company>Asociacion Juvenil de Interpretacion Ludica de Leon</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="atlantisthesecondage">
<Title>Atlantis: The Second Age</Title>
<Edition>
  <Author>Scott Agnew</Author>
  <Year>2005</Year> 
  <Company company_id="morrigan">Morrigan Press</Company> 
</Edition>
<Description>
A traditional fantasy game set in Atlantis of a mythic
antedeluvian age, an adaptation of the 1980 
from &lt;a href="GAME#atlanteantrilogy"&gt;Atlantean Trilogy&lt;/a&gt;
from Bard Games.  
</Description>
</Game>

<Game type="rpg" game_id="atomichighway">
<Title>Atomic Highway - Post Apocalyptic Roleplaying</Title>
<Edition>
  <Author>Colin Chapman</Author>
  <Year>2009</Year> 
  <Company company_id="radioactiveape">Radioactive Ape Designs</Company> 
</Edition>
<Description>
A post-apocalyptic RPG using the "V6 Engine" as its system.  
</Description>
</Game>

<Game type="rpg" game_id="attackofthehumans">
<Title>Attack of the Humans</Title>
<Edition>
  <Author>Devin Durham</Author>
  <Year>1990</Year>
  <Company company_id="rapport">Rapport Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="aurora">
<Title>Aurora</Title>
<Edition>
  <Author>Stephen Mulholland</Author>
  <Author>Chris Page</Author>
  <Author>Chris Mills</Author>
  <Year>2002</Year>
  <Company company_id="aurora">Aurora Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="auvron" language="Hungarian">
<Title>Auvron</Title>
<Edition>
  <Author>Ferenc Soml&amp;oacute;i</Author>
  <Author>Oliv&amp;eacute;r Kov&amp;aacute;cs</Author>
  <Year>1995</Year>
  <Company>Impressum</Company>
</Edition>
<Description>
A Hungarian-language fantasy RPG. 
</Description>
</Game>

<Game type="rpg" game_id="auxarmescitoyens" language="French">
<Title>Aux Armes Citoyens!</Title>
<Edition>
  <Author>Coste</Author>
  <Author>Bocquet</Author>
  <Year>1988</Year>
  <Company>Cubic 6</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="avantcharlemagne" language="French">
<Title>Avant Charlemagne</Title>
<Edition>
  <Author>Francois Nedelec</Author>
  <Year>1986</Year>
  <Company>Robert Laffont &amp;Eacute;diteur</Company>
</Edition>
<Description>
A French-language historical RPG, set in the barbaric times
before the coming of Charlemagne. That is, Europe ca. 400-700 A.D. 
</Description>
</Game>

<Game type="rpg" game_id="avengersofjustice">
<Title>Avengers of Justice</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1994</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
A superhero game where resolution is based on genre and drama
rather than stats, using the "Free-Style Roleplay" system
from &lt;a href="GAME#crimsoncutlass"&gt;Crimson Cutlass&lt;/a&gt;.
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. 
</Description>
</Game>

<Game type="rpg" game_id="aventuriers" language="French">
<Title>Les Aventuriers</Title>
<Edition>
  <Author>Laurent Ryder</Author>
  <Year>1990</Year>
  <Company>Stonehenge</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="awesomeadventures">
<Title>Awesome Adventures</Title>
<Edition>
  <Author>Willow Palecek</Author>
  <Year>2008</Year>
  <Company>self-published</Company>
  <Pages>146</Pages>
</Edition>
<Description>
A role-playing game of over-the-top action adventure, using a variant 
of the FATE system (Fantastic Adventures in Tabletop Entertainment) from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;. 
The rules are written with the goal of quick, easy, fast-moving play.  
The game book is independently published via 
&lt;a href="http://www.lulu.com/content/2085636"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="babylon5">
<Title>Babylon 5: Roleplaying Game and Fact Book</Title>
<Edition>
  <Author>Matthew Sprange</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>304</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2006</Year>
  <Pages>360</Pages>
</Edition>
<Description>
A sci-fi game based on the TV series "Babylon 5".  It uses a variant 
of the rules from third edition
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;
(aka d20).  The book is not a complete game, and requires the D&amp;amp;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. 
</Description>
</Game>

<Game type="rpg" game_id="babylonproject">
<Title>The Babylon Project</Title>
<Edition>
  <Author>Joseph Cochran</Author>
  <Year>1997</Year>
  <Company company_id="chameleoneclectic">Chameleon Eclectic</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bacchanal">
<Title>Bacchanal</Title>
<Edition>
  <Author>Paul Czege</Author>
  <Year>2005</Year>
  <Company company_id="halfmeme">Half-Meme Press</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="barbaren" language="German,English">
<Title>BARBAREN! The Ultimate Macho Role Playing Game</Title>
<Edition>
  <EdName>1st (German)</EdName>
  <Author>Frank Tarcikowski</Author>
  <Year>2009</Year>
  <Company company_id="vagrantworkshop">Vagrant Workshop</Company>
</Edition>
<Edition>
  <EdName>1st (English)</EdName>
  <Author>Frank Tarcikowski</Author>
  <Year>2011</Year>
  <Company company_id="vagrantworkshop">Vagrant Workshop</Company>
</Edition>
<Description>
A satirical fantasy RPG that describes itself as going "far beyond the 
limits of good taste" - where the PCs are giant barbarian men filled 
with raging testosterone, and the rules focus on both fighting and 
seduction.  Character creation is a mix of point-based and 
random-roll, and there is only one core attribute - Virility.  
All PCs have a Virility of 3.  The players then split 25 points 
between the secondary stats Dangerous and Attractive, which are 
spent to take actions in fighting or seduction (respectively), and 
are lost by being being wounded or refused.  Players roll 1d6 each for 
their initial pools of Aggro and Horny points that can be spent for 
bonus dice.  They select 7 tricks - one-shot abilities such as 
"double strike" or "electrifying touch".  Players also define 3 
free-form Strengths (or 4 Strengths and 1 Weakness) along with 
2 Character Traits, a Goal in Life, and 2-3 Bonds to NPCs (including 
desire, rivalry, and/or oath).  Resolution is by rolling d6s equal 
to Virility, plus 1 die for describing the scene well, plus 1 die 
for using a tactical advantage, plus dice supplied by character 
aiding you, and modifying dice for Strengths, Weaknesses, or Bonds. 
Aggro points can be spent for bonus dice in fighting, and are gained 
through sex.  Horny points can be spent for bonus dice in seduction, 
and are gained by fighting.  
</Description>
</Game>

<Game type="rpg" game_id="barbariansoflemuria">
<Title>Barbarians of Lemuria</Title>
<Edition>
  <Author>Simon Washbourne</Author>
  <Year>2008</Year>
  <Company company_id="beyondbelief">Beyond Belief Games</Company>
</Edition>
<Edition>
  <EdName>Legendary</EdName>
  <Year>2009</Year>
</Edition>
<Description>
A swords &amp;amp; sorcery fantasy RPG, inspired by primarily by 
Lin Carter's Thongor of Lemuria series along with Conan, Elric, and 
Fafhrd &amp;amp; The Grey Mouser.  It is set in an archetypal 
world (Lemuria) that is just recovering from a final war against 
the sorcerer-kings who had ruled for centuries.  Along with humans, 
there are nomadic blue-skinned giants (Ceruleans), savage jungle-dwelling 
apemen (Grooth), and secretive birdmen (Haklaton).  It uses its own 
system.  Resolution calls for combining 2d6 + attribute - difficulty, 
where 9 and above is a success.  Hero Points can be spent to re-roll 
dice, raise level of success, cheat death, and even change game-world 
facts (with GM permission).  Character creation is limited point-based. 
The player distributes 4 points among the four main attributes 
(Strength, Agility, Mind and Appeal) and 4 points among the combat 
abilities (Brawl, Melee, Ranged and Defence); selects 4 careers from 
a provided list; then selects a place of origin and either one 
trait/advantage or two traits/advantages and a flaw.  It includes 
a freeform magic system for sorcery, gods, and alchemy.  
</Description>
</Game>

<Game type="rpg" game_id="barbariansversus">
<Title>Barbarians Versus</Title>
<Edition>
  <Author>Nathan J. Hill</Author>
  <Year>2005</Year>
  <Company company_id="key20">Key 20 Publishing</Company>
  <Company company_id="mysticages">Mystic Ages Online</Company>
  <Pages>32</Pages>
</Edition>
<Description>
A mini-roleplaying game about medieval fantasy barbarians fighting reptilian invaders from beyond the stars.  
</Description>
</Game>

<Game type="rpg" game_id="barony">
<Title>Barony Fantasy Role-Play</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1993</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
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 &lt;a href="GAME#crimsoncutlass"&gt;Crimson Cutlass&lt;/a&gt;.  
Reviewed in White Wolf #26. 
</Description>
</Game>

<Game type="rpg" game_id="barrioxino" language="Spanish">
<Title>Barrio Xino</Title>
<Edition>
  <Author>Sergi Latorre</Author>
  <Year>2000</Year>
  <Company>La Factor&amp;iacute;a de Ideas</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="bash">
<Title>BASH! Basic Action Super Heroes</Title>
<Edition>
  <Author>Chris Rutkowsky</Author>
  <Year>2005</Year>
  <Company company_id="basicaction">Basic Action Games</Company>
  <Pages>56</Pages>
</Edition>
<Edition>
  <EdName>Ultimate</EdName>
  <Year>2009</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bashfantasy">
<Title>BASH! Fantasy</Title>
<Edition>
  <Author>Chris Rutkowsky</Author>
  <Year>2005</Year>
  <Company company_id="basicaction">Basic Action Games</Company>
</Edition>
<Description>
A fantasy RPG using a variant of the system in 
&lt;a href="GAME#bash"&gt;BASH!&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="basic">
<Title>Basic Role-Playing</Title>
<Edition>
  <Author>Greg Stafford</Author>
  <Author>Lynn Willis</Author>
  <Year>1980</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <Author>Jason Durall</Author>
  <Author>Sam Johnson</Author>
  <Author>Steve Perrin</Author>
  <Author>Steve Hedrickson</Author>
  <Author>Ray Turney</Author>
  <Year>2008</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
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 &lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt;,
&lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt;, 
and &lt;a href="GAME#stormbringer"&gt;Stormbringer&lt;/a&gt; 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 &lt;a href="GAME#worldsofwonder"&gt;Worlds of Wonder&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="batman">
<Title>Batman RPG</Title>
<Edition>
  <Author>Jack A. Barker</Author>
  <Author>Greg Gorden</Author>
  <Author>Ray Winninger</Author>
  <Year>1988</Year>
  <Company company_id="mayfair">Mayfair Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Ray Winninger</Author>
  <Year>1989</Year>
</Edition>
<Description>
A superhero RPG based on playing characters from the "Batman"
comic series from DC Comics.  It used a "lite" version of the
&lt;a href="GAME#dcheroes"&gt;DC Heroes&lt;/a&gt; system (aka MEGS).  
</Description>
</Game>

<Game type="rpg" game_id="battleaxe">
<Title>Battleaxe RPG</Title>
<Edition>
  <Author>Donald E. Olson</Author>
  <Author>K. Douglas Woolsey</Author>
  <Year>2004</Year>
  <Company company_id="sixteencoalblackhorses">Sixteen Coal Black Horses</Company>
</Edition>
<Edition>
  <EdName>Reforged</EdName>
  <Year>2006</Year>
</Edition>
<Description>
A fantasy RPG set on the war-ravaged world of Mordredica, an ancient 
battlefield of the Gods and prison of the Forty Sorcerers.  It is 
inhabited by races including human, elf, dwarf, orc, and wulfir 
(wolf-men).  Character creation is a mix of random-roll and limited 
point-based.  The six attributes (Vigor, Action, Conviction, Savvy, 
Imagination, and Fortitude) are each determined by (racial base) + 2d6, 
after which from 4 to 10 points can be moved between attributes.  
A profession can be determined by a die roll or choice, and a choice 
of Mastery (Warrior, Ranger, or Mage).  Resolution is by rolling under 
a target number based on attribute using 1d20, with roll - target number 
for the level of success ("span").  
</Description>
</Game>

<Game type="rpg" game_id="battleborn">
<Title>Battle Born</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1992</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
A sci-fi mini-RPG published in &lt;u&gt;Space Gamer&lt;/u&gt; magazine, 
issue #1.  It is based on a portion of the space marine
RPG &lt;a href="GAME#eraten"&gt;Era Ten&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="battlelordsofthe23rdcentury">
<Title>Battlelords of the 23rd Century</Title>
<Edition>
  <Author>Lawrence R. Sims</Author>
  <Year>1990</Year> 
  <Company company_id="optimus">Optimus</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1993</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>1999</Year>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="battlemaster">
<Title>Battlemaster</Title>
<Edition>
  <Author>Chris Norman</Author>
  <Author>Jody Ellis</Author>
  <Year>1988</Year>
  <Company>Archive Gaming Pty Ltd</Company>
  <Pages>232</Pages>
</Edition>
<Description>
A generic fantasy RPG produced in Australia.  It has no specific 
setting, though it does have a bestiary and references to various 
worlds of experience including natural, ethereal, hades, limbo, 
and cosmos.  The system uses classes, levels, and experience points.  
Skills include general and class-specific, and are resolved by 
rolling under skill on percentile dice.  Combat is resolved by 
skill rolls, with armor reducing the damage of hits.  It includes 
a magic system where spells require power points, mana, or both - 
and may be subject to Karmic Influence, a luck attribute. 
The basic game has a bestiary with monsters including a giant 
carnivorous kangaroo.  
<!-- ISBN 1875112006 -->
</Description>
</Game>

<Game type="rpg" game_id="battlestargalactica">
<Title>Battlestar Galactica Role Playing Game</Title>
<Edition>
  <Author>Jamie Chambers</Author>
  <Author>James Davenport</Author>
  <Author>Sean Everette</Author>
  <Author>Patrick Kapera</Author>
  <Author>Nathan Rockwood</Author>
  <Author>Floyd C. Wesel</Author>
  <Year>2007</Year>
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
  <Pages>232</Pages>
</Edition>
<Description>
A space opera RPG based on the modern television series created by 
Ronald D. Moore that started in 2004.  It uses the "Cortex" system 
adapted from the &lt;a href="GAME#sovereignstone"&gt;Sovereign Stone&lt;/a&gt;
fantasy system and 
&lt;a href="GAME#serenity"&gt;Serenity RPG&lt;/a&gt;.  
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").  
</Description>
</Game>

<Game type="rpg" game_id="battlestations">
<Title>Battlestations</Title>
<Edition>
  <Author>Jeff Siadek</Author>
  <Author>Jason Siadek</Author>
  <Year>2004</Year>
  <Company company_id="gorilla">Gorilla Games</Company>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="battletechatimeofwar">
<Title>Battletech: A Time of War</Title>
<Edition>
  <Author>Herbert A. Beas II</Author>
  <Year>2010</Year>
  <Company company_id="catalystgamelabs">Catalyst Game Labs</Company>
</Edition>
<Description>
A sci-fi RPG in the world of the &lt;u&gt;Battletech&lt;/u&gt; 
boardgame, set in a 31st century where constant wars are fought 
by giant robots - a successor to the earlier
&lt;a href="GAME#mechwarrior"&gt;Mechwarrior&lt;/a&gt; RPG.  
Resolution uses 2d6 + skill + modifiers vs. difficulty, possibly 
modified by burning Edge points before or after the roll.  
Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="beachbunnybimboswithblasters">
<Title>Beach Bunny Bimbos with Blasters</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Year>1991</Year>
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Description>
A humorous sci-fi RPG of alien invasion (a take-off of BTRC's 
&lt;a href="GAME#machowomenwithguns"&gt;Macho Women with Guns&lt;/a&gt;).
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.  
</Description>
</Game>

<Game type="rpg" game_id="beasthunters">
<Title>Beast Hunters</Title>
<Edition>
  <Author>Christian Griffen</Author>
  <Author>Lisa Griffen</Author>
  <Year>2007</Year>
  <Company company_id="berengad">Berengad Games</Company>
  <Pages>154</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="beastsmenandgods">
<Title>Beasts, Men, &amp;amp; Gods</Title>
<Edition>
  <Author>Bill Underwood</Author>
  <Year>1980</Year>
  <Company>Imagination Unlimited</Company>
  <Company>The Game Masters</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Bill Underwood</Author>
  <Year>2011</Year>
  <Company>Wunderwood LLC</Company>
</Edition>
<Description>
A fantasy RPG.  Character creation has combined classes and races 
(like original &lt;a href="GAME#dungeonsanddragons"&gt;
D&amp;amp;D&lt;/a&gt;).  Advancement is level-based.  
It was a small-press offering published locally in Kansas.  
</Description>
</Game>

<Game type="rpg" game_id="beattoquarters">
<Title>Beat to Quarters</Title>
<Edition>
  <Author>Neil Gow</Author>
  <Year>2009</Year>
  <Company company_id="omnihedron">Omnihedron Games</Company>
</Edition>
<Description>
A role-playing game of naval action in the Napaleonic era.  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.  The system also includes 
mechanics for social advancement, ship-to-ship combat, weather, and grog.  
Character creation uses a lifepath system.  
</Description>
</Game>

<Game type="rpg" game_id="becomingheroes">
<Title>Becoming Heroes</Title>
<Edition>
  <Author>W. Austin Bookheimer</Author>
  <Author>John LeBoeuf-Little</Author>
  <Author>Kit La Touche</Author>
  <Year>2011</Year>
  <Company company_id="transneptune">Transneptune Games</Company>
  <Pages>122</Pages>
</Edition>
<Description>
A role-playing game designed for the genre of epic fantasy, with 
story-oriented mechanics.  It uses freeform traits, which add to 
make a d6 dice pool used to resolve conflicts.  In addition to determining 
success, players may still gain things if they lose a conflict and/or 
may get new traits to use later.  Players also have beads for "destiny" 
and "doom".  These are used to fuel threads (meta-story effects) or 
to modify conflicts.  The character has an "arc" like Lost King for 
Aragorn or Dutybound for Frodo.  If a player follows their arc, they gain 
benefits including new threads or more beads.  Character creation is 
by picking 8 primary traits (descriptors of the character), 3 ties 
(relationships to other people), 3 circumstances (starting situations 
the character is in), 1 virtue (determining when to get beads of 
destiny/doom), 1 arc and 4 threads.  
</Description>
</Game>

<Game type="rpg" game_id="behindenemylines">
<Title>Behind Enemy Lines</Title>
<Edition>
  <Author>William H. Keith, Jr.</Author>
  <Author>Jordan Weisman</Author>
  <Author>Ross Babcock</Author>
  <Author>Eric Turn</Author>
  <Author>Steve Turn</Author>
  <Year>1982</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
  <Company>The Companions</Company>
</Edition>
<Description>
A military RPG set in WWII on the Western front.  The 
system is similar to the original &lt;a href="GAME#traveller"&gt;
Traveller&lt;/a&gt; rules. 
</Description>
</Game>

<Game type="rpg" game_id="berlinxviii" language="French">
<Title>Berlin XVIII</Title>
<Edition>
  <Author>Laurent Tremel</Author>
  <Year>1989</Year>
  <Company company_id="siroz">Siroz / Ideojeux</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
</Edition>
<Description>
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
&lt;a href="GAME#universom"&gt;Universom&lt;/a&gt; line. 
</Description>
</Game>

<Game type="rpg" game_id="bestfriends">
<Title>Best Friends: A Role-Playing Game About Girlfriends And All Their Petty Hatreds</Title>
<Edition>
  <Author>Gregor Hutton</Author>
  <Year>2006</Year>
  <Company company_id="boxninja">BoxNinja</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="beyondmortalmen">
<Title>Beyond Mortal Men</Title>
<Edition>
  <Author>Christopher Helton</Author>
  <Year>2005</Year>
  <Company company_id="battlefield">Battlefield Press</Company>
</Edition>
<Description>
A superhero RPG rules system.  This is strictly speaking a supplement 
for use with the &lt;a href="GAME#action"&gt;Action! System&lt;/a&gt; 
from Gold Rush Games.  
</Description>
</Game>

<Game type="rpg" game_id="beyondthesupernatural">
<Title>Beyond the Supernatural</Title>
<Edition>
  <Author>Randy McCall</Author>
  <Author>Kevin Siembieda</Author>
  <Author>Erick Wujcik</Author>
  <Year>1988</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2005</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A contemporary horror RPG, using a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;. 
It includes supernatural and psychic powers, plus a magic system
(including ley lines).  
</Description>
</Game>

<Game type="rpg" game_id="bifrost">
<Title>Bifrost</Title>
<Edition>
  <EdName>Volume 1: Faerie</EdName>
  <Year>1977</Year>
  <Company>L.W.Felstead Ltd</Company>
  <Pages>74</Pages>
</Edition>
<Edition>
  <EdName>Volume 2: Combat</EdName>
  <Year>1978</Year>
  <Company company_id="skytrex">Skytrex Ltd.</Company>
  <Pages>36</Pages>
</Edition>
<Edition>
  <EdName>Volume 3: Magic</EdName>
  <Year>1978</Year>
  <Company company_id="skytrex">Skytrex Ltd.</Company>
  <Pages>84</Pages>
</Edition>
<Edition>
  <EdName>Volume 4</EdName>
  <Author>A.R. Chandler</Author>
  <Author>B.D. Cooper</Author>
  <Author>G.D. Evans</Author>
  <Author>J. le Grabbe-Phipps</Author>
  <Author>D.R. Henderson</Author>
  <Author>G.J. Philp</Author>
  <Author>A.R. Williamson</Author>
  <Year>1979</Year>
  <Company company_id="skytrex">Skytrex Ltd.</Company>
  <Pages>90</Pages>
</Edition>
<Edition>
  <EdName>Bifrost</EdName>
  <Author>K. White</Author>
  <Author>K. Minear</Author>
  <Author>S. Johnson</Author>
  <Author>G. Highley</Author>
  <Year>1982</Year>
  <Company company_id="skytrex">Skytrex Ltd.</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="bigbangcomics">
<Title>Big Bang Comics Role-Playing Game</Title>
<Edition>
  <Author>Chris Carter</Author>
  <Year>2006</Year>
  <Company company_id="piscesallmedia">Pisces All Media</Company>
  <Pages>227</Pages>
</Edition>
<Description>
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 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; 
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.  
</Description>
</Game>

<Game type="rpg" game_id="bigeyessmallmouth">
<Title>Big Eyes, Small Mouth</Title>
<Edition>
  <Author>Mark MacKinnon</Author>
  <Year>1997</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>David L. Pulver</Author>
  <Author>Mark MacKinnon</Author>
  <Year>2000</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="binary" language="French">
<Title>Binary RPG</Title>
<Edition>
  <Author>Bertrand Triplet</Author>
  <Year>1988</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1990</Year>
  <Company>Les Silmarils</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bitume" language="French">
<Title>Bitume</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1985</Year> 
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1989</Year>
  <Company company_id="siroz">Siroz / Ideojeux</Company>
</Edition>
<Edition>
  <EdName>Mk5</EdName>
  <Year>1992</Year>
</Edition>
<Description>
A French-language post-apocalyptic RPG in the genre of &lt;u&gt;Mad
Max&lt;/u&gt;.  The first game of Croc, one of France's famous game
creators.  
</Description>
</Game>

<Game type="rpg" game_id="bizenghast">
<Title>The Bizenghast Adventure Game</Title>
<Edition>
  <Author>Clint Krause</Author>
  <Year>2008</Year>
  <Company company_id="knrpg">KNRPG Productions</Company>
</Edition>
<Description>
A urban fantasy/horror RPG based on the manga series created by 
M. Alice LeGrow and published by Tokyopop.  The player characters 
are agents of the afterlife - including humans, inhumans, and spirits - 
charged with hunting ghosts, resolving their problems, and sending 
them on to the next world.  It uses the "Epiphany Engine" game system. 
Resolution uses rolling under attribute on 1d20, and if the roll exactly 
matches the rating is raised by one (called an epiphany).  
</Description>
</Game>

<Game type="rpg" game_id="blackseven">
<Title>Black Seven</Title>
<Edition>
  <Author>Stew Wilson</Author>
  <Year>2012</Year>
  <Company company_id="zeropoint">Zero Point Information</Company>
  <Pages>58</Pages>
</Edition>
<Description>
A roleplaying game in the genre of stealth action technothriller games 
like Deus Ex, Alpha Protocol, and Splinter Cell.  The player characters 
work for an independent espionage organisation, Black Seven, set ten 
minutes in the future.  Action resolution is by rolling 2d6 and adding 
an action number.  A total of 11 or above is success, while 10 or lower 
is failure.  It has an abstract system for breaking into Facilities 
without using maps.  The Facility has a Threat Level ranging from 3 to 5, 
and failed rolls can affect the level via the temporary status traits 
Noticed and Exposed. 
</Description>
</Game>

<Game type="rpg" game_id="blackspot">
<Title>The Black Spot</Title>
<Edition>
  <Author>Mark Silcox</Author>
  <Year>2009</Year>
  <Company company_id="grasshopper">Grasshopper Games</Company>
  <Pages>14</Pages>
</Edition>
<Description>
A horror genre storytelling game for 3 to 8 players inspired by the films 
of Sam Raimi, George Romero, and Wes Craven.  It uses a special deck of 
80 Plot Cards along with 8 Backstory Cards and 8 Escape! Cards.  
It also uses 1d20 but only for choosing a random name, trait, and 
occupation for each character.  A single deck is assembled - taking 
Backstory and Escape! cards equal to the number of players, and Plot 
cards based on number of players and desired number of rounds.  
Each turn, every player is dealt a card and then each player in turn 
narrates for a short time following instructions for that card type.  
The basic game includes nine scenarios.  
</Description>
</Game>

<Game type="rpg" game_id="blackwatch">
<Title>Blackwatch Technical Reference Manual</Title>
<Edition>
  <Author>Ted Greer</Author>
  <Author>Peter Christian</Author>
  <Year>1989</Year>
  <Company>Different Worlds Publications</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="bladeandcrown">
<Title>Blade &amp;amp; Crown</Title>
<Edition>
  <Author>Rachel Kronick</Author>
  <Year>2012</Year>
  <Company>self-published</Company>
  <Pages>176</Pages>
</Edition>
<Description>
A fantasy roleplaying game using a detailed skill-based system.  
Action resolution is by rolling a pool of d10s based on skill, along 
with a single d12 that provides flavor for the result.  Character 
creation includes 12 basic attributes along with freeform traits and 
social class.  
</Description>
</Game>

<Game type="rpg" game_id="bladeofarcana" language="Japanese">
<Title>Blade of Arcana</Title>
<Edition>
  <Author>Taro Suzubuki</Author>
  <Year>1999</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year>
</Edition>
<Description>
A Japanese-language mythic fantasy RPG.  It includes a special 
tarot deck with the basic rules.  
</Description>
</Game>

<Game type="rpg" game_id="blazingrose">
<Title>Blazing Rose: A Story Game of Romantic Rivalry</Title>
<Edition>
  <EdName>Ashcan</EdName>
  <Author>Edward "Sabe" Jones</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
  <Pages>85</Pages>
</Edition>
<Description>
A collaborative storytelling game for three to six players, about a 
group of friends vying for the affection of a common Beloved.  
It usese playing card mechanics, where conflicts are resolved using 
special trick-taking rules.  Each player plays a card face-down and 
states a Hope, then reveal their cards.  The player with the highest 
card not greater than their attribute takes the trick, then distributes 
the cards to the other players to change their Affection stat.  
</Description>
</Game>

<Game type="rpg" game_id="blissstage">
<Title>Bliss Stage</Title>
<Edition>
  <EdName>Ignition</EdName>
  <Author>Ben Lehman</Author>
  <Year>2007</Year>
  <Company company_id="tao">Tao Games</Company>
</Edition>
<Edition>
  <EdName>Interim</EdName>
  <Year>2009</Year>
</Edition>
<Description>
A post-apocalyptic sci-fi role-playing game for 2-7 players.  The Earth 
has been occupied by alien invaders and all adults have been put into 
comas by psychic alien technology.  The player characters are teenage 
resistance fighters (age 13 to 17) battling an alien occupation on a 
psychic plane using giant robots (ANIMa).  A core part of the mechanics is 
that the robot's power comes from the pilot's relationships - especially 
sexual ones.  Each relationship is measured by two ratings: Intimacy 
and Trust.  It uses a d6 (or Fudge dice) dice pool system, broken into 
mechanics for missions and interludes.  During a mission, the mecha 
pilot rolls dice equal to total Intimacy of relationships allocates 
them to categories.  Damage may occur by inflicting Stress on relationships 
or Trauma.  In interludes, relationships can be modified as well as 
Stress or Trauma relieved.  
</Description>
</Game>

<Game type="rpg" game_id="blood">
<Title>Blood: The Roleplaying Game of Modern Horror</Title>
<Edition>
  <Author>Norley Tucker</Author>
  <Author>Stephen Osborn</Author>
  <Year>1990</Year>
  <Company>Underground Games</Company>
</Edition>
<Edition>
  <Author>James Desborough</Author>
  <Year>2006</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bloodandhonor">
<Title>Blood &amp;amp; Honor: Samurai Tragedy in Old Japan</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2010</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
  <Pages>170</Pages>
</Edition>
<Description>
A semi-historical game set in an unspecified period of medieval Japan.  
The player characters are generally samurai.  It uses a dice pool system 
that adapts Aspects from the FATE system in 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;.  
The player rolls a number of d6s equal to attribute plus 3 dice for 
each aspect invoked.  If the total is over 10 or the opponent's roll, 
the character succeeds and the player can narrate what happens.  There 
is also a wager system that lets the player remove a die for a chance 
at more narrative power.  
</Description>
</Game>

<Game type="rpg" game_id="bloodbath">
<Title>Bloodbath</Title>
<Edition>
  <Author>Rick Slawson</Author>
  <Author>Troy Christensen</Author>
  <Year>1989</Year>
  <Company>TC International</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="blooddawn">
<Title>Blood Dawn</Title>
<Edition>
  <Author>Lawrence R. Sims</Author>
  <Year>1996</Year> 
  <Company company_id="optimus">Optimus</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bloodeisland">
<Title>Bloode Island</Title>
<Edition>
  <Author>Todd Downing</Author>
  <Year>1999</Year> 
  <Company company_id="deep7">Deep7</Company>
  <Pages>10</Pages>
</Edition>
<Edition>
  <EdName>XPG</EdName>
  <Author>Todd Downing</Author>
  <Author>John Sullivan</Author>
  <Author>Mark Bruno</Author>
  <Year>2002</Year> 
</Edition>
<Edition>
  <EdName>Diceless</EdName>
  <Year>2004</Year> 
</Edition>
<Description>
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 &lt;a href="GAME#activeexploits"&gt;
Active Exploits Diceless Roleplaying&lt;/a&gt; rules.  The last 
includes new rules for Mojo and Naval Combat. 
</Description>
</Game>

<Game type="rpg" game_id="bloodgames">
<Title>Blood Games: Occult Horror Role-playing</Title>
<Edition>
  <Author>clash bowley</Author>
  <Author>Jason Ludwig</Author>
  <Author>Wesley Fornero</Author>
  <Year>2004</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>182</Pages>
</Edition>
<Description>
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.  The second edition ("Blood Games II") uses a 
version of the "StarPool" system, where resolution is by rolling 
d20s equal to skill, where every result under attribute is a success. 
</Description>
</Game>

<Game type="rpg" game_id="bloodlust" language="French">
<Title>Bloodlust</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1991</Year>
  <Company company_id="siroz">Siroz/Ideojeux</Company>
</Edition>
<Description missinginfo="rules">
A French-language heroic fantasy game, set on the fantasy
continent of Tanaephis -- a violent and wild land. 
</Description>
</Game>

<Game type="rpg" game_id="bloodofheroes">
<Title>Blood of Heroes</Title>
<Edition>
  <Author>Tony Oliveira</Author>
  <Author>Ray Hedman</Author>
  <Author>Joshua Marquart</Author>
  <Author>Christopher Tatro</Author>
  <Year>1998</Year>
  <Company company_id="pulsar">Pulsar</Company>
  <Pages>368</Pages>
</Edition>
<Description>
A superhero/supervillian RPG.  It uses the "MEGS" system from
&lt;a href="GAME#dcheroes"&gt;DC Heroes&lt;/a&gt;, where everything
is rated in exponential "AP" values.  Actions are resolved by
rolling 2d10 on a universal table of offensive AP vs defensive AP.  
</Description>
</Game>

<Game type="rpg" game_id="blowback">
<Title>Blowback</Title>
<Edition>
  <Author>Elizabeth Shoemaker</Author>
  <Year>2010</Year>
  <Company company_id="twoscooters">Two Scooters Press</Company>
  <Pages>78</Pages>
</Edition>
<Description>
A modern-day thriller RPG inspired by the television series "Burn Notice" 
as well as the Bourne trilogy movies.  Each player creates one Professional - 
a spy/operative who have been blacklisted - and one Civilian connected to 
another player's Professional.  Character creation is choosing a type 
of Professional (general "Lifer" or specialized "Artist") and distributing 
four values among the four attributes: Commando, Diversion, Pavement, 
Provocateur.  Players also distribute a set of values among rated 
Relationships, as well as picking background details.  The players 
collectively determine the job they did together that went wrong to 
get all the Professionals blacklisted.  Play is divided into two large 
phases: Analysis and Operation.  Resolution involves either taking a 
fixed number of successes equal to half of stat, or rolling d6s equal 
to stat where 4-6 is a success.  All successes during the Analysis phase 
are kept as dice to be used in Operation phase.  In addition, the 
number of success dice minus failed dice is a modifier to the next roll 
on that stat, called Momentum.  
</Description>
</Game>

<Game type="rpg" game_id="blueplanet">
<Title>Blue Planet</Title>
<Edition>
  <Author>Jeff Barber</Author>
  <Author>Greg Benage</Author>
  <Author>John Snead</Author>
  <Author>Jason Werner</Author>
  <Year>1997</Year>
  <Company company_id="biohazard">Biohazard Games</Company> 
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company> 
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>Jeffrey Barber</Author>
  <Author>Greg Benage</Author>
  <Author>Allan T. Grohe Jr.</Author>
  <Author>Greg Porter</Author>
  <Author>Brian Schoner</Author>
  <Author>John Snead</Author>
  <Author>Mark Stout</Author>
  <Author>James Sutton</Author>
  <Author>Jason Werner</Author>
  <Author>Andrew Whincup</Author>
  <Year>2012</Year>
  <Company company_id="redbrick">RedBrick LLC</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bluerose">
<Title>Blue Rose: The Roleplaying Game of Romantic Fantasy</Title>
<Edition>
  <Author>Jeremy Crawford</Author>
  <Author>Dawn Elliott</Author>
  <Author>Steve Kenson</Author>
  <Author>John Snead</Author>
  <Year>2005</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>192</Pages>
</Edition>
<Description>
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 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
adding in rules variations from 
&lt;a href="GAME#mutantsandmasterminds"&gt;Mutants &amp;amp; 
Masterminds&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="boblordofevil">
<Title>Bob, Lord of Evil</Title>
<Edition>
  <Author>Kevin Davies</Author>
  <Year>1993</Year>
  <Company company_id="peregrine">Peregrine</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="bogeyman">
<Title>Bogeyman</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2010</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>164</Pages>
</Edition>
<Description>
A role-playing game of personal horror, set in the modern world including 
psychic phenomena such as ghosts, spirits, and psychics.  The Bogeyman 
is contained within the minds of the player characters, controlled by 
the GM and released by three moments - sin, madness, or tragedy.  
The rules use playing cards, with each player needing their own deck 
and the game master needing two.  Players each get a hand of five cards, 
and must play all five in separate tests before refreshing, unless they 
play a joker.  Resolution is by card number plus stat versus a difficulty 
number.  The rules include both physical and social combat and damage.  
</Description>
</Game>

<Game type="rpg" game_id="bones">
<Title>Bones the Role Playing Game</Title>
<Edition>
  <Author>Andrew J. Martone</Author>
  <Year>2004</Year>
  <Company company_id="peregrine">Peregrine</Company>
  <Pages>51</Pages>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="bookofjalan">
<Title>The Book of Jalan</Title>
<Edition>
  <Author>Albert Bailey</Author>
  <Author>clash bowley</Author>
  <Author>Klaxon Bowley</Author>
  <Year>2004</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>214</Pages>
</Edition>
<Description>
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
&lt;a href="GAME#starcluster"&gt;Starcluster&lt;/a&gt;. 
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.  
</Description>
</Game>

<Game type="rpg" game_id="bookoflarp">
<Title>The Book of LARP</Title>
<Edition>
  <Author>Mike Young</Author>
  <Author>Gordon Olmstead-Dean</Author>
  <Author>Miki Tracey</Author>
  <Author>Mike Pohjola</Author>
  <Author>Jeff Diewald</Author>
  <Author>Ryan Markle</Author>
  <Author>Sandy Antunes</Author>
  <Author>Mike Beddes</Author>
  <Author>John Kammer</Author>
  <Author>John Kilgallon</Author>
  <Year>2003</Year>
  <Company company_id="interactivities">Interactivities, Inc.</Company>
</Edition>
<Description>
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".  
</Description>
</Game>

<Game type="rpg" game_id="boomtownplanet">
<Title>The Boomtown Planet</Title>
<Edition>
  <Author>Richard Parkinson</Author>
  <Year>2005</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="timeless">Timeless Games</Company>
</Edition>
<Edition>
  <EdName>"Saturday"</EdName>
  <Year>2007</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="boothill">
<Title>Boot Hill</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Author>Brian Blume</Author>
  <Year>1975</Year>
  <Company company_id="tsr">TSR</Company>
  <Pages>34</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1979</Year>
  <Pages>36</Pages>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Steve Winter</Author>
  <Year>1990</Year>
</Edition>
<Description>
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 &amp;amp; Bullets", "Lost Conquistador Mine", 
"Burned Bush Wells", and "Range War".  
</Description>
</Game>

<Game type="rpg" game_id="boucanier" language="French">
<Title>Boucanier</Title>
<Edition>
  <Author>Bruno Merandon</Author>
  <Year>1992</Year>
  <Company>Le Korrigan</Company>
</Edition>
<Description missinginfo="all">
A French-language pirate RPG. 
</Description>
</Game>

<Game type="rpg" game_id="bountyheadbebop">
<Title>Bounty Head Bebop</Title>
<Edition>
  <Author>JP deH&amp;eacute;naut</Author>
  <Year>2008</Year>
  <Company company_id="heroicjourney">Heroic Journey Publishing</Company>
</Edition>
<Description>
A sci-fi RPG set in a gritty near future where the solar system has 
been colonized, but lawlessness is rampant in the Solar Frontier.  
It is loosely based on the anime series Cowboy Bebop.  It uses the 
"Inverted 20" system that partly derives from D20, but resolves by 
rolling 1d20 under a target number modified by ability, skill, and/or 
difficulty.  Attributes are rated from 1 to 5, and derive Initiative, 
Movement, Saves, Wounds, and Vitality points.  There are also skills - 
divided into General, Combat, and Specialty - as well as binary Edges 
and Flaws.  Characters start with 3 Edges and may take 3 more by 
taking corresponding Flaws.  The system also includes psychic/feng 
shui powers.  Combat is simple, and you can optionally use the same 
roll for hit and damage.  
</Description>
</Game>

<Game type="rpg" game_id="bramstokersdracula">
<Title>Bram Stoker's Dracula</Title>
<Edition>
  <Author>Barry Nakazano</Author>
  <Author>David McKenzie</Author>
  <Year>1993</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Description>
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
&lt;a href="GAME#phoenixcommand"&gt;Phoenix Command&lt;/a&gt;, 
which is still quite complex. 
</Description>
</Game>

<Game type="rpg" game_id="bravenewworld">
<Title>Brave New World</Title>
<Edition>
  <Author>Matt Forbeck</Author>
  <Year>1999</Year>
  <Company company_id="pinnacle">Pinnacle</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="breakingtheice">
<Title>Breaking the Ice: A Game about Love, for Two</Title>
<Edition>
  <Author>Emily Care Boss</Author>
  <Year>2005</Year>
  <Company company_id="blackandgreen">Black &amp;amp; Green Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="broadsword">
<Title>Broadsword</Title>
<Edition>
  <Author>Jeff Mejia</Author>
  <Author>James Stubbs</Author>
  <Author>Todd Downing</Author>
  <Year>2007</Year>
  <Company company_id="deep7">Deep7</Company>
  <Pages>16</Pages>
</Edition>
<Description>
A 16-page self-styled "beer &amp;amp; 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.  
</Description>
</Game>

<Game type="rpg" game_id="bubblegumcrisis">
<Title>Bubblegum Crisis</Title>
<Edition>
  <Author>Benjamin Wright</Author>
  <Author>David Ackerman-Gray</Author>
  <Year>1997</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
A cyberpunk RPG based on the Japanese anime series, including a
lot of background information on the show.  It uses the
&lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="buccaneer">
<Title>Buccaneer</Title>
<Edition>
  <Author>Carl Smith</Author>
  <Year>1979</Year>
  <Company>Adversary Games</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="buckrogersxxvc">
<Title>Buck Rogers: XXVc</Title>
<Edition>
  <Author>Mike Cook</Author>
  <Author>Michael Dobson</Author>
  <Author>Jeff Grubb</Author>
  <Author>Jim Ward</Author>
  <Author>Warren Spector</Author>
  <Author>Jeff Butler</Author>
  <Year>1990</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
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&amp;amp;D system with a more advanced skill system.  
</Description>
</Game>

<Game type="rpg" game_id="buffythevampireslayer">
<Title>Buffy the Vampire Slayer</Title>
<Edition>
  <Author>C.J. Carella</Author>
  <Year>2002</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
A modern-day monster-fighting RPG based on the U.S. television series.  
It uses the skill-based "Unisystem" from 
&lt;a href="GAME#witchcraft"&gt;Witchcraft&lt;/a&gt;, 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). 
</Description>
</Game>

<Game type="rpg" game_id="bulldogs">
<Title>Bulldogs!</Title>
<Edition>
  <Author>Brennan Taylor</Author>
  <Author>C. Austin Hogan</Author>
  <Author>David Sklar</Author>
  <Author>A.J. Hernandez</Author>
  <Author>Jeremy Simmons</Author>
  <Year>2004</Year>
  <Company company_id="galileo">Galileo Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2011</Year>
  <Company company_id="galileo">Galileo Games</Company>
</Edition>
<Description>
A science fiction / space opera game.  The first edition was published 
as a supplement for third edition
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;
(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.  
</Description>
</Game>

<Game type="rpg" game_id="bunniesandburrows">
<Title>Bunnies and Burrows</Title>
<Edition>
  <Author>Scott Robinson</Author>
  <Author>B. Dennis Sustare</Author>
  <Year>1976</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year>
</Edition>
<Description>
A rabbit-adventure RPG in the genre of the Richard Adam's novel 
&lt;u&gt;Watership Down&lt;/u&gt;.  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").  
</Description>
</Game>

<Game type="rpg" game_id="bureau13"> 
<Title>Bureau 13: Stalking the Night Fantastic</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Author>Chris Belting</Author>
  <Year>1983</Year>
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1990</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="burningempires">
<Title>Burning Empires</Title>
<Edition>
  <Author>Luke Crane</Author>
  <Year>2006</Year>
  <Company>self-published</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#burningwheel"&gt;Burning Wheel&lt;/a&gt;.  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. 
</Description>
</Game>

<Game type="rpg" game_id="burningwheel">
<Title>The Burning Wheel</Title>
<Edition>
  <Author>Luke Crane</Author>
  <Year>2002</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2005</Year>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="burrosandbanditos">
<Title>Burros and Banditos</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year> 
  <Company company_id="sierramadre">Sierra Madre Games</Company>
</Edition>
<Description>
A semi-roleplaying game set on the Mexican border. 
</Description>
</Game>

<Game type="rpg" game_id="bushido">
<Title>Bushido</Title>
<Edition>
  <Author>Paul Hume</Author>
  <Author>Bob Charrette</Author>
  <Year>1980</Year> 
  <Company>Tyr / Phoenix Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1981</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A fantasy RPG set in mythic Japan ("Nippon"), using a combined
class and skill-based system.  
</Description>
</Game>

<Game type="rpg" game_id="cadillacsanddinosaurs">
<Title>Cadillacs and Dinosaurs</Title>
<Edition>
  <Author>Frank Chadwick</Author>
  <Year>1990</Year> 
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Description>
A post-nuclear-apocalypse game in the strange world of the comic
"Xenozoic Tales", where dinosaurs have reappeared on the Earth. 
</Description>
</Game>

<Game type="rpg" game_id="cadwallon" language="French,English">
<Title>Cadwallon: The Free City</Title>
<Edition>
  <Author>Arnaud Cuidet</Author>
  <Author>Bruno Bechu</Author>
  <Author>Damien Desnous</Author>
  <Author>Franck Plasse</Author>
  <Author>Gregoire Laakmann</Author>
  <Author>Ivo Garcia</Author>
  <Author>Jean Bay</Author>
  <Author>Nicolas Raoult</Author>
  <Author>Sebastien Celerin</Author>
  <Author>Vincent Kaufmann</Author>
  <Author>Willem Peerbolte</Author>
  <Author>Xavier Spinat</Author>
  <EdName>1st French</EdName>
  <Year>2005</Year> 
  <Company company_id="rackham">Rackham</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Year>2006</Year> 
  <Company company_id="rackham">Rackham</Company>
  <Pages>348</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="callofcthulhu">
<Title>Call of Cthulhu</Title>
<Edition>
  <Author>Sandy Petersen</Author>
  <Year>1981</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>Designer's</EdName>
  <Year>1982</Year>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1989</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>5.5th</EdName>
  <Year>1998</Year>
</Edition>
<Edition>
  <EdName>5.6th</EdName>
  <Year>2000</Year>
</Edition>
<Edition>
  <EdName>20th Anniversary</EdName>
  <Year>2001</Year>
</Edition>
<Edition>
  <EdName>Miskatonic University</EdName>
  <Year>2001</Year>
</Edition>
<Edition>
  <Author>Sandy Petersen</Author>
  <Author>Lynn Willis</Author>
  <EdName>6th</EdName>
  <Year>2004</Year>
</Edition>
<Edition>
  <EdName>25th Anniversary</EdName>
  <Year>2006</Year>
</Edition>
<Description>
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 &lt;a href="GAME#basic"&gt;Basic
Role-Playing&lt;/a&gt; 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.  
</Description>
</Game>

<Game type="rpg" game_id="callofcthulhu_d20">
<Title>Call of Cthulhu Roleplaying Game (D20)</Title>
<Edition>
  <Author>Monte Cook</Author>
  <Author>John Tynes</Author>
  <Year>2002</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It adds rules for insanity, but is still more combat oriented 
than the original game from Chaosium. 
</Description>
</Game>

<Game type="rpg" game_id="caper">
<Title>Caper!</Title>
<Edition>
  <Author>John O'Brien</Author>
  <Year>2006</Year>
  <Company>self-published</Company>
  <Pages>60</Pages>
</Edition>
<Description>
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 
&lt;a href="http://www.lulu.com/content/345228"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="capes">
<Title>Capes</Title>
<Edition>
  <Author>Anthony Lower-Basch</Author>
  <Year>2005</Year>
  <Company company_id="museoffire">Muse of Fire Games</Company>
  <Pages>269</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="capitanalatriste" language="Spanish">
<Title>Capitan Alatriste</Title>
<Edition>
  <Author>Ricard Iba&amp;ntilde;ez</Author>
  <Year>2002</Year>
  <Company company_id="deviriberia">Devir Iberia</Company>
  <Pages>269</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="carry">
<Title>carry. a game about war.</Title>
<Edition>
  <Author>Nathan Paoletta</Author>
  <Year>2006</Year>
  <Company company_id="hamsterprophet">Hamsterprophet Productions</Company>
  <Pages>76</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="cartoonactionhour">
<Title>Cartoon Action Hour</Title>
<Edition>
  <EdName>1st electronic</EdName>
  <Author>Cynthia Celeste Miller</Author>
  <Year>2002</Year>
  <Company company_id="spectrum">Spectrum Game Studios</Company>
  <Pages>108</Pages>
</Edition>
<Edition>
  <EdName>1st print</EdName>
  <Author>Cynthia Celeste Miller</Author>
  <Year>2003</Year>
  <Company company_id="spectrum">Spectrum Game Studios</Company>
  <Company company_id="zman">Z-Man Games</Company>
  <Pages>192</Pages>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="cassiopeanempire">
<Title>Cassiopean Empire</Title>
<Edition>
  <Author>Raymond Norton</Author>
  <Year>1982</Year>
  <Company>Norton Games</Company>
</Edition>
<Edition>
  <EdName>Advanced</EdName>
  <Author>Raymond Norton</Author>
  <Author>Ray Moats</Author>
  <Author>James Gowan</Author>
  <Year>1985</Year>
</Edition>
<Description>
A spacefaring sci-fi mini-RPG.  The 1st edition was 16 pages; 
2nd was two books 32 pages each.  It was set in a 
&lt;a href="GAME#traveller"&gt; Traveller&lt;/a&gt;-like space 
empire.  The system included rules for the usual sci-fi conventions 
of starships, robots and aliens. 
</Description>
</Game>

<Game type="rpg" game_id="castlefalkenstein">
<Title>Castle Falkenstein</Title>
<Edition>
  <Author>Michael Pondsmith</Author>
  <Year>1994</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="castleperilous">
<Title>Castle Perilous</Title>
<Edition>
  <Author>James T. Sheldon</Author>
  <Year>1980</Year>
  <Company>West Wind Simulations</Company>
</Edition>
<Description>
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.  For the 
magic system, the player must describe six parameters of a spell 
from memory - such as color, hand motion, and physical manifestation. 
For each one missed there is that chance that the spell fails.  
The set includes an introductory adventure and setting, possibly related 
to novels by John De Chancie (?). 
</Description>
</Game>

<Game type="rpg" game_id="castlesandcrusades">
<Title>Castles and Crusades</Title>
<Edition>
  <Author>Davis Chenault</Author>
  <Author>Mac Golden</Author>
  <Year>2004</Year>
  <Company company_id="trolllord">Troll Lord Games</Company>
</Edition>
<Description>
A fantasy-genre RPG with a simple rules-lite system, similar to 
and roughly compatible with pre-third editions of 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
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.  
</Description>
</Game>

<Game type="rpg" game_id="cat">
<Title>Cat</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2004</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="cavalierideltempio" language="Italian">
<Title>I Cavalieri Del Tempio</Title>
<Edition>
  <Author>Andrea Angiolino</Author>
  <Author>Giuliano Boschi</Author>
  <Author>Agostino Carocci</Author>
  <Author>Massimo Casa</Author>
  <Author>Luca Giuliano</Author>
  <Year>1990</Year>
  <Company>E.Elle</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="cendres">
<Title>Cendres</Title>
<Edition>
  <Author>Stephan Chapuis</Author>
  <Year>2002</Year>
  <Company company_id="matagot">Editions du Matagot</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="centreoftheuniverse">
<Title>The Centre of the Universe</Title>
<Edition>
  <Author>Richard Parkinson</Author>
  <Year>2004</Year>
  <Company company_id="timeless">Timeless Games</Company>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Pages>204</Pages>
</Edition>
<Edition>
  <EdName>Special</EdName>
  <Year>2004</Year>
  <Pages>232</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="centurysedge">
<Title>Century's Edge</Title>
<Edition>
  <Author>Louis Hoefer</Author>
  <Year>2009</Year>
  <Company company_id="wholesumentertainment">Whole Sum Entertainment</Company>
  <Pages>436</Pages>
</Edition>
<Description>
A turn-of-the-century RPG that mixes history with popular Victorian 
novels such as Dracula and Robur the Conqueror.  It uses a step-die 
system where each attribute is assigned a positive die and negative 
die.  Resolution is by rolling both dice, taking the higher absolute 
value, with the the result being negative or positive depending on 
which die is higher.  Character creation is by picking an Archetype 
that determined positive attribute die values, and a Background that 
determines negative attribute die values.  The 10 Archetypes are 
Combatant, Outdoorsman, Rapscallion, Engineer, Scholar, Aristocrat, 
Believer, Illuminatus, Gnostic, and Jack.  The Backgrounds include 
Militant, Affluent, Educated, Installed, Hard-laborer, Skilled-Laborer, 
Secretive Past, Privation, and Unrefined.  
</Description>
</Game>

<Game type="rpg" game_id="ceraunavolta" language="Italian">
<Title>C'era una volta</Title>
<Edition>
  <Author>Francesco Lutrario</Author>
  <Year>1994</Year>
  <Company>Carte Segrete</Company>
</Edition>
<Description>
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".  
</Description>
</Game>

<Game type="rpg" game_id="chainmail">
<Title>Chainmail</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Author>Jeff Perren</Author>
  <Year>1971</Year>
  <Company>Guidon Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1972</Year>
</Edition>
<Description>
An early set of medieval miniatures rules which was the
precursor to the original 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="chainofbeing">
<Title>Chain of Being: The Fantasy Roleplaying Game of Epic Absurdity</Title>
<Edition>
  <Author>J.T.T. Williams</Author>
  <Author>Cory Katzenmeyer</Author>
  <Author>Dan Geyer</Author>
  <Illustrator>Justin Williams</Illustrator>
  <Year>2002</Year>
  <Company company_id="limestone">Limestone Publishing</Company>
</Edition>
<Description>
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
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;
(aka d20).  
</Description>
</Game>

<Game type="rpg" game_id="challenges">
<Title>Challenges Game System</Title>
<Edition>
  <Author>Tom Moldvay</Author>
  <Year>1986</Year>
  <Company>Challenges Game Systems</Company>
</Edition>
<Description>
A medieval fantasy mini-RPG (8 pages), similar in mechanics to
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="champions">
<Title>Champions</Title>
<Edition>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Year>1981</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Author>Rob Bell</Author>
  <Year>1989</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="championsthenewmillenium">
<Title>Champions: The New Millenium</Title>
<Edition>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Author>Ray Greer</Author>
  <Author>Mike Pondsmith</Author>
  <Year>1997</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
A comic-book superhero RPG set in a revised version of the 
&lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; 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 &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="changelingthedreaming">
<Title>Changeling: The Dreaming</Title>
<Edition>
  <Author>Brian Campbell</Author>
  <Author>Jackie Cassada</Author>
  <Author>Richard Dansky</Author>
  <Author>Chris Howard</Author>
  <Author>Steve Kenson</Author>
  <Author>Ian Lemke</Author>
  <Author>Angel Leigh McCoy</Author>
  <Author>Deena McKinney</Author>
  <Author>Neil Mick</Author>
  <Author>Wayne Peacock</Author>
  <Author>Nicky Rea</Author>
  <Author>Michael Rollins</Author>
  <Year>1995</Year> 
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Ian Lemke</Author>
  <Year>1997</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chaos6010ad">
<Title>Chaos 6010 A.D.</Title>
<Edition>
  <Author>Brandon Williams</Author>
  <Year>2008</Year>
  <Company company_id="arcanumsyndicate">Arcanum Syndicate</Company>
  <Pages>300</Pages>
</Edition>
<Description>
A dark sci-fi RPG, set in a post-apocalyptic future where humans and 
an ancient alien race (the eldrynn) have formed a theocratic empire 
that rules using a mix of magic and technology.  The game is set shortly 
after a horde of demons from another dimension (Nacadia) have begun invading 
through the largest Soul Gate.  It uses a step die system where attribute 
or skill rank is converted on a universal table to a die roll.  Rank 10 
is 1d6; rank 20 is d8+d6; 30 is d20+2d6; etc.  Character creation is 
class-based.  
</Description>
</Game>

<Game type="rpg" game_id="chaosoncampus">
<Title>Chaos on Campus</Title>
<Edition>
  <Author>Chris Engle</Author>
  <Year>2005</Year>
  <Company company_id="hamster">Hamster Press</Company>
  <Pages>96</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chaosuniversity">
<Title>Chaos University</Title>
<Edition>
  <Author>Jennifer Schoonover</Author>
  <Year>2005</Year>
  <Company company_id="firewater">Firewater Productions</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chasis" language="Spanish">
<Title>Chasis: Sistema universal de Juegos de Rol</Title>
<Edition>
  <Author>Omar Vig&amp;oacute; &amp;Aacute;lvarez</Author>
  <Year>2019</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Spanish-language universal RPG system. 
</Description>
</Game>

<Game type="rpg" game_id="chasseursdemonstres" language="French">
<Title>Chasseurs de Monstres</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1999</Year>
  <Company>Hachette</Company>
</Edition>
<Description>
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 &amp;amp; vampires) monsters, for
children. 
</Description>
</Game>

<Game type="rpg" game_id="chichian">
<Title>Chi-Chian the Roleplaying Game</Title>
<Edition>
  <Author>Chris Adams</Author>
  <Author>Barbara Manui</Author>
  <Author>David Fooden</Author>
  <Year>2003</Year>
  <Company company_id="aetherco">Aetherco</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="childrenofthesun">
<Title>Chilren of the Sun</Title>
<Edition>
  <Author>Lewis Pollak</Author>
  <Author>Dan Ross</Author>
  <Author>Jac Grenfell</Author>
  <Year>2002</Year>
  <Company company_id="misguided">Misguided Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chill">
<Title>Chill</Title>
<Edition>
  <Author>Gali Sanchez</Author>
  <Author>Garry Spiegle</Author>
  <Author>Mark Acres</Author>
  <Author>Ethan Sharp</Author>
  <Author>Michael Williams</Author>
  <Year>1984</Year>
  <Company company_id="pacesetter">Pacesetter</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>David Ladyman</Author>
  <Author>Jeff R. Leason</Author>
  <Author>Louis J. Prosperi</Author>
  <Year>1990</Year> 
  <Company company_id="mayfair">Mayfair Games</Company>
</Edition>
<Description>
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.  &lt;br&gt;
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. &lt;br&gt;
2nd edition uses a completely revised system.
</Description>
</Game>

<Game type="rpg" game_id="chimaera">
<Title>Chimaera Roleplaying Universe</Title>
<Edition>
  <Author>Michael D. Murphy</Author>
  <Author>George T. Singley</Author>
  <Year>2008</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>240</Pages>
</Edition>
<Description>
A superhero role-playing game set in the universe of a new comics brand of the same name, headed by George Singley.  It uses a new percentile skill-based game system.  Basic resolution is the 1d100 + stat + modifiers must exceed 100.  For opposed rolls, the opponent with the higher stat rolls d100 plus the stat different, while the opponent with the lower stat rolls a flat d100.  Character creation is a mix of random-roll and point-bought mechanics.  There is a core list of over one hundred powers with general descriptions.  
</Description>
</Game>

<Game type="rpg" game_id="chimeres" language="French">
<Title>Chim&amp;egrave;res</Title>
<Edition>
  <Author>Jean-Luc Bizien</Author>
  <Year>1994</Year>
  <Company company_id="multisim">Multisim</Company>
</Edition>
<Description>
A French-language historical RPG, sequel to
&lt;a href="GAME#hurlements"&gt;Hurlements&lt;/a&gt;.  The PC's are Dragons
(i.e. top-ranking were-creatures in the Hurlements world),
incarnated on Earth to experience life. 
</Description>
</Game>

<Game type="rpg" game_id="chivalryandsorcery">
<Title>Chivalry and Sorcery</Title>
<Edition>
  <Author>Ed Simbalist</Author>
  <Author>Wilf K. Backhaus</Author>
  <Year>1977</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Ed Simbalist</Author>
  <Author>G.W. Thompson</Author>
  <Year>1996</Year>
  <Company>Highlander Designs</Company>
</Edition>
<Edition>
  <EdName>Light</EdName>
  <Author>Edward E. Simbalist</Author>
  <Author>Wilf K. Backhaus</Author>
  <Author>Steve C. Betney</Author>
  <Year>1999</Year>
  <Company company_id="brit">Brittania</Company>
</Edition>
<Edition>
  <EdName>Rebirth</EdName>
  <Year>2000</Year> 
</Edition>
<Description>
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. &lt;br&gt;
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).  
</Description>
</Game>

<Game type="rpg" game_id="chock" language="Swedish">
<Title>Chock</Title>
<Edition>
  <Author>Gali Sanchez</Author>
  <Author>Garry Spiegle</Author>
  <Author>Michael Williams</Author>
  <Year>1985</Year>
  <Company company_id="target">Target Games</Company>
</Edition>
<Description>
A Swedish-language translation of Pacesetter's
&lt;a href="GAME#chill"&gt;Chill&lt;/a&gt;.  It has 1 sourcebook and 4 
adventures which were published over a period of 2 years before 
being abandoned.  
</Description>
</Game>

<Game type="rpg" game_id="chosen">
<Title>Chosen</Title>
<Edition>
  <Author>Aaron Rosenberg</Author>
  <Year>2001</Year>
  <Company company_id="clockworks">Clockworks Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chronicafeudalis">
<Title>Chronica Feudalis: A Game of Imagined Adventure in Medieval Europe</Title>
<Edition>
  <Author>Jeremy Keller</Author>
  <Year>2009</Year> 
  <Company company_id="cellar">Cellar Games</Company>
</Edition>
<Description>
A historical RPG set in medieval Europe, written in the conceit of being 
written by a 12th century monk and translated.  It uses a simple system 
created for the game.  Character creation is by choosing three mentors, 
and choosing three Aspects.  Each mentor defines a set of skills 
(from a list of 24 skills) that will increase, while Aspects are 
player-defined descriptive tags.  Each character also starts with 
3 Ardor and 3 Vigor.  For resolution, each skill has a die rating 
from 1d4 (unskilled) to 1d12 (master).  The player rolls a die for skill 
along with an optional die for tool and an optional 1d8 for a positive 
Aspect (which costs 1 Ardor) - or the player may omit one die for 
a negative Aspect and gain 1 Ardor.  Each die over a target number 
is one success.  In combat, characters may either take injuries or 
lose a point of Vigor.  
</Description>
</Game>

<Game type="rpg" game_id="chroniclesoframlar">
<Title>The Chronicles of Ramlar</Title>
<Edition>
  <Author>Tony Lee</Author>
  <Author>Alana Abbott</Author>
  <Author>Benji Blailock</Author>
  <Author>John Prescott</Author>
  <Author>Michael Johnston</Author>
  <Author>Pyran Taylor</Author>
  <Author>Shane Wilson</Author>
  <Author>Wayne Sykes</Author>
  <Year>2006</Year> 
  <Company company_id="whitesilver">White Silver Publishing, Inc.</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="chroniclesofskin">
<Title>Chronicles of Skin</Title>
<Edition>
  <Year>2011</Year>
  <Company company_id="cobweb">Cobweb Games</Company>
</Edition>
<Description>
A storytelling game for 3-5 players intended for play in either 90 minutes 
or 3 hours depending on mode.  Each player has three roles: Artist, 
Other and Scribe. As Artist, a player draws the events of the story.  
As Other, a player creates characters for the story and guides them.  
As Scribe, a player invents locations and sets up the world.  Players 
draw from a custom deck of 72 cards to create flags, which they use to 
determine traits for two cultures at war.  
</Description>
</Game>

<Game type="rpg" game_id="chronos" language="French">
<Title>Chronos</Title>
<Edition>
  <Author>Francois Suter</Author>
  <Year>1993</Year> 
  <Company company_id="createursgenevois">Les Createurs Genevois</Company>
</Edition>
<Description missinginfo="all">
A French-language cross-genre, time-travel RPG. 
</Description>
</Game>

<Game type="rpg" game_id="classdismissed">
<Title>Class Dismissed!</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2008</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>68</Pages>
</Edition>
<Description>
A modern-day tabletop role-playing game where the player characters 
are high school students, engaged in various trouble and adventures. 
It includes optional brief rules for magic as well.  
</Description>
</Game>

<Game type="rpg" game_id="classroomdeathmatch">
<Title>Classroom Deathmatch</Title>
<Edition>
  <Author>Jake Richmond</Author>
  <Author>Matt Schlotte</Author>
  <Year>2007</Year>
  <Company company_id="atarashi">Atarashi Games</Company>
  <Pages>106</Pages>
</Edition>
<Description>
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 &lt;a href="GAME#pantyexplosion"&gt;Panty Explosion&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="cloakofsteel">
<Title>Cloak of Steel: Gigantic Metal Warriors Clash in the World of Tierplana</Title>
<Edition>
  <Author>James Desborough</Author>
  <Author>Steven Mortimer</Author>
  <Author>Raven Morrison</Author>
  <Year>2004</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>217</Pages>
</Edition>
<Description>
An electronically-published fantasy RPG, using a variant of the 
&lt;a href="GAME#livesystem"&gt;Live System&lt;/a&gt; -- intended to be 
a more free-flowing variant of the D20 System of third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="codeofunaris">
<Title>Code of Unaris: Chat Roleplaying</Title>
<Edition>
  <Author>Gary Pratt</Author>
  <Year>2004</Year>
  <Company company_id="goldleaf">Goldleaf Games</Company>
  <Pages>314</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="codex">
<Title>Codex: Story Gaming for Creative People</Title>
<Edition> 
  <Author>Malcolm Sheppard</Author>
  <Year>2007</Year> 
  <Company company_id="mobunitedmedia">Mob United Media</Company>
  <Pages>27</Pages>
</Edition>
<Description>
A universal mini-RPG system aimed at text-based games, especially 
those played by forum or weblog.  
</Description>
</Game>

<Game type="rpg" game_id="codex_imperium" language="Hungarian">
<Title>Codex</Title>
<Edition>
  <Author>Zsolt Nyul&amp;aacute;szi</Author>
  <Year>1996</Year>
  <Company>Imperium</Company>
</Edition>
<Description>
A Hungarian-language fantasy RPG. 
</Description>
</Game>

<Game type="rpg" game_id="cogwars">
<Title>The Cog Wars</Title>
<Edition>
  <EdName>Zero</EdName>
  <Author>JL Williams</Author>
  <Author>Dmitri Arbacauskas</Author>
  <Author>Robert Earley-Clark</Author>
  <Author>Levi Kornelsen</Author>
  <Author>Tony Lower-Basch</Author>
  <Author>Stephen Lea Sheppard</Author>
  <Year>2008</Year>
  <Company company_id="amagi">Amagi Games</Company>
</Edition>
<Description>
A tongue-in-cheek steampunk fantasy game set in the city of Tiran, 
a center of science and education in a fantasy world - where mechanical 
men known as "Cogs" have just begun to appear and even sometimes become 
self-aware.  The player characters are rebels fighting evil geniuses 
known as Masterminds who are corrupting the city.  It uses a highest 
die d6 dice pool system, where the player rolls a number of dice based 
on trait (1-3) plus a possible bonus for one character condition and 
one target/environment condition.  This is opposed by another die roll, 
taking the highest die and moving to the next highest in the case of ties. 
The higher roll narrates the result of the action. Character creation 
includes picking one of three Kinds (Kid, Geezer, or Cog); one of three 
Virtues (Cunning, Daring, or Graceful); and one of five Vocations 
(Mystic, Tinker, Tailor, Soldier, or Scout).  Each of these is then 
tailored by adding a player-defined trait.  
</Description>
</Game>

<Game type="rpg" game_id="coldcity">
<Title>Cold City</Title>
<Edition>
  <Author>Malcom Craig</Author>
  <Year>2006</Year>
  <Company company_id="contestedground">Contested Ground Studios</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="coldspace">
<Title>Cold Space</Title>
<Edition>
  <Author>Albert Bailey</Author>
  <Author>clash bowley</Author>
  <Year>2005</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>128</Pages>
</Edition>
<Description>
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 &lt;a href="GAME#starcluster"&gt;Starcluster&lt;/a&gt; 
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.  
</Description>
</Game>

<Game type="rpg" game_id="coldsteelreign">
<Title>Cold Steel Reign</Title>
<Edition>
  <Author>Patrick Ellison</Author>
  <Year>2005</Year>
  <Company company_id="madhermit">Mad Hermit Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="collectors">
<Title>The Collectors: The Burning House</Title>
<Edition>
  <Author>Thomas MacKay</Author>
  <Year>2003</Year>
  <Company>Rogue Publishing</Company>
  <Pages>83</Pages>
</Edition>
<Description>
A modern-day horror game where the PCs are demonic (but not 
necessarily evil) beings who perform tasks required for them.  
It uses a variant of the 
&lt;a href="GAME#fudge"&gt;FUDGE&lt;/a&gt; system, and includes 
an introductory adventure entitled "The Burning House".  
</Description>
</Game>

<Game type="rpg" game_id="colonialgothic">
<Title>Colonial Gothic</Title>
<Edition>
  <Author>Richard Iorio</Author>
  <Author>Monica Valenrinelli</Author>
  <Author>Matt McElroy</Author>
  <Author>James Maliszewski</Author>
  <Year>2007</Year>
  <Company company_id="roguegames">Rogue Games</Company>
  <Pages>220</Pages>
</Edition>
<Description>
A supernatural historical horror roleplaying game set during the dawn 
of the American Revolution.  Resolution uses rolling 2d12 under a 
target number based on stat.  
</Description>
</Game>

<Game type="rpg" game_id="colonies">
<Title>The Colonies</Title>
<Edition>
  <Author>Brett M. Bernstein</Author>
  <Year>2002</Year>
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>67</Pages>
</Edition>
<Description>
A science-fiction RPG published as a downloadable PDF.  It is set on 
Mars in the year 2099.  There are five distant colonies established on 
other systems from seeding ships launched in 2030 when disaster 
loomed.  The PC's are colonists seeking to reclaim the Earth from 
aliens who invaded it.  It uses a simple rules set of roll under 
stat on 2d6.  The rules include systems for biotech, nanotech, and 
psionics.  
</Description>
</Game>

<Game type="rpg" game_id="comandosdeguerra" language="Spanish">
<Title>Comandos de Guerra</Title>
<Edition>
  <Author>Juan Carlos Herreros Lucas</Author>
  <Year>1990</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
  <Company>Ediciones Cron&amp;oacute;polis</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2003</Year>
  <Company company_id="sombra">Ediciones Sombra</Company>
</Edition>
<Description>
A Spanish-language World War II RPG, including action on the 
European and Pacific fronts.  Character may be soldiers or 
civilians.  The game system uses a single 3d10 roll indicate 
check, sucess level, location and damage.  This was originally 
self-published as a set of home-made booklets in 1990, under the 
imprint title "Alas de Drag&amp;oacute;n."
</Description>
</Game>

<Game type="rpg" game_id="combat">
<Title>Combat!: A Military Action Game</Title>
<Edition>
  <Author>William Andersen</Author>
  <Year>2005</Year>
  <Company company_id="comstar">ComStar Media, LLC</Company>
</Edition>
<Description>
A modern military action RPG using a variant of the 
&lt;a href="GAME#action"&gt;Action! System&lt;/a&gt; from Gold Rush Games.  
It includes rules for mass combat to handle command of units, ships, 
or complete armies.  
</Description>
</Game>

<Game type="rpg" game_id="commando">
<Title>Commando</Title>
<Edition>
  <Author>Eric Goldberg</Author>
  <Author>Greg Costikyan</Author>
  <Author>John Butterfield</Author>
  <Year>1979</Year>
  <Company company_id="simulationspublications">SPI</Company>
</Edition>
<Description>
A modern military tactical wargame and RPG, set in WWII.  It used
a complex table-driven percentile system.  Combat was action
point based.  
</Description>
</Game>

<Game type="rpg" game_id="committeefortheexplorationofmysteries">
<Title>The Committee for the Exploration of Mysteries</Title>
<Edition>
  <Author>Eric J. Boyd</Author>
  <Year>2007</Year>
  <Company company_id="ericjoyd">Eric J. Boyd Designs</Company>
  <Pages>116 page 6" x 9" perfect bound softcover</Pages>
</Edition>
<Description>
A storytelling game of exploration inspired by pulp novels and 
Victorian adventure tales, where play consists of characters 
recounting to each other about the adventure they have just had.  
It is designed to be playable with no pre-game preparation, with 
play resolving in a single evening or continuing over multiple 
sessions.  Players take turns recounting scenes, where you describe 
how you overcame a hazard chosen by another player who acts as your 
opposition.  You roll dice based on the attribute used and special 
traits, then you put forward a die and start narrating the scene.  
After a bit, your opposition gets to add a complication, you put 
another die forward, and the cycle continues until you meet the 
hazard's difficulty or run out of time.  There is a three minute 
maximum.  You receive varying amounts of Acclaim points depending on 
how many dice you used in meeting the hazard's difficulty. 
</Description>
</Game>

<Game type="rpg" game_id="compagniedesglaces" language="French">
<Title>La Compagnie des Glaces</Title>
<Edition>
  <Author>Jean-Pierre Pecau</Author>
  <Year>1986</Year>
  <Company>Jeux Actuels</Company>
</Edition>
<Description>
A French-language sci-fi RPG, based on a series of novels of the
same name by G.J. Arnaud.  Set in a future where the Earth is
covered by ice, and the only civilization that remains is 
a group of enormous trains.  It uses a percentile skill-based
system.  
</Description>
</Game>

<Game type="rpg" game_id="company">
<Title>The Company</Title>
<Edition>
  <Author>Newt Newport</Author>
  <Year>2009</Year>
  <Company company_id="d101">D101 Games</Company>
  <Pages>216</Pages>
</Edition>
<Description>
A modern-day military RPG, where the PCs are active military - such as 
soldier, pilot, or surveillance officer.  The core book includes 
information about Trouble hot spots, terrorist organisations, and 
competitors to the Company. It uses a modified version of the 
&lt;a href="GAME#openquest"&gt;OpenQuest&lt;/a&gt; system by 
the same author.  Two scenarios are included in the core book: 
"Operation Bluebeard" and "Operation F.I.S.H and C.H.I.P.S".  
</Description>
</Game>

<Game type="rpg" game_id="completewarlock">
<Title>The Complete Warlock</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1975</Year>
  <Company>The SPARTAN</Company>
</Edition>
<Edition>
  <Author>Robert Cowan</Author>
  <Author>Dave Clark</Author>
  <Author>Kenneth M. Dahl</Author>
  <Author>Nick Smith</Author>
  <Year>1978</Year>
  <Company>Balboa, Inc.</Company>
  <Pages>56</Pages>
</Edition>
<Description>
This was a variant of &lt;a href="GAME#dungeonsanddragons"&gt;
Dungeons &amp;amp; Dragons&lt;/a&gt;.  It which originally appeared in 
issue #9 of "The Spartan" simulation gaming journal as an article 
entitled "Warlock: or How to Play D&amp;amp;D Without Playing D&amp;amp;D".  
It later appeared as a product from Balboa, Inc.  It had two 
supplements, "Warlock's Tower" in 1979 (with new monsters, new 
rules for thieves, and many new magic items) and "The Warlock 
Menagerie" in 1980 (with over 100 new monsters and other new 
material).  
</Description>
</Game>

<Game type="rpg" game_id="conan_mongoose">
<Title>Conan: The Role-Playing Game</Title>
<Edition>
  <Author>Paul Tucker</Author>
  <Author>Ian Sturrock</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Ian Sturrock</Author>
  <Author>Gareth Hanrahan</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A fantasy RPG based on the novels by Robert E. Howard.  It is set 
in the "Hyborian Age" -- a mythic time in what will become modern 
Europe and Northern Africa.  Various precursors to early cultures 
and races are found.  This is a complete game using variant of the 
D20 System of third edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
It adds rules for fate points, reputation, and corruption.  
PCs start with 3 fate points, gaining 1 per level, which can be 
used to avert death ("Left for Dead"), added damage ("Mighty Blow"), 
reduce corruption ("Repentance"), or to impose a plot twist 
("Destiny").  Combat is changed by having armor which reduces 
damage (i.e. DR instead of raise Defense); and special combat 
maneuvers, which are qualified for by prerequisites of attributes, 
skills, and/or feats.  
</Description>
</Game>

<Game type="rpg" game_id="conan_tsr">
<Title>Conan: The Role-Playing Game</Title>
<Edition>
  <Author>David "Zeb" Cook</Author>
  <Year>1985</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A fantasy RPG based on the novels by Robert E. Howard.  It uses a
very simple skill-based system aimed at beginners.  A d100 roll
is cross-referenced with modified skill on a universal table
(similar to &lt;a href="GAME#marvelsuperheroes"&gt;Marvel
Superheroes&lt;/a&gt;) to give a color-code result:
green(easy)&amp;nbsp;/ yellow&amp;nbsp;/ orange&amp;nbsp;/ red(hard).
The boxed set includes a 2-page adventure based on Howard's
"Tower of the Elephant" story and a "World of Hyboria" booklet
set up in glossary style. 
</Description>
</Game>

<Game type="rpg" game_id="confederaterangers">
<Title>Confederate Rangers</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1989</Year>
  <Company>SoLar-Way Games</Company>
</Edition>
<Description>
A near-future sci-fi RPG in a future where 13 Southern U.S. states 
secede after federal corruption becomes intolerable, forming 
a new Confederacy.  The PCs are Confederate Rangers: high-tech 
lawmen with old-time values.  
</Description>
</Game>

<Game type="rpg" game_id="conspiracyofshadows">
<Title>Conspiracy of Shadows</Title>
<Edition>
  <Author>Keith Senkowski</Author>
  <Year>2004</Year>
  <Company company_id="bobgoat">Bob Goat Press</Company>
  <Pages>120</Pages>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2005</Year>
  <Pages>154</Pages>
</Edition>
<Description>
A mixed fantasy genre game, described as "X-Files meets grim historical 
fantasy".  It is set on a fantasy world, Polian, similar to medieval 
European history and legend.  There is a demonic conspiracy at work, 
though the details of this are not specified but left partially open 
for the GM to define.  Action resolution uses 2d6 + attribute + skill 
vs difficulty.  You get an extra dice if a positive descriptor comes 
into play, and one less if a negative descriptor.  Character creation
is limited point-based, with professions defined as packages of skills.  
</Description>
</Game>

<Game type="rpg" game_id="conspiracyx">
<Title>Conspiracy X</Title>
<Edition>
  <Author>Rick Ernst</Author>
  <Author>Shirley Madewell</Author>
  <Author>Chris Pallace</Author>
  <Year>1996</Year>
  <Company company_id="newmillenium">New Millenium</Company>
</Edition>
<Edition>
  <EdName>2.0</EdName>
  <Author>David F. Chapman</Author>
  <Year>2006</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
An alien-conspiracy role-playing game (i.e. X-files), focusing
on members of a secret government organization which defends
against an alien menace.  The system is a simple granular one
where skill (1-5) is compared to difficulty (1-5).  If skill
equals difficulty, roll 7 or less on 2d6.  If skill equals
(difficulty+1), roll 4 or less.  The damage system, on the other
hand, is more complicated.  cf. the 
&lt;a href="http://www.conspiracyx.com/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="contenders">
<Title>Contenders: A Role-Playing Game of Blood &amp;amp; Sweat, Pain &amp;amp; Hope</Title>
<Edition>
  <Author>Joe J. Prince</Author>
  <Year>2006</Year>
  <Company company_id="princeofdarkness">Prince of Darkness Games</Company>
</Edition>
<Description>
A GMless role-playing game about professional boxers, focusing on the 
seedy underbelly of the boxing world and personal struggles.  
It has a scene resolution mechanic using playing cards similar to 
&lt;a href="GAME#primetimeadventures"&gt;Primetime Adventures&lt;/a&gt;.  
Each player takes a turn to define a type of scene for their character, 
and the scene's conflict is resolved by drawing a number of cards for 
the character and the opposition.  If the player has more red cards, 
he succeeds in the scene.  Whoever has the highest card, though, gets 
narration rights.  The type of scene determines what stats are affected 
by success or failure.  Boxing fights have a further system of selecting 
strategies for each round.  After a character reaches a certain score 
in his reputation stat, the endgame is reached and players determine 
if the boxers have achieved their dreams.  
</Description>
</Game>

<Game type="rpg" game_id="contesensorceles" language="French">
<Title>Contes ensorcel&amp;eacute;s</Title>
<Edition>
  <Author>Antoine Bauza</Author>
  <Year>2005</Year>
  <Company company_id="7emecercle">7&amp;egrave;me Cercle</Company>
  <Pages>48</Pages>
</Edition>
<Description>
A French-language children's fantasy RPG, whose title translates to 
roughly "Bewitching Tales".  (This is a professional release based 
on an amateur RPG publication.)  It is set on a flat world that humans 
share with imps, fairies, and goblins.  The PCs are youthful wizards 
and witches who all can fly on broomsticks.  It uses a simple system 
where you roll 2d6 over a target number based on a universal chart 
that crosses your stat (with three named levels) and difficulty 
(rated 3 to 10).  
</Description>
</Game>

<Game type="rpg" game_id="continuum">
<Title>Continuum: Role-playing in the Yet</Title>
<Edition>
  <Author>Chris Adams</Author>
  <Author>Barbara Manui</Author>
  <Author>David Fooden</Author>
  <Year>1999</Year>
  <Company company_id="aetherco">Aetherco</Company>
</Edition>
<Description>
A time-travel game where the time-travel machine itself is the
human body: just "span" and you're there.  There is a community
of time-travellers, but the past is essentially inalterable.  The
skill system is a simple one of roll d10 under skill.  A d10 is
also useed for all damage and other rolls.  Character creation is
point-based, distributing 25 points over 3 attributes (Body, Mind,
and Quick) and skills, plus ads and disads.  
</Description>
</Game>

<Game type="rpg" game_id="control">
<Title>Control</Title>
<Edition>
  <Author>Lee Garvin</Author>
  <Year>1997</Year>
  <Company company_id="realitycheque">Reality Cheque Games</Company>
</Edition>
<Description>
A conspiracy-genre RPG focusing on characters not in-the-know
learning about the Truth.  As part of character advancement, 
players can to advance to become GM (aka "Controller").  The
mechanics are built on having binary qualities, where the number
of appropriate qualities you have determines your dice pool, and
take best roll (d20's).  
</Description>
</Game>

<Game type="rpg" game_id="cooperation">
<Title>Cooperation</Title>
<Edition>
  <Author>Charles J. Walther</Author>
  <Year>1998</Year>
  <Company company_id="cooperation">Cooperation</Company>
</Edition>
<Description>
A sci-fi space-opera RPG, where mankind and five other alien
races stand against the Yadeze, giant evil aliens with the
requisite space armada. It uses a percentile system with a lot of
stats and skills.  Character creation has attributes point-bought
(from a pool of 250+6d10), and then a lifepath-like acquisition
of skills.  
</Description>
</Game>

<Game type="rpg" game_id="corporation">
<Title>Corporation: The Roleplaying Game</Title>
<Edition>
  <Author>James Norbury</Author>
  <Year>2006</Year>
  <Company company_id="coregames">Core Games Publishing Ltd</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>James Norbury</Author>
  <Year>2008</Year>
  <Company company_id="brutal">Brutal Games</Company>
</Edition>
<Description>
A science fiction RPG set in 2500 A.D. where five monolithic corporations 
have taken over the globe, which has been badly damage by corporate wars 
over the centuries.  The technology ranges up to biotechnology, AI, 
plasma weapons, personal teleporters and invisibility shields -- as 
well as limited telepathy.  It centers on enhanced corporate Agents
who take on missions for their corporation.  It uses an open skill-based 
system.  Action resolution is by roll under attribute + skill on 2d10, 
where attributes and skills both range from 0 to 10 for normal humans.  
</Description>
</Game>

<Game type="rpg" game_id="corps">
<Title>CORPS</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>1990</Year>
  <Company company_id="btrc">BTRC</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
</Edition>
<Description>
Originally a modern-day conspiracy genre game, this was expanded
in the 2nd edition to be a universal generic system.  It uses a
basic d10 roll of skill vs difficulty, with free point-bought
character creation.  The damage system is notable for not having
hit points, but instead impairment of body parts (which can be
unlimited) combined with bleeding and a chance of instant death.  
</Description>
</Game>

<Game type="rpg" game_id="correlya">
<Title>Correlya</Title>
<Edition>
  <Author>Matthew Davenport</Author>
  <Year>2004</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2007</Year>
  <Pages>234</Pages>
</Edition>
<Description>
A fantasy genre game set on an original world of the same name, 
inhabited by elves (the primordial race) and the various races 
they created to be their slaves including humans, gnomes, channelers, 
elamorphs, elapidons, mantids, oakbellies, shellbacks, triclops, 
and zepherai.  There are also three outlier races not created this 
way: vampires, aeternalifs, and gremlins.  It uses a complex system.  
Skills are divided into three "spheres" -- Mental, Visceral, and 
Rogue.  As you advance in each sphere you gain a variety of special 
abilities.  The basic game includes details on life in Correlya and 
its features, though no monsters.  The second edition is self-published via 
&lt;a href="http://www.lulu.com/content/377803"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="cortex">
<Title>Cortex System Role Playing Game</Title>
<Edition>
  <Author>Jamie Chambers</Author>
  <Year>2008</Year>
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
</Edition>
<Description>
A universal system "toolkit" book, based on the step-die mechanic system 
used in the &lt;a href="GAME#sovereignstone"&gt;Sovereign Stone&lt;/a&gt;
fantasy system, &lt;a href="GAME#serenity"&gt;Serenity RPG&lt;/a&gt;, 
&lt;a href="GAME#battlestargalactica"&gt;Battlestar Galactica RPG&lt;/a&gt;. 
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.  
</Description>
</Game>

<Game type="rpg" game_id="cosmicenforcers">
<Title>Cosmic Enforcers</Title>
<Edition>
  <Author>Mike McCune</Author>
  <Author>Gary Sibley</Author>
  <Author>Jerry Holland</Author>
  <Author>Eric Nikkila</Author>
  <Year>1995</Year> 
  <Company company_id="myrmidon">Myrmidon</Company>
</Edition>
<Description>
A sci-fi superhero RPG set in a universe where in 2025AD a
galactic alliance finally unites 7 races.  A dark force seeks to
bring chaos by striking down the alliance, resisted by the
superhero "cosmic enforcers".  Includes magic, psionics,
superpowers, and various ultra-tech.  
</Description>
</Game>

<Game type="rpg" game_id="cosmicpatrol">
<Title>Cosmic Patrol</Title>
<Edition>
  <Author>Matt Heerdt</Author>
  <Author>Randall Bills</Author>
  <Author>Jason Schmetzer</Author>
  <Year>2011</Year> 
  <Company company_id="catalystgamelabs">Catalyst Game Labs</Company>
</Edition>
<Description>
A sci-fi storytelling RPG of "Rockets and Rayguns!" set in a future 
based on the Golden Age of science fiction, inspired by E.E. "Doc" Smith, 
Harry Harrison, Robert Heinlein, and Philip Francis Nolan along with 
the radio series including X Minus One and Dimension X.  The player 
characters are Patrolmen of the Cosmic Patrol.  It uses a system 
of rotating GM ("Lead Narrator").  It uses a step-die system, where 
resolution is by the player rolling 1d12 plus the appropriate attribute 
die vs. the Lead Narrator's 1d20 roll.  Attributes are Brawn, Brains, 
Charisma, Combat, and Special (defined as the character's specialty).  
Players may spend Plot Points to modify rolls, regain health points, 
or add a plot twist.  
</Description>
</Game>

<Game type="rpg" game_id="courtesans">
<Title>Courtesans: A roleplaying game of sex and society</Title>
<Edition>
  <Author>Ian Warner</Author>
  <Year>2011</Year> 
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>276</Pages>
</Edition>
<Description>
A roleplaying game set in Victorian Demi Monde, where the player 
characters are society prostitutes who compete for money and influence 
in their circles while sharing a house.  Character creation begins by 
choosing a class-like "origin" - including Actresses, Professionals, 
Fallen Ladies, Goldenhearts, Schemers and Upstarts.  During a session, or 
season, Courtesans procure admirers, complete actions such as conversation, 
sex and spying, then attend the Cyprian Ball.  The characters collect 
five categories of experience: Legend, Reputation, Wealth, Influence,
and Scandal.  It uses a variant of the "Beer and Crisps" mechanics from 
the &lt;a href="GAME#urbanfaerie"&gt;Urban Faerie&lt;/a&gt; and 
&lt;a href="GAME#toughjustice"&gt;Tough Justice&lt;/a&gt; games, 
though there is no combat system. 
</Description>
</Game>

<Game type="rpg" game_id="covenant">
<Title>Covenant: a story game of failing conspiracies</Title>
<Edition>
  <Author>Matt Machell</Author>
  <Year>2006</Year> 
  <Company company_id="realms">Realms Publishing</Company>
  <Pages>108</Pages>
</Edition>
<Description>
A modern day conspiracy game about members of a conspiracy whose 
predicted apocalypse never happened.  It uses a narration mechanic 
where conflicts between characters are resolved by players taking 
turns describing how positive and negative traits impact the outcome 
of situations.   It also has a mechanic for bringing in recurring 
motifs and highlighting agreed genre conventions.
</Description>
</Game>

<Game type="rpg" game_id="covertgeneration">
<Title>Covert Generation</Title>
<Edition>
  <Author>Caz Granberg</Author>
  <Year>2006</Year> 
  <Company company_id="heftywrenches">Hefty Wrenches Game Design</Company>
  <Pages>108</Pages>
</Edition>
<Description>
A modern espionage game about child secret agents rebelling against 
The X, a secret cabal of ex-slackers who now rule the world through
coercion and legalistic thuggery.  Teen and tween agents collaborate
in Cells across the world to fight the man in all his forms.  It uses
a narration-based dice pool system, with a core pool of three
dice with added or subtracted dice for applicable "Core Components"
(Core Value, Attributes, Specialty and Cover Identity).  
</Description>
</Game>

<Game type="rpg" game_id="coyote" language="Hungarian">
<Title>Coyote</Title>
<Edition>
  <Author>Tibor Kir&amp;aacute;ly</Author>
  <Year>2005</Year>
  <Company>Delta Vision</Company>
</Edition>
<Description>
A Hungarian-language RPG set in the American Old West. 
</Description>
</Game>

<Game type="rpg" game_id="coyotetrail">
<Title>Coyote Trail</Title>
<Edition>
  <Author>Brett M. Bernstein</Author>
  <Year>2005</Year> 
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
</Edition>
<Description>
An RPG set in the American Old West, an update of an earlier game 
called "Shady Gulch".  It uses a variant of the genreDiversion system 
also used by &lt;a href="GAME#hardnova2"&gt;HardNova ][&lt;/a&gt;. 
Action resolution is by rolling under attribute + skill on 2d6, with
special rules for "Triumph" and "Calamity" criticals.  Character
creation is limited point-based, spending 10 points on five attributes
ranging from 1 to 5 (Fitness, Awareness, Reasoning, Creativity, and
Influence); 30 points on broad skills; and selected Gimmicks (i.e. ads
and disads).  It includes simple rules for chases and combat, with 5
wound levels in 3 types (Injury, Fatigue, Intoxication).  The basic
game includes a set of Wild West personalities, ready-to-play
adventures, story ideas, reference sheets, and numerous character,
horse, and wagon templates. 
</Description>
</Game>

<Game type="rpg" game_id="creationsend">
<Title>Creation's End: A Religious Horror RPG</Title>
<Edition>
  <Author>Michael Holder</Author>
  <Year>2005</Year>
  <Company company_id="creationsendmanagementgroup">Creation's End Management Group</Company>
  <Company company_id="winterwolf">Winterwolf Publishing</Company>
</Edition>
<Description>
A modern-day religious horror RPG, inspired by films such as 
Stigmata, Prophecy, The Seventh Sign, Constantine, and 
The Exorcism of Emily Rose.  Character creation includes a 
choice of seven bloodlines: fallen angel, darkling, dustform, 
angyl, prophet, aboreth, and slayrre. 
</Description>
</Game>

<Game type="rpg" game_id="creeksandcrawdads">
<Title>Creeks and Crawdads</Title>
<Edition>
  <Author>M. Martin Costa</Author>
  <Year>1986</Year>
  <Company>Crustacium Games</Company>
</Edition>
<Description>
A humorous post-nuclear-apocalypse mini-RPG (24 pages) where 
the PC's are mutant semi-intelligent crawdads.  After nuclear war
wipes out all human life, these crawdads attempt to rebuild.
However, the crawdads are still quite stupid, and thus require 
IQ rolls to attempt almost any activity.  
</Description>
</Game>

<Game type="rpg" game_id="creepchronicle">
<Title>The Creep Chronicle</Title>
<Edition>
  <Author>Richard Parkinson</Author>
  <Year>2006</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="timeless">Timeless Games</Company>
</Edition>
<Description>
A horror RPG where the player characters are children trapped alone 
in a warped version of the modern world where gods and monsters 
stalk city streets and lurk in farmers' fields.  
</Description>
</Game>

<Game type="rpg" game_id="crepusculo" language="Portuguese">
<Title>Crep&amp;uacute;sculo</Title>
<Edition>
  <Author>Christiano Chaves</Author>
  <Year>2000</Year> 
  <Company company_id="akrito">Akrito Editora</Company>
</Edition>
<Description>
"Twilight" -- A Portuguese-language supernatural conspiracy RPG
set shortly before a looming apocalypse.  It is the middle of what
may be the last battle between Order and Chaos for the dominance
of the world.  The two Gods have their pawns in secret societies,
orders and sects that face each other in open combat or
treacherous conspiracies.  
</Description>
</Game>

<Game type="rpg" game_id="crimefighter">
<Title>Crime Fighter</Title>
<Edition>
  <Author>Aaron Allston</Author>
  <Year>1988</Year>
  <Company company_id="taskforce">Task Force Games</Company>
</Edition>
<Description>
A police RPG with simple rules; simulates the sort of campy
police story found in TV shows such as "Adam-12".  The rules were
counters/miniatures oriented, and 104 playing pieces and 12
mapboards were included in the boxed set.  
</Description>
</Game>

<Game type="rpg" game_id="crimefighters">
<Title>Crimefighters</Title>
<Edition>
  <Author>David "Zeb" Cook</Author>
  <Year>1981</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A pulp adventure mini-RPG (23 pages) published in &lt;u&gt;Dragon&lt;/u&gt;
magazine #47.  It uses a simple percentile system.  Character
creation is random-roll attributes, point-bought binary skills,
and a 5% chance of a random special power.  
</Description>
</Game>

<Game type="rpg" game_id="crimenetwork">
<Title>Crime Network: Cosa Nostra</Title>
<Edition>
  <Author>Brendan Davis</Author>
  <Year>2010</Year>
  <Company company_id="bedrock">Bedrock Games</Company>
  <Pages>105</Pages>
</Edition>
<Description>
A modern-day crime RPG, where the player characters are mobsters trying 
to work their way up within the organization.  It uses a d10 dice pool 
system (the "Network System"), rolling dice equal to skill and comparing 
the highest roll to difficulty or opposing skill.  Rolls of 10 are 
open-ended.  Character creation is purely skill-based - there are no 
attributes.  
</Description>
</Game>

<Game type="rpg" game_id="crimsoncutlass">
<Title>Crimson Cutlass</Title>
<Edition>
  <Author>George Rahm</Author>
  <Author>Joseph Hilmer</Author>
  <Year>1979</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
</Edition>
<Description>
A swashbuckling RPG using the "Free-style"/"Quick &amp;amp; Dirty"
game system.  The 1st edition was published in magazine format, 
while the 2nd edition as a boxed set of three 5"x8" perfect-bound 
books.  Action resolution uses a homemade Spanish tarot deck 
included with the boxed set.  The system has 4 "traits" (Dashing, 
Cunning, Stout, and Lordly); four backgrounds (Soldier, Commoner, 
Aristocrat, and Noble); and various skills based on background 
(fencer, briber, goldsmith, equestrian, etc.).  Books 2 and 3 
cover scenario design, including extensive tables of randomized 
storylines and encounters.  
</Description>
</Game>

<Game type="rpg" game_id="crimsonempire">
<Title>Crimson Empire</Title>
<Edition>
  <Author>Chris Loizou</Author>
  <Year>2002</Year>
  <Company company_id="crimsonempire">Crimson Empire</Company>
  <Pages>310</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2004</Year>
</Edition>
<Description>
A fantasy-genre RPG set on an original world: the world of Thargos.  
It is set 150 years after the Crimson Empire was destroyed by the 
Great Cataclysm.  Now the Northern region seeks to rebuild the 
empire, resisted by the South.  The world is inhabited by 
humans, elves, dwarves, and dergs along with various other creatures 
such as centaurs, dragons, and various original creatures.  It uses 
a detailed percentile system, with a combat system that strives for 
realism.  It also includes a magic system.  Character creation is 
random-roll attributes, choice of race and class, and modifiers for 
region, childhood, and inheritance.  The second edition was 
renamed &lt;a href="GAME#cursedempire"&gt;Cursed Empire&lt;/a&gt;. 
It features a "Points of Renown" experience system, where some 
characters can align themselves with a faction instead of themselves 
as individuals.  Then if their character dies, the player can create 
a new PC with the same faction at a head start.  
</Description>
</Game>

<Game type="rpg" game_id="criticalgowesterly">
<Title>Critical!: Go Westerly</Title>
<Edition>
  <Author>Geoff Bottone</Author>
  <Author>Jonathan Lavallee</Author>
  <Year>2012</Year>
  <Company company_id="firestormink">Firestorm Ink</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A humorous fantasy RPG about adventurers fighting monsters and 
collecting treasure.  The GM is called the Bartender, and all characters 
have an Alcohol Content (or "AC") score.  Character creation is point-buy, 
with player-generated skills such as "Been Raising Pigs Forever" or 
"Shred on the Theorbo (or Other Stringed Instrument)".  Skills are divided 
into four categories: Help You, Help Others, Hurt Others, and Cheating. 
Resolution is by rolling 2d6 under a success number from your stat and 
difficulty (or opponent's stat).  A roll of exactly the success number 
is critical, which includes success along with both something good and 
something bad extra.  
</Description>
</Game>

<Game type="rpg" game_id="crittercommandos">
<Title>Critter Commandos</Title>
<Edition>
  <EdName>2000</EdName>
  <Author>Paul Arden Lidberg</Author>
  <Year>2000</Year>
  <Company company_id="crunchyfrog">Crunchy Frog</Company>
  <Pages>132</Pages>
</Edition>
<Description>
A humorous miniatures combat game where the combatants are modeled 
after Saturday morning cartoon characters, and that the damage caused 
by the weapons isn't really real.  The "2000" edition includes 
role-playing rules including 10 pages of mechanics and 35 pages 
of background.  
</Description>
</Game>

<Game type="rpg" game_id="cthulhudarkages">
<Title>Cthulhu Dark Ages</Title>
<Edition>
  <Author>Stephane Gesbert</Author>
  <Year>2004</Year>
  <Company company_id="chaosium">Chaosium</Company>
  <Pages>176</Pages>
</Edition>
<Description>
A variant of the classic &lt;a href="GAME#callofcthulhu"&gt;
Call of Cthulhu&lt;/a&gt; horror RPG set in Europe around 1000 A.D.
Rather than randomly rolling for attributes, players allocate 100 
points combined to the eight attributes.  
</Description>
</Game>

<Game type="rpg" game_id="cthulhulive">
<Title>Cthulhu Live</Title>
<Edition>
  <Author>Robert McLaughlin</Author>
  <Author>Dan DePalma</Author>
  <Author>Scott Nicholson</Author>
  <Author>Cyndy Schneider</Author>
  <Year>1997</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Edition>
  <Author>Robert McLaughlin</Author>
  <EdName>3rd</EdName>
  <Year>2006</Year>
  <Company company_id="skirmisher">Skirmisher Publishing</Company>
</Edition>
<Description>
Live-action role-playing rules for &lt;a href="GAME#callofcthulhu"&gt;
Call of Cthulhu&lt;/a&gt;, intended mainly for large groups and/or
convention events.  
</Description>
</Game>

<Game type="rpg" game_id="cthulhutech">
<Title>Cthulhutech</Title>
<Edition>
  <Author>Matthew Grau</Author>
  <Author>Fraser McKay</Author>
  <Year>2008</Year>
  <Company company_id="wildfire">Wildfire LLC</Company>
  <Company company_id="catalystgamelabs">Catalyst Game Labs</Company>
</Edition>
<Description>
A storytelling game that mixes the genres of cosmic horror 
(such as H.P. Lovecraft) and giant mecha Japanese animation.  
It is set in the year 2085, when the world is emboiled in the 
Aeon Wars fighting alien horrors and three-quarters of the 
world's population has been wiped out.  Resolution uses a 
dice pool system where you roll a number of d10s equal to attribute 
plus skill, and take the sum of the highest matching set or straight
(i.e. rolling a pair of sixes gives total 12, or a sequence of 4-5-6 
gives total 15).  The system also uses drama points, which can raise 
or lower any dice pool by one die per point spent.  Character creation 
is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="cursedempire">
<Title>Cursed Empire</Title>
<Edition>
  <EdName>2nd</EdName>
  <Author>Chris Loizou</Author>
  <Year>2004</Year> 
  <Company company_id="spartansunleashed">Spartans Unleashed</Company> 
</Edition>
<Description>
This is the renamed second edition of the fantasy genre RPG, 
&lt;a href="GAME#crimsonempire"&gt;Crimson Empire&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="cutthroat">
<Title>Cutthroat Roleplaying</Title>
<Edition>
  <Author>Nathan Kaylor</Author>
  <Author>Eric Goldberg</Author>
  <Year>1988</Year> 
  <Company company_id="stormworld">StormWorld Games</Company> 
</Edition>
<Description>
A dark fantasy RPG where characters are thieves in the medieval
city of Skaev. The world is immersed in chaos, as the peaceful
75-year reign of Emperor Ghalish has come to an end.  A
skill-based resolution system using d20's.  
</Description>
</Game>

<Game type="rpg" game_id="cyb" language="Italian">
<Title>Cyb: Gioco di ruolo in un lontano futuro</Title>
<Edition>
  <Author>Andrea Angiolino</Author>
  <Author>Giuliano Boschi</Author>
  <Author>Agostino Carocci</Author>
  <Author>Massimo Casa</Author>
  <Author>Luca Giuliano</Author>
  <Year>1991</Year> 
  <Company>Kappa magazine #1-2</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description>
An Italian-language cyberpunk RPG, set in the 26th century where 
genetically-manipuated plants have become intelligent and taken 
control of the Earth.  The PCs are byborg human rebels.  The title 
translates as "CYB: Role-playing Game in a Far-off Future".  The 
rule system uses playing cards instead of dice.  You score your 
stat with a card for an easy check, with a card of a certain color 
for a difficult check, or with a card of the same suit for a very 
difficult check.  It was originally published in Kappa magazone 
in issues #1 and #2 of the third year (1991).  The second edition 
was part of the "I Giochi del 2000" collection. 
</Description>
</Game>

<Game type="rpg" game_id="cybergeneration">
<Title>Cybergeneration</Title>
<Edition>
  <Author>Mike Pondsmith et al.</Author>
  <Year>1993</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
</Edition>
<Description>
A post-cyberpunk futuristic game featuring nano-technology and an
anime-style feel, with super-powered "cyber-evolved" and a mix of
grim reality and light-hearted adventure.  
</Description>
</Game>

<Game type="rpg" game_id="cybergladiators">
<Title>CyberGladiators</Title>
<Edition>
  <Author>David L. Pulver</Author>
  <Author>Marc A. Vezina</Author>
  <Author>Scott Bennie</Author>
  <Author>Patrick Sweeney</Author>
  <Year>2004</Year>
  <Company company_id="firefly">Firefly Games</Company>
  <Pages>60</Pages>
</Edition>
<Description>
A duelling game, not really role-playing per se, about gladiatorial 
combat between cyborg combatants in the far future.  It uses a scaled 
back version of the &lt;a href="GAME#action"&gt;Action! System&lt;/a&gt; 
from Gold Rush Games.  There are four races: humans, Tuara (a lizard-like 
race of primitives), Kisa (a bipedal cat-like race), and the Crigg 
(a primitive insect-like species with deadly mandibles and natural 
armor).  Character creation is limited point-based and includes 
various cybernetic options.  
</Description>
</Game>

<Game type="rpg" game_id="cyberpunk">
<Title>Cyberpunk</Title>
<Edition>
  <Author>Mike Pondsmith et al.</Author>
  <Year>1988</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Edition>
  <EdName>2020</EdName>
  <Year>1990</Year>
</Edition>
<Description>
A cyberpunk role-playing game, focusing on paramilitary violence
and netrunning.  It uses a simple attribute+skill+1d10 roll system
(the "Interlock" system).  
</Description>
</Game>

<Game type="rpg" game_id="cyberspace">
<Title>Cyberspace</Title>
<Edition>
  <Author>Tod Foley</Author>
  <Author>Terry K. Amthor</Author>
  <Author>LaDell</Author>
  <Author>Kevin Barrett</Author>
  <Author>S. Coleman Charlton</Author>
  <Year>1989</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Description>
A cyberpunk RPG set in 2090 in the San Francisco Sprawl.  It
focuses on netrunning, and on personal biotech enhancements
which are very common.  The classes include Jockey (generalist), 
Killer (combat), Net Junkie (computer), Sleaze (social skills), 
Sneak (subterfuge), and Tech Rat (technical).  It uses a slightly 
streamlined variant of the 
&lt;a href="GAME#spacemaster"&gt;Space Master&lt;/a&gt; 
system (but not as simplified as 
&lt;a href="GAME#middleearth"&gt;Middle Earth&lt;/a&gt;).  
</Description>
</Game>

<Game type="rpg" game_id="cyborgcommando">
<Title>Cyborg Commando</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Author>Kim Mohan</Author>
  <Author>Larry Mentzner</Author>
  <Year>1987</Year>
  <Company company_id="newinfinities">New Infinities</Company>
  <Pages>Boxed set of three books: 48, 64, and 15 pages</Pages>
</Edition>
<Description>
A sci-fi RPG, playing cyborgs soldiers fighting an alien invasion 
of Earth by Xenoborgs in 2035.  It included background on both the
cyborgs defenders as well as the invading aliens (biology, society, 
and culture).  The system used a roll of 1d10 times 1d10 for an odd 
probability curve that is referenced on a universal chart.  The 
system had a handful of supplements, including "Film at Eleven" 
(by Guy McLimore, Greg Poehlein, and David Tepool). 
<!-- Reviewed in White Wolf #9 -->
</Description>
</Game>

<Game type="rpg" game_id="cycleofexistence">
<Title>Cycle of Existence</Title>
<Edition>
  <Author>Christopher Ashe</Author>
  <Year>2006</Year>
  <Company company_id="brokendoll">Broken Doll Studios</Company>
  <Pages>330</Pages>
</Edition>
<Description>
A modern fantasy/horror RPG, set in the modern world with creatures 
and magic inspired by Japanese anime.  The PCs are part of a secret 
war of Light against the forces of Balance and Darkness.  There are 
four races: humans (known as the Lirie-Kana or "People of the Struggle");
the childlike and graceful Asana-Lea (known as Eternal Children); the 
man-like rats called the Oraki known for their craftsmanship and love 
of adventure; and the elf-like Silana (the People of the Ether).  It 
uses an original percentile skill-based system, called the seven13 
game engine.  Each action is given a rank from 1 to 7, which corresponds 
to a chance of 13% times the rank (13% to 7x13=91%).  
</Description>
</Game>

<Game type="rpg" game_id="d20modern">
<Title>D20 Modern</Title>
<Edition>
  <Author>Bill Slavicsek</Author>
  <Author>Jeff Grubb</Author>
  <Author>Rich Redman</Author>
  <Author>Charles Ryan</Author>
  <Year>2002</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Description>
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&amp;amp;D advanced to a 
modern age).  The rules are a standalone system based on the 
D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
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. 
</Description>
</Game>

<Game type="rpg" game_id="d4d4">
<Title>d4-d4 roleplaying game system</Title>
<Edition>
  <Author>Kyle Schuant</Author>
  <Year>2004</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="goshuotaku">Goshu Otaku</Company>
  <Pages>89</Pages>
</Edition>
<Description>
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 &lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt;.  
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.  
</Description>
</Game>

<Game type="rpg" game_id="d6">
<Title>The D6 System</Title>
<Edition>
  <Author>George Strayton</Author>
  <Year>1996</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A universal RPG system based on the system used in WEG's 
&lt;a href="GAME#ghostbusters"&gt;Ghostbusters&lt;/a&gt; and further 
developed in WEG's &lt;a href="GAME#starwars"&gt;Star Wars&lt;/a&gt;.
The universal D6 system book was published much later as an alternative 
to WEG's less popular &lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; 
universal system.  The universal system adds advantages and disadvantages
to the point-based character creation.  
</Description>
</Game>

<Game type="rpg" game_id="daemornia">
<Title>Daemornia</Title>
<Edition>
  <Author>Michael Lirko</Author>
  <Year>2005</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="daemornia">Daemornia Games</Company>
  <Pages>210</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="daikatsugeki" language="Japanese">
<Title>Daikatsugeki</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>unknown</Company>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="dallas">
<Title>Dallas</Title>
<Edition>
  <Author>James F. Dunnigan</Author>
  <Year>1980</Year>
  <Company company_id="simulationspublications">SPI</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="danceandthedawn">
<Title>The Dance and the Dawn</Title>
<Edition>
  <Author>Dev Purkayastha</Author>
  <Year>2009</Year> 
  <Company company_id="fgj">FGJ Games</Company>
  <Pages>44</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="danceofthedamned">
<Title>Dance of the Damned: A storytelling game of Decadence and Despair</Title>
<Edition>
  <Author>Andrew Peregrine</Author>
  <Year>2010</Year>
  <Company company_id="corone">Corone Design</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dangerinternational">
<Title>Danger, International</Title>
<Edition>
  <Author>L. Douglas Garrett</Author>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Year>1985</Year> 
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Description>
A modern espionage/action RPG, using the 3rd edition
&lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; system.  This is the 
retitled 2nd edition of &lt;a href="GAME#espionage"&gt;Espionage&lt;/a&gt;. 
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 &lt;a href="GAME#champions"&gt;Champions&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="dangerousjourneys">
<Title>Dangerous Journeys</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Author>Dave Newton</Author>
  <Year>1992</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Description>
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 
&lt;a href="http://www.mythusmage.com/"&gt;official website&lt;/a&gt;
</Description>
</Game>

<Game type="rpg" game_id="dangerquest">
<Title>Danger Quest: Pulp Adventures in the 24th Century</Title>
<Edition>
  <Author>Dave Matalon</Author>
  <Author>Andy Mello</Author>
  <Year>2002</Year>
  <Company company_id="torchlight">Torchlight Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="daredevils">
<Title>Daredevils</Title>
<Edition>
  <Author>Bob Charrette</Author>
  <Author>Paul Hume</Author>
  <Year>1982</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A pulp-era action and mystery game.  It uses a variant of the
&lt;a href="GAME#aftermath"&gt;Aftermath&lt;/a&gt; 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").  
</Description>
</Game>

<Game type="rpg" game_id="darkconspiracy">
<Title>Dark Conspiracy</Title>
<Edition>
  <Author>Lester W. Smith</Author>
  <Year>1991</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year>
  <Company company_id="dynasty">Dynasty</Company>
</Edition>
<Description>
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).
</Description>
</Game>

<Game type="rpg" game_id="darkcontinent">
<Title>Dark Continent: Adventure &amp;amp; Exploration in Darkest Africa</Title>
<Edition>
  <Author>David Salisbury</Author>
  <Author>Mandy Smith</Author>
  <Year>2001</Year>
  <Company company_id="newbreed">New Breed Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darkfantasyofsundrah">
<Title>The Dark Fantasy of Sundrah</Title>
<Edition>
  <Author>T. Glenn Bane</Author>
  <Year>2007</Year>
  <Company company_id="scaldcrow">Scaldcrow Games</Company>
  <Pages>96</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darknova">
<Title>Dark Nova Roleplaying Game</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Breand&amp;aacute;n &amp;Oacute; Ciarra&amp;iacute;</Author>
  <Author>Orren Fansler</Author>
  <Author>Martin Fox</Author>
  <Year>2012</Year>
  <Company company_id="darknova">Dark Nova Games</Company>
  <Pages>495</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darkpages">
<Title>Darkpages</Title>
<Edition>
  <EdName>Ashcan</EdName>
  <Author>Jared Sorensen</Author>
  <Author>Jason Roberts</Author>
  <Year>2008</Year>
  <Company company_id="mementomoritheatriks">Memento Mori Theatricks</Company>
  <Pages>65</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darkrealms">
<Title>Dark Realms</Title>
<Edition>
  <Author>Ryan S. Johnson</Author>
  <Author>John L. Ross</Author>
  <Year>1997</Year>
  <Company company_id="guildofblades">Guild of Blades</Company>
  <Pages>96</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2004</Year>
  <Company company_id="guildofblades">Guild of Blades</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darksword">
<Title>Darksword Adventures</Title>
<Edition>
  <Author>Margaret Weis</Author>
  <Author>Tracy Hickman</Author>
  <Year>1988</Year>
  <Company>Bantam/Spectra</Company>
</Edition>
<Description>
A fantasy RPG set in the world of Weis' and Hickman's
&lt;u&gt;Darksword&lt;/u&gt; 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.  
</Description>
</Game>

<Game type="rpg" game_id="darktown">
<Title>DarkTown: The Apocolyptic Cycle</Title>
<Edition>
  <Author>Roger McReynolds</Author>
  <Author>Ben Reading</Author>
  <Year>1998</Year>
  <Company company_id="propaganda">Propaganda Publishing</Company>
  <Company type="distributor" company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darkurthelegends">
<Title>DarkUrthe LEGENDS</Title>
<Edition>
  <Author>Colin Murcray</Author>
  <Author>Matt Yarrow</Author>
  <Year>1993</Year>
  <Company company_id="blackdragon">Black Dragon Press</Company>
</Edition>
<Description>
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 &amp;amp; Legend".  
</Description>
</Game>

<Game type="rpg" game_id="darkusthel">
<Title>Darkus Thel</Title>
<Edition>
  <Author>Donald C. Moehlenkamp</Author>
  <Author>Kurt Moehlenkamp</Author>
  <Author>James August Mohow</Author>
  <Year>1986</Year>
  <Company company_id="sorcerersguild">Sorcerers Guild</Company>
</Edition>
<Edition>
  <EdName>Book Two</EdName>
  <Year>1994</Year>
</Edition>
<Edition>
  <EdName>Book Two</EdName>
  <Year>1986</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="darkwood">
<Title>Darkwood</Title>
<Edition>
  <Author>Steve Garnett</Author>
  <Year>2001</Year>
  <Company company_id="tower">Tower Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dasschwarzeauge" language="German">
<Title>Das Schwarze Auge</Title>
<Edition>
  <Author>Ulrich Kiesow</Author>
  <Year>1984</Year> 
  <Company>Schmidt Spiel &amp;amp; Knaur Verlag</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year> 
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Ulrich Kiesow</Author>
  <Author>Ina Kramer</Author>
  <Author>Michelle Melchers</Author>
  <Author>Thomas R&amp;ouml;mer</Author>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>2001</Year>
  <Company company_id="fanpro">FanPro</Company>
</Edition>
<Edition>
  <EdName>4th (English)</EdName>
  <Year>2004</Year>
  <Company company_id="fanpro">FanPro</Company>
  <Company company_id="fastforward">Fast Forward Entertainment</Company>
</Edition>
<Description>
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.
</Description>
</Game>

<Game type="rpg" game_id="dawg">
<Title>Dawg: the RPG</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2009</Year> 
  <Company company_id="kenzerco">Kenzer &amp;amp; Company</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dawnfire">
<Title>Dawnfire</Title>
<Edition>
  <Author>Jason Marin</Author>
  <Year>2000</Year> 
  <Company company_id="committedcomics">Committed Comics</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dawnpatrol">
<Title>Dawn Patrol</Title>
<Edition>
  <Author>Mike Carr et al.</Author>
  <Year>1982</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A WWI air combat game and RPG, a version of the boardgame
&lt;u&gt;Fight in the Skies&lt;/u&gt; with expanded rules giving more
emphasis on the pilots as characters.  cf. the 
&lt;a href="http://www.dawnpatrol.org/"&gt;semi-official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="dcheroes">
<Title>DC Heroes</Title>
<Edition>
  <Author>Greg Gorden</Author>
  <Author>Sam Lewis</Author>
  <Year>1985</Year>
  <Company company_id="mayfair">Mayfair</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Ray Winninger</Author>
  <Author>Thomas Cook</Author>
  <Author>Dan Greenberg</Author>
  <Year>1989</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Bryan Nystul</Author>
  <Year>1993</Year>
</Edition>
<Description>
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 
&lt;a href="http://w3.one.net/~joshdm/dc/dcgenfaq.html"&gt;
DC Heroes FAQ&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="dcuniverse">
<Title>DC Universe Roleplaying Game</Title>
<Edition>
  <Author>Fred Jandt</Author>
  <Author>Nikola Vrtis</Author>
  <Year>1999</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
Another superhero RPG set in the DC comics universe.  It uses a
variant of the "D6 Prime" system (from &lt;a href="GAME#herculesandxena"&gt; 
Hercules &amp;amp; Xena&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="deadearth">
<Title>deadEarth</Title>
<Edition>
  <Author>J.T. Smith</Author>
  <Author>Chris Hagness</Author>
  <Author>Michael Helfman</Author>
  <Year>1999</Year>
  <Company company_id="anarchyink">Anarchy inK</Company>
  <Pages>174</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="deadinside">
<Title>Dead Inside: The Roleplaying Game of Loss &amp;amp; Redemption</Title>
<Edition>
  <Author>Chad Underkoffler</Author>
  <Year>2004</Year>
  <Company company_id="atomicsockmonkey">Atomic Sock Monkey Press</Company>
  <Pages>128</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="deadlands">
<Title>Deadlands: The Weird West</Title>
<Edition>
  <Author>Shane Lacy Hensley</Author>
  <Year>1996</Year>
  <Company company_id="pinnacle">Pinnacle</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="deadlandshellonearth">
<Title>Deadlands: Hell on Earth</Title>
<Edition>
  <Author>Shane Hensley</Author>
  <Year>1998</Year>
  <Company company_id="pinnacle">Pinnacle</Company>
</Edition>
<Description>
A post-apocalyptic fantasy-horror RPG, set in the year 2094 in a
possible future of the &lt;a href="GAME#deadlands"&gt;Deadlands&lt;/a&gt; 
universe.  In 2081, the Reckoners (masters of the evil manitou spirits)
break through into the world.  It uses a variant of the 
&lt;a href="GAME#deadlands"&gt;Deadlands&lt;/a&gt; system.  New character 
types are psionic "Sykers", mutant "Doomsayers", magic warrior
"Templars", and mad-scientist "Junkers".  
</Description>
</Game>

<Game type="rpg" game_id="deadlandslostcolony">
<Title>Deadlands: Lost Colony</Title>
<Edition>
  <Author>John R. Hopler</Author>
  <Year>2002</Year>
  <Company company_id="pinnacle">Pinnacle</Company>
</Edition>
<Description>
A sci-fi/fantasy/horror RPG, set in a distant star system in a 
possible future of the &lt;a href="GAME#deadlands"&gt;Deadlands&lt;/a&gt; 
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 
&lt;a href="GAME#deadlands"&gt;Deadlands&lt;/a&gt; system. 
</Description>
</Game>

<Game type="rpg" game_id="deadnightofspace">
<Title>Dead Night of Space: Psibertroopers</Title>
<Edition>
  <Author>Ron Fricke</Author>
  <Author>Scott Palter</Author>
  <Year>2003</Year>
  <Company company_id="finalsword">Final Sword</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt; originally 
developed by West End Games, with the addition of the 
"Chesspiece Goon System" which simplifies handling of minor NPCs 
by eliminating die rolls.
</Description>
</Game>

<Game type="rpg" game_id="deadofnight">
<Title>Dead of Night</Title>
<Edition>
  <Author>Merwin Shanmugasundaram</Author>
  <Author>Andrew Kenrick</Author>
  <Year>2005</Year>
  <Company company_id="steampower">Steampower Publishing</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2010</Year>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="deadreign">
<Title>Dead Reign: Zombie Role-Playing Game</Title>
<Edition>
  <Author>Josh Hilden</Author>
  <Author>Joshua Sanford</Author>
  <Author>Kevin Siembieda</Author>
  <Year>2008</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A zombie horror role-playing game, using a variant of
the &lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;.  
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.  
</Description>
</Game>

<Game type="rpg" game_id="deathstalkers">
<Title>Deathstalkers: The Fantasy Horror Role-Playing Game</Title>
<Edition>
  <Author>Mike Whitehead</Author>
  <Year>2001</Year>
  <Company company_id="cuttersguild">Cutter's Guild</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Mike Whitehead</Author>
  <Author>Joe Meyers</Author>
  <Year>2003</Year>
  <Pages>474</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="decarthaprime">
<Title>Decartha Prime: Science Fantasy in a Shifting World</Title>
<Edition>
  <Author></Author>
  <Year>2000</Year>
  <Company company_id="hubris">Hubris</Company>
</Edition>
<Description missinginfo="all">
A storytelling game. 
</Description>
</Game>

<Game type="rpg" game_id="deedsnotwords">
<Title>Deeds Not Words</Title>
<Edition>
  <Author>Scott Lynch</Author>
  <Year>2002</Year>
  <Company company_id="cryptosnark">Cryptosnark games</Company>
</Edition>
<Description>
A superhero RPG using a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="deeloquentia" language="Italian">
<Title>De Eloquentia</Title>
<Edition>
  <Author>Paolo Fasce</Author>
  <Author>Alessandro Gatti</Author>
  <Author>Teo Mora</Author>
  <Author>Paolo Parrucci</Author>
  <Year>1996</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="all">
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. 
</Description>
</Game>

<Game type="rpg" game_id="deepsleep">
<Title>Deepsleep</Title>
<Edition>
  <Author>William Levy</Author>
  <Year>1988</Year> 
  <Company company_id="godiva">Godiva Productions</Company>
</Edition>
<Description>
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)
</Description>
</Game>

<Game type="rpg" game_id="degenesis" language="German">
<Title>Degenesis: Das Endzeit Rollenspiel</Title>
<Edition>
  <Author>Christian G&amp;uuml;nther</Author>
  <Author>Tim Struck</Author>
  <Year>2001</Year> 
  <Company company_id="degenesis">Degenesis</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="deliria">
<Title>Deliria</Title>
<Edition>
  <Author>Phil Brucato</Author>
  <Year>2003</Year>
  <Company company_id="laughingpan">Laughing Pan Productions</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="deltaforce">
<Title>Delta Force</Title>
<Edition>
  <Author>William H. Keith, Jr.</Author>
  <Year>1986</Year>
  <Company company_id="taskforce">Task Force Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="demoncityshinjuku">
<Title>Demon City Shinjuku RPG</Title>
<Edition>
  <Author>David L. Pulver</Author>
  <Year>1999</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
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
&lt;a href="GAME#bigeyesmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="demonhunters">
<Title>Demon Hunters Role Playing Game</Title>
<Edition>
  <Author>Jamie Chambers</Author>
  <Author>Brian Clements</Author>
  <Author>Jimmy McMichael</Author>
  <Year>2008</Year>
  <Company company_id="deadgentlemen">Dead Gentlemen Productions</Company>
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#sovereignstone"&gt;Sovereign Stone&lt;/a&gt; RPG.  
The game includes a copy of the 30 minute cult film on DVD.  
</Description>
</Game>

<Game type="rpg" game_id="demonsandsaints">
<Title>Demons and Saints</Title>
<Edition>
  <Author>Michael Holder</Author>
  <Year>2015</Year> 
  <Company company_id="darklore">Darklore Publishing</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="demonslair">
<Title>Demon's Lair</Title>
<Edition>
  <Author>Dan Hensel</Author>
  <Author>Al Seeger</Author>
  <Author>Dave Schmitz</Author>
  <Author>Gino Holland</Author>
  <Year>1997</Year> 
  <Company company_id="lasalion">Lasalion</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="demonthefallen">
<Title>Demon: The Fallen</Title>
<Edition>
  <Author>Carl Bowen</Author>
  <Year>2002</Year> 
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
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 &lt;a href="GAME#vampirethemasquerade"&gt;
Vampire: The Masquerade&lt;/a&gt; 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. 
</Description>
</Game>

<Game type="rpg" game_id="demoscorporation" language="Portuguese">
<Title>Demos Corporation</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1995</Year> 
  <Company company_id="ventrue">Ventrue Editora</Company>
</Edition>
<Description>
A Portuguese-language espionage RPG published in Brazil, with a 
complex rules system.  
</Description>
</Game>

<Game type="rpg" game_id="deprofundis" language="Polish,English">
<Title>De Profundis</Title>
<Edition>
  <EdName>1st [Polish]</EdName>
  <Author>Michal Oracz</Author>
  <Year>2001</Year>
  <Company company_id="portal">Portal</Company>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Author>Michal Oracz</Author>
  <Year>2002</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
  <Pages>32</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="deryni">
<Title>The Deryni Adventure Game</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Aaron Rosenberg</Author>
  <Author>Ann Dupuis</Author>
  <Author>Jennifer Brinn</Author>
  <Year>2005</Year>
  <Company company_id="greyghost">Grey Ghost Press</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="desafiodosbandeirantes" language="Portuguese">
<Title>O Desafio dos Bandeirantes</Title>
<Edition>
  <Author>Carlos Eduardo Klimmick Pereira</Author>
  <Author>Fl&amp;aacute;vio Maur&amp;iacute;cio de Andrade</Author>
  <Author>Luiz Eduardo Ricon de Freitas</Author>
  <Year>1992</Year>
  <Company company_id="gsa">GSA Editora</Company>
</Edition>
<Description>
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 anhang&amp;uuml;era 
(demon-possessed fire-breathing animals), kana&amp;iacute;ma (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 Acrit&amp;oacute;s" (detailing the region of the 
savage giant native Acrit&amp;oacute;s and their culture).  
</Description>
</Game>

<Game type="rpg" game_id="desolation">
<Title>Desolation: A Post-Apocalyptic Fantasy Roleplaying Game</Title>
<Edition>
  <Author>Jamie Gooch</Author>
  <Author>Stephen Herron</Author>
  <Author>Matt Somers</Author>
  <Year>2008</Year>
  <Company company_id="greymalkin">Greymalkin Designs LLC</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#hollowearthexpedition"&gt;Hollow Earth Expedition&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="desperados">
<Title>Desperados</Title>
<Edition>
  <Author>Dave Schacter</Author>
  <Year>1991</Year>
  <Company company_id="skycastle">Skycastle Games</Company>
</Edition>
<Description>
A western genre RPG, using a skill-based percentile system. 
</Description>
</Game>

<Game type="rpg" game_id="dianawarriorprincess">
<Title>Diana: Warrior Princess</Title>
<Edition>
  <Author>Marcus L. Rowland</Author>
  <Year>2003</Year>
  <Company company_id="heliograph">Heliograph, Inc.</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="diaspora">
<Title>Diaspora: hard science-fiction role-playing with fate</Title>
<Edition>
  <Author>B. Murray</Author>
  <Author>C.W. Marshall</Author>
  <Author>T. Dyke</Author>
  <Author>B. Kerr</Author>
  <Year>2009</Year>
  <Company company_id="vsca">VSCA Publishing</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;, 
including simplified stunts as well as extended star system 
generation rules.  
</Description>
</Game>

<Game type="rpg" game_id="diceandglory">
<Title>Dice &amp;amp; Glory</Title>
<Edition>
  <Author>Robert A. Neri Jr</Author>
  <Year>2007</Year>
  <Company company_id="ranger">Ranger Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="digitalburn">
<Title>Digital Burn</Title>
<Edition>
  <Author>T.R.Williams</Author>
  <Author>Joe Chan</Author>
  <Author>Ryan Kelley</Author>
  <Author>Sean Kelley</Author>
  <Author>Toby Leonard</Author>
  <Author>Gary McBride</Author>
  <Author>Jason Middleton</Author>
  <Author>Austin Mills</Author>
  <Author>Patrick Quarles</Author>
  <Author>Aaron Robb</Author>
  <Author>Brian Spencer</Author>
  <Author>Tico</Author>
  <Author>Mike Williams</Author>
  <Year>2002</Year>
  <Company company_id="livingroom">Living Room Games</Company>
</Edition>
<Description>
A cyberpunk game, intended as a setting and general cyberpunk 
sourcebook for use with the 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt; 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).  
</Description>
</Game>

<Game type="rpg" game_id="dimeheroes">
<Title>Dime Heroes</Title>
<Edition>
  <Author>Todd Downing</Author>
  <Year>1999</Year>
  <Company company_id="deep7">Deep7</Company>
  <Pages>11</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dinkydungeons">
<Title>Dinky Dungeons</Title>
<Edition>
  <Author>Denton R. Elliot</Author>
  <Year>1985</Year>
  <Company company_id="docs">Doc's Games</Company>
</Edition>
<Description>
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
&lt;a href="http://www.io.com/~sos/rpg/dinky.html"&gt;
Dinky Dungeons page&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="dirtysecrets">
<Title>Dirty Secrets: a game about crime</Title>
<Edition>
  <Author>Seth Ben-Ezra</Author>
  <Year>2007</Year>
  <Company company_id="darkomen">Dark Omen Games</Company>
  <Pages>148</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dirtyworld">
<Title>A Dirty World</Title>
<Edition>
  <Author>Greg Stolze</Author>
  <Year>2008</Year>
  <Company company_id="schroedingerscat">Schroedinger's Cat Press</Company>
  <Pages>70</Pages>
</Edition>
<Description>
A film noir RPG, using a variant of the "One-Roll Engine" from 
&lt;a href="GAME#godlike"&gt;Godlike&lt;/a&gt; and 
&lt;a href="GAME#reign"&gt;Reign&lt;/a&gt;.  
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.  
</Description>
</Game>

<Game type="rpg" game_id="discordia">
<Title>Discordia!: A Little Game About a Lot of Chaos</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2005</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#overtheedge"&gt;Over the Edge&lt;/a&gt;.  
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.  
</Description>
</Game>

<Game type="rpg" game_id="divisionsdelombre" language="French">
<Title>Les Divisions de l'Ombre</Title>
<Edition>
  <Author>Philippe Chouvel</Author>
  <Author>Christophe Guy</Author>
  <Year>1989</Year>
  <Company>Flamberge</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="doctorwho_cubicle7">
<Title>Doctor Who: Adventures in Time and Space, The Roleplaying Game</Title>
<Edition>
  <Author>David F. Chapman</Author>
  <Year>2009</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="doctorwho_fasa">
<Title>Doctor Who RPG</Title>
<Edition>
  <Author>Michael Bledsoe</Author>
  <Author>Wm John Wheeler</Author>
  <Author>L. Ross Babcock</Author>
  <Author>Guy W. McLimore</Author>
  <Year>1985</Year> 
  <Company company_id="fasa">FASA</Company>
</Edition>
<Description>
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
&lt;a href="GAME#startrek_fasa"&gt;Star Trek&lt;/a&gt;.  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.  
</Description>
</Game>

<Game type="rpg" game_id="dogeatdog">
<Title>Dog Eat Dog</Title>
<Edition>
  <Author>Liam Burke</Author>
  <Year>2012</Year> 
  <Company company_id="liwanag">Liwanag Press</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dogsinthevineyard">
<Title>Dogs in the Vineyard</Title>
<Edition>
  <Author>Vincent Baker</Author>
  <Year>2004</Year> 
  <Company company_id="lumpley">Lumpley Games</Company>
  <Pages>98 digest-size pages, plus 8 pages loose-leaf</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dogtown">
<Title>Dog Town: The Ultimate Crime Experience</Title>
<Edition>
  <Author>Jonathan Ridd</Author>
  <Year>2004</Year> 
  <Company company_id="coldblooded">Cold Blooded Games</Company>
  <Pages>290</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="domination">
<Title>Domination</Title>
<Edition>
  <Author>Blaine Pardoe</Author>
  <Year>1989</Year>
  <Company company_id="starchilde">StarChilde</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dominiontankpolice">
<Title>Dominion Tank Police RPG</Title>
<Edition>
  <Author>David L. Pulver</Author>
  <Year>1999</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="donjon">
<Title>Donjon</Title>
<Edition>
  <Author>Clinton R. Nixon</Author>
  <Author>Zak Arntson</Author>
  <Year>2002</Year>
  <Company company_id="anvilwerks">Anvilwerks</Company>
  <Pages>80</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dontlookback">
<Title>Don't Look Back: Terror is Never Far Behind</Title>
<Edition>
  <Author>Chuck McGrew</Author>
  <Author>Richard Van Ingram</Author>
  <Year>1995</Year>
  <Company company_id="mindventures">Mind Ventures</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year>
</Edition>
<Description>
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).
</Description>
</Game>

<Game type="rpg" game_id="dontrestyourhead">
<Title>Don't Rest Your Head</Title>
<Edition>
  <Author>Fred Hicks</Author>
  <Year>2006</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dontwalkinwinterwood">
<Title>Don't Walk In Winter Wood</Title>
<Edition>
  <Author>Clint Krause</Author>
  <Year>2006</Year>
  <Company company_id="clintkrause">Clint Krause Games</Company>
  <Pages>40</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dopilgrimsoftheflyingtemple">
<Title>Do: Pilgrims of the Flying Temple</Title>
<Edition>
  <Author>Daniel Solis</Author>
  <Year>2011</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
  <Company company_id="smartplay">Smart Play Games</Company>
</Edition>
<Description>
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".  
</Description>
</Game>

<Game type="rpg" game_id="doxy">
<Title>Doxy: A Roleplaying Game of Sex &amp;amp; Skullduggery</Title>
<Edition>
  <Author>Ian Warner</Author>
  <Year>2011</Year> 
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>226</Pages>
</Edition>
<Description>
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 
&lt;a href="GAME#urbanfaerie"&gt;Urban Faerie&lt;/a&gt; and 
&lt;a href="GAME#courtesans"&gt;Courtesans&lt;/a&gt; games. 
The attributes for this game are Bitching, Bonking, Charming, 
Cheating, Daring, and Fighting. 
</Description>
</Game>

<Game type="rpg" game_id="dracidoupe" language="Czech">
<Title>Draci Doupe</Title>
<Edition>
  <Author>Martin Klima</Author>
  <Year>1990</Year>
  <Company company_id="altar">Altar</Company>
</Edition>
<Description>
A Czech-language generic fantasy roleplaying game, whose title 
translates as "Dragon Den".  It is clearly inspired by 
This was a variant of &lt;a href="GAME#dungeonsanddragons"&gt;
Dungeons &amp;amp; Dragons&lt;/a&gt;, 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. 
</Description>
</Game>

<Game type="rpg" game_id="dragonage">
<Title>Dragon Age</Title>
<Edition>
  <Author>Chris Pramas</Author>
  <Year>2009</Year>
  <Company company_id="greenronin">Green Ronin</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="dragonarms" language="Japanese">
<Title>DragonArms: Bahamut Howling</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1999</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dragonballdragonballz" language="Italian">
<Title>Dragonball + Dragonball Z: il gioco di ruolo</Title>
<Edition>
  <Author>Andrea Angiolino</Author>
  <Author>Paolo Parrucci</Author>
  <Year>1999</Year>
  <Company company_id="nexus">Nexus Editrice</Company>
</Edition>
<Description>
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". 
</Description>
</Game>

<Game type="rpg" game_id="dragonballz">
<Title>Dragonball Z RPG</Title>
<Edition>
  <Author>Mike Pondsmith</Author>
  <Year>1998</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
An over-the-top martial arts RPG based on the Japanese animated
series.  It uses the &lt;a href="GAME#fuzion"&gt;Instant Fuzion&lt;/a&gt; system,
with the addition of a "Power" stat and no upper limits.  
</Description>
</Game>

<Game type="rpg" game_id="dragonfire">
<Title>Dragonfire</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1992</Year> 
  <Company company_id="heartbreaker">Heartbreaker Games</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="dragonlancethefifthage">
<Title>Dragonlance: The Fifth Age</Title>
<Edition>
  <Author>William W. Connors</Author>
  <Year>1998</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
An original fantasy game set in the Dragonlance fantasy world
(fiction spin-off from D&amp;amp;D).  The system ("SAGA system") is
story-oriented, usng a special 82-card tarot-like deck instead of
dice.  Similar to &lt;a href="GAME#castlefalkenstein"&gt; Castle
Falkenstein&lt;/a&gt;, actions are resolved by players by adding
attribute plus the value a card played from their hand.  
</Description>
</Game>

<Game type="rpg" game_id="dragonquest">
<Title>Dragonquest</Title>
<Edition>
  <Author>Eric Goldberg</Author>
  <Author>David James Ritchie</Author>
  <Author>Edward J. Woods</Author>
  <Year>1980</Year>
  <Company company_id="simulationspublications">SPI</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Gerard Klug</Author>
  <Year>1981</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1989</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
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
&lt;a href="http://deathstar.comnet.ca/~jkahane/dq/dq-intro.html"&gt;
DragonQuest introduction&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="dragonraid">
<Title>Dragonraid</Title>
<Edition>
  <Author>Dick Wulf</Author>
  <Year>1984</Year>
  <Company company_id="adventuresforchrist">Adventures for Christ</Company>
</Edition>
<Description>
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 
&lt;a href="http://www.dragonraid.net/"&gt;official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="dragonroar">
<Title>Dragonroar</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1985</Year>
  <Company>Standard Games</Company>
</Edition>
<Description>
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".  
</Description>
</Game>

<Game type="rpg" game_id="dragonsatdawn">
<Title>Dragons at Dawn: The First Fantasy Game System</Title>
<Edition>
  <Author>D.H. Boggs</Author>
  <Year>2010</Year> 
  <Company company_id="southerwood">Southerwood Publishing</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;, 
the rules are often quite different.  
</Description>
</Game>

<Game type="rpg" game_id="dragonsofunderearth">
<Title>Dragons of Underearth</Title>
<Edition>
  <Author>Keith Gross</Author>
  <Year>1982</Year> 
  <Company company_id="metagaming">Metagaming</Company>
</Edition>
<Description>
This is a mini-boardgame/RPG using a variant of the rules system from 
&lt;a href="GAME#fantasytrip"&gt;The Fantasy Trip&lt;/a&gt;, 
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.  
</Description>
</Game>

<Game type="rpg" game_id="dragonstorm">
<Title>Dragon Storm</Title>
<Edition>
  <Author>Susan Van Camp</Author>
  <Author>Mark Harmon</Author>
  <Year>1995</Year> 
  <Company company_id="blackdragon">Black Dragon Press</Company>
</Edition>
<Description>
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 
&lt;a href="http://www.dragonstorm.com/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="dragonwarriors">
<Title>Dragon Warriors</Title>
<Edition>
  <Author>Dave Morris</Author>
  <Author>Oliver Johnson</Author>
  <Year>1982</Year>
  <Company>Corgi Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2008</Year>
  <Company company_id="magnumopus">Magnum Opus Press</Company>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
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 
&lt;a href="http://www.geocities.com/TimesSquare/6260/dragmain.htm"&gt;
Dragon Warriors page&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="drakarochdemoner" language="Swedish">
<Title>Drakar Och Demoner</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1982</Year>
  <Company company_id="aventyrspel">Aventyrspel</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>Expert</EdName>
  <Year>1985</Year>
</Edition>
<Edition>
  <EdName>4th aka "'91"</EdName>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>5th aka "Chronopia"</EdName>
  <Year>1994</Year>
</Edition>
<Edition>
  <EdName>6th</EdName>
  <Year>2000</Year>
  <Company company_id="riotminds">Riotminds</Company>
</Edition>
<Description>
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 
&lt;a href="GAME#worldsofwonder"&gt;Worlds of Wonder&lt;/a&gt; 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 
&lt;a href="http://www.lysator.liu.se/runeberg/jbauer/"&gt;
John Bauer&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="draug" language="Norwegian">
<Title>Draug</Title>
<Edition>
  <Author>Matthijs Holter</Author>
  <Year>2004</Year>
  <Company company_id="spartacusforlag">Spartacus Forlag</Company>
</Edition>
<Description>
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
n&amp;oslash;kken, huldra, vetter, trolls, and nisser.  
The system is a modified version of the 
&lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt;
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.  
</Description>
</Game>

<Game type="rpg" game_id="dread_impossibledream">
<Title>Dread</Title>
<Edition>
  <Author>Epidiah Ravachol</Author>
  <Author>woodelf</Author>
  <Year>2005</Year>
  <Company company_id="impossibledream">The Impossible Dream</Company>
  <Pages>168</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dread_malignant">
<Title>dread: The First Book of Pandemonium</Title>
<Edition>
  <Author>Rafael Chandler</Author>
  <Year>2002</Year>
  <Company company_id="malignant">Malignant Games</Company>
  <Pages>180</Pages>
</Edition>
<Edition>
  <Author>Rafael Chandler</Author>
  <EdName>Unrated</EdName>
  <Year>2007</Year>
  <Company company_id="neoplastic">Neoplastic Press</Company>
  <Pages>280</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dreadhouse">
<Title>Dread House: A game for kids and brave adults</Title>
<Edition>
  <Author>Emily Care Boss</Author>
  <Author>Epidiah Ravachol</Author>
  <Year>2010</Year>
  <Company company_id="digathousandholes">Dig a Thousand Holes Publishing</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dreamcatcher">
<Title>DreamCatcher</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2006</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>30</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dreamingcrucible">
<Title>The Dreaming Crucible: A Storytelling Game</Title>
<Edition>
  <Author>Joel P. Shempert</Author>
  <Year>2010</Year>
  <Company company_id="storybythethroat">Story by the Throat! Press</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="dreampark">
<Title>Dream Park</Title>
<Edition>
  <Author>Mike Pondsmith</Author>
  <Year>1992</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dreamwalker">
<Title>Dreamwalker: Roleplaying in the Land of Dreams</Title>
<Edition>
  <Author>Peter C. Spahn</Author>
  <Author>Michael Patton</Author>
  <Author>David Griffin</Author>
  <Year>2002</Year>
  <Company>self-published</Company>
  <Pages>152</Pages>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dresdenfiles">
<Title>The Dresden Files Roleplaying Game</Title>
<Edition>
  <Author>Leonard Balsera</Author>
  <Author>Chad Underkoffler</Author>
  <Author>Ryan Macklin</Author>
  <Author>Jim Butcher</Author>
  <Author>Genevieve Cogman</Author>
  <Author>Rob Donoghue</Author>
  <Author>Fred Hicks</Author>
  <Author>Kenneth Hite</Author>
  <Author>Clark Valentine</Author>
  <Year>2010</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
  <Pages>415</Pages>
</Edition>
<Description>
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 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;, 
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.  
</Description>
</Game>

<Game type="rpg" game_id="driftersescape">
<Title>The Drifter's Escape</Title>
<Edition>
  <Author>Ben Lehman</Author>
  <Year>2009</Year>
  <Company company_id="tao">Tao Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="drogakuchwale" language="Polish">
<Title>Droga ku Chwale</Title>
<Edition>
  <Author>Andrzej Stoj</Author>
  <Year>2002</Year>
  <Company company_id="portal">Portal</Company>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="droids">
<Title>Droids</Title>
<Edition>
  <Author credit="Author">Neil Patrick Moore</Author>
  <Author credit="Editing">Derek Stanovsky</Author>
  <Illustrator credit="Illustrator">Drew Mounce</Illustrator>
  <Year>1983</Year>
  <Company>Integral Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="drowningandfalling">
<Title>Drowning &amp;amp; Falling</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2006</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
  <Pages>62</Pages>
</Edition>
<Description>
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. 
</Description>
</Game>

<Game type="rpg" game_id="druid" language="Italian">
<Title>Druid</Title>
<Edition>
  <Author>Spartaco Albertarelli</Author>
  <Year>1993</Year>
  <Company>Editrice Giochi</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="ducktrooper">
<Title>Duck Trooper</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Year>1991</Year>
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Description>
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."  
</Description>
</Game>

<Game type="rpg" game_id="duel">
<Title>Duel</Title>
<Edition>
  <Author>Bruce Harlick</Author>
  <Author>Ray Greer</Author>
  <Author>Paul Arden Lidberg</Author>
  <Year>1992</Year>
  <Company company_id="crunchyfrog">Crunchy Frog</Company>
</Edition>
<Description>
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"). 
</Description>
</Game>

<Game type="rpg" game_id="dune">
<Title>Dune: Chronicles of the Imperium</Title>
<Edition>
  <Author>Owen M. Seyler</Author>
  <Author>Christian Moore</Author>
  <Author>Matthew Colville</Author>
  <Year>2000</Year>
  <Company company_id="lastunicorn">Last Unicorn Games</Company>
  <Pages>288</Pages>
</Edition>
<Description>
A spacefaring science-fiction RPG based on the novels by Frank Herbert.  
It uses a variant of the "Icon" system developed for the 
&lt;a href="GAME#startrekthenextgeneration"&gt;Star Trek: The 
Next Generation&lt;/a&gt; RPG.  This was only published in a 
"Limited Edition" before the publishing company disappeared.  
</Description>
</Game>

<Game type="rpg" game_id="dungeoncrawlclassics">
<Title>Dungeon Crawl Classics RPG</Title>
<Edition>
  <Author>Joseph Goodman</Author>
  <Year>2012</Year>
  <Company company_id="goodman">Goodman Games</Company>
  <Pages>480</Pages>
</Edition>
<Description>
A fantasy RPG based in part on a mix of editions of the 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; 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.  
</Description>
</Game>

<Game type="rpg" game_id="dungeonsanddragons">
<Title>Dungeons and Dragons</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Author>Dave Arneson</Author>
  <Year>1973</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>Basic Set 1st ed</EdName>
  <Author credit="Editing">J. Eric Holmes</Author>
  <Year>1977</Year>
</Edition>
<Edition>
  <EdName>Basic Set 2nd</EdName>
  <Author credit="Editing">Tom Moldvay</Author>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>Expert Set 1st</EdName>
  <Author credit="Editing">David Cook</Author>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>Basic Set 3rd</EdName> 
  <Author credit="Editing">Frank Mentzer</Author>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>Expert Set 2nd</EdName>
  <Author credit="Editing">Frank Mentzer</Author>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>Companion Set</EdName>
  <Author>Frank Mentzer</Author>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>Master Set</EdName>
  <Author>Gary Gygax</Author>
  <Author>Frank Mentzer</Author>
  <Year>1985</Year>
</Edition>
<Edition>
  <EdName>Immortals Set</EdName>
  <Author>Frank Mentzer</Author>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>Rules Cyclopedia</EdName>
  <Author>Aaron Allston</Author>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Jonathan Tweet</Author>
  <Author>Monte Cook</Author>
  <Author>Skip Williams</Author>
  <Year>2000</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Edition>
  <EdName>Adventure Game</EdName>
  <Author>Bill Slavicsek</Author>
  <Year>2000</Year>
</Edition>
<Edition>
  <EdName>Version 3.5</EdName>
  <Year>2003</Year>
</Edition>
<Edition>
  <EdName>Basic Game</EdName>
  <Author>Jonathan Tweet</Author>
  <Year>2004</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Rob Heinsoo</Author>
  <Author>Andy Collins</Author>
  <Author>James Wyatt</Author>
  <Year>2008</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Author>Jeremy Crawford</Author>
  <Author>Michael Mearls</Author>
  <Year>2014</Year>
</Edition>
<Description>
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' 
&lt;a href="GAME#chainmail"&gt;Chainmail&lt;/a&gt; miniatures rules.  
It was a boxed set with three booklets ("Men &amp;amp; Magic", 
"Monsters &amp;amp; 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. &lt;br&gt;
Later, after &lt;a href="GAME#advanceddungeonsanddragons"&gt;
AD&amp;amp;D&lt;/a&gt;
was released, the "Basic Set" was re-introduced as an easier
first introduction to AD&amp;amp;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. &lt;br&gt;
The "3rd edition" is really a new edition of 
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt; 
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.  
</Description>
</Game>

<Game type="rpg" game_id="dungeonworld">
<Title>Dungeon World</Title>
<Edition>
  <Author>Sage LaTorra</Author>
  <Author>Adam Koebel</Author>
  <Year>2012</Year>
  <Company company_id="sagekobold">Sage Kobold Productions</Company>
  <Pages>400</Pages>
</Edition>
<Description>
A fantasy RPG in the milieu of Dungeons &amp;amp; Dragons, 
but using rules adapted from 
&lt;a href="GAME#apocalypseworld"&gt;Apocalypse World&lt;/a&gt;. 
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.  
</Description>
</Game>


<Game type="rpg" game_id="dustdevils">
<Title>Dust Devils: The Truly Gritty Old West Role-Playing Game</Title>
<Edition>
  <Author>Matt Snyder</Author>
  <Year>2002</Year>
  <Company company_id="chimeracreative">Chimera Creative</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dutyandhonour">
<Title>Duty &amp;amp; Honour</Title>
<Edition>
  <Author>Neil Gow</Author>
  <Year>2008</Year>
  <Company company_id="omnihedron">Omnihedron Games</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dyingearth">
<Title>The Dying Earth RPG</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Author>John R. Snead</Author>
  <Author>Peter Freeman</Author>
  <Year>2001</Year>
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="dystopia">
<Title>Dystopia: America 2155 A.D.</Title>
<Edition>
  <Author>Gavin Hadaller</Author>
  <Year>2001</Year>
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
</Edition>
<Description>
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).  
</Description>
</Game>

<Game type="rpg" game_id="dzikiepola" language="Polish">
<Title>Dzikie Pola</Title>
<Edition>
  <Author>Jacek Komuda</Author>
  <Author>Maciej Jurewicz</Author>
  <Author>Marcin Barylka</Author>
  <Year>1997</Year> 
  <Company company_id="mag">Wydawnictwo MAG</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Jacek Komuda</Author>
  <Author>Michal Mochocki</Author>
  <Author>Artur Machlowski</Author>
  <Year>2005</Year> 
  <Company company_id="mag">Wydawnictwo MAG</Company>
</Edition>
<Description>
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.  
</Description>
</Game>

<Game type="rpg" game_id="eaba">
<Title>EABA</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>2002</Year>
  <Company company_id="btrc">BTRC</Company>
  <Pages>150</Pages>
</Edition>
<Description>
A universal system, published as a 150-page downloadable PDF file.  
It is a open-ended d6 system similar to the previous BTRC game 
&lt;a href="GAME#corps"&gt;CORPS&lt;/a&gt; but intended to be 
more heroic in scope.  Character creation is limited point-based, 
with separate points for the six attributes (Strength, Agility, 
Health, Awareness, Will, and Fate) and skills.  It uses a universal 
logarithmic scale where each +3 doubles the effect.  
</Description>
</Game>

<Game type="rpg" game_id="earlydark">
<Title>Early Dark</Title>
<Edition>
  <Author>Calvin Johns</Author>
  <Author>Travis Rinehart</Author>
  <Author>Chuck Wendig</Author>
  <Year>2011</Year> 
  <Company company_id="anthropos">Anthropos Games</Company>
  <Pages>400</Pages>
</Edition>
<Description>
A low-fantasy game set in a world filled with magic, specifically 
a set of societies around the Hara Sea.  It is set at the very end 
of a great war sparked by humans who had found secret ancient magick 
hidden deep within the earth.  Human life is rough, and magick is 
unpredictable and feared, even by those who wield it.  It uses a d10 
dice pool, with stats for aptitudes (Fight, Cunning, Labor, Touch, 
Relate, Guile, Thrive) and for domains (Mundane, Arcane, Loom).  
Character creation is a mix of random-roll and limited point allocation.  
</Description>
</Game>

<Game type="rpg" game_id="earthad2">
<Title>EarthAD.2 RPG</Title>
<Edition>
  <Author>Brett M. Bernstein</Author>
  <Author>Peter C. Spahn</Author>
  <Year>2007</Year> 
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>86</Pages>
</Edition>
<Description>
A post-apocalyptic science fiction RPG, set in a future where the 
remains of earth is plagued by cyborgs, mutants, plague carriers, 
and sentient animals.  It uses a variant of the genreDiversion system 
also used by &lt;a href="GAME#coyotetrail"&gt;Coyote Trail&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="earthandsky">
<Title>The Earth &amp;amp; Sky Roleplaying Game</Title>
<Edition>
  <Author>Scott C. Hungerford</Author>
  <Author>Jesse McGatha</Author>
  <Author>Richard Thames Rowan</Author>
  <Author>Bahia Rowan</Author>
  <Year>1999</Year> 
  <Company company_id="lamplighter">Lamplighter Design Studio</Company> 
  <Company type="distributor" company_id="rubicon">Rubicon Games</Company>
</Edition>
<Edition>
  <EdName>Collector&apos;s</EdName>
  <Year>2001</Year>
  <Company company_id="gaslight">Gaslight Press</Company>
  <Pages>96 pages trade paperback</Pages>
</Edition>
<Description>
An RPG of modern urban faerie tales and fantasy, where
the power of belief brings to life fictional characters.
PC's include wizards and dream walkers.  The background includes 
a faerie realm (the Borderlands), along with unicorns, dragons, 
and so forth.  It uses a rules-lite system. 
</Description>
</Game>

<Game type="rpg" game_id="earthdawn">
<Title>Earthdawn</Title>
<Edition>
  <Author>Greg Gorden</Author>
  <Author>Louis J. Prosperi</Author>
  <Year>1993</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Edition>
  <EdName>1.5th</EdName>
  <Year>1994</Year>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year>
  <Company company_id="livingroom">Living Room Games</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2009</Year>
  <Company company_id="redbrick">RedBrick LLC</Company>
</Edition>
<Description>
A dark fantasy RPG set in a prehistoric mythic era of the world
of Barsaive (a parallel Earth), where various "Horrors" have
destroyed or corrupted most of the world.  From strongholds
("kaers"), the people are slowly reclaiming the land from these
Horrors.  Races include elves, dwarves, orks, and trolls as well
as windling, obsidimen, and lizardmen.  It uses a combined
class/skill based system.  Resolution is by a "step-die" roll
vs difficulty: skill + modifiers on a universal chart determines
your die roll (d4,d6,d8,etc.).  
</Description>
</Game>

<Game type="rpg" game_id="eclipsephase">
<Title>Eclipse Phase</Title>
<Edition>
  <Author>Rob Boyle</Author>
  <Author>John Snead</Author>
  <Author>Brian Cross</Author>
  <Author>Jack Graham</Author>
  <Author>Lars Blumenstein</Author>
  <Year>2009</Year>
  <Company company_id="posthuman">Posthuman Studios LLC</Company>
  <Company company_id="catalystgamelabs">Catalyst Game Labs</Company>
  <Pages>402</Pages>
</Edition>
<Description>
A transhuman sci-fi/horror game, released under the Creative Commons 
license (non-commercial, share-alike).  It is set 10 years after the 
fall of humanity ("The Fall") - when the Earth and colonies were devasted 
by advanced artifical intelligences (TITANs) that went out of control and 
then disappeared along with millions of humans whose minds were forcibly 
uploaded.  Five wormhole gateways to other systems were found following 
the Fall, and contact has been made with aliens known as the Factors.  
It uses a percentile skill-based system, with success determined by 
rolling 1d100 under skill + modifiers, with doubles (11, 22, etc.) being 
critical.  Since characters may switch bodies, stats are distinguished 
between ego (self) and morph (current body).  Attributes are Initiative, 
Speed, Durability, Wound Threshold, Lucidity, Trauma Threshold, Moxie, 
and Damage Bonus.  
</Description>
</Game>

<Game type="rpg" game_id="ecryme" language="French">
<Title>&amp;Eacute;cryme</Title>
<Edition>
  <Author>Mathieu Gaborit</Author>
  <Author>Guillaume Vincent</Author>
  <Year>1994</Year>
  <Company>Tritel / D&amp;eacute;lires</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A French-language Victorian sci-fi RPG, a la Jules Verne.  It is
set in a detailed fantasy world drowned in a corrosive matter
("&amp;eacute;cryme"), where only a few islands survive.
Civilization is early industrial -- with trains, airships, and 
muskets -- and rife with political intrigue.  The book is divided 
into three parts of equal length: a worldbook, rulebook, and an 
introductory scenario for 5 pre-made characters.  
</Description>
</Game>

<Game type="rpg" game_id="edgeofmidnight">
<Title>The Edge of Midnight: A role-playing game of mean streets and lost souls</Title>
<Edition>
  <Author>Rob Vaux</Author>
  <Year>2006</Year>
  <Company company_id="edgeofmidnight">Edge of Midnight Press</Company>
  <Company company_id="studio2">Studio 2 Publishing</Company>
</Edition>
<Description>
A fantasy noir RPG, set in a world based on film noir mixed with magic 
and horror.  The primary nation is the United Commonwealth, a parallel
of post-war USA, but it is plagued by inhuman "gaunts".  It uses a
skill-based system, where the players rolls 2d10 and adds one die
to skill (the skill die) and one die to attribute.  If both the skill
total and attribute total match or exceed the difficulty, it is a full
success.  If only one does, it is a partial success (either by skill
or by raw talent).  
</Description>
</Game>

<Game type="rpg" game_id="ehdrigohr">
<Title>Ehdrigohr</Title>
<Edition>
  <Author>Allen Turner</Author>
  <Year>2013</Year>
  <Company company_id="counciloffools">Council of Fools Productions</Company>
</Edition>
<Description>
A Fate Core based tabletop role-playing game where you play heroes 
in a fantasy world based on a mix of American Indian and other 
tribal cultures. 
</Description>
</Game>

<Game type="rpg" game_id="eldritchasskicking">
<Title>Eldritch Ass Kicking</Title>
<Edition>
  <Author>Nathan J. Hill</Author>
  <Year>2001</Year>
  <Company company_id="mysticages">Mystic Ages Online</Company>
</Edition>
<Edition>
  <EdName>Extended Remix</EdName>
  <Year>2004</Year>
  <Company company_id="key20">Key 20 Publishing</Company>
  <Company company_id="mysticages">Mystic Ages Online</Company>
  <Pages>92</Pages>
</Edition>
<Description>
A humorous fantasy game about "arcane action and old men with sticks".  
The characters are wizards in the former fantasy realm of Anhelm, 
which has been torn apart and cast into a strange void.  Now the 
wizards of the realm duel, gossip, and meet in taverns.  It uses a 
simple system with three attributes: Agility, Endurance, and
Concentration.  Action resolution is by (skill or attribute) + 2d10, 
with zeroes counting as zero, and compare to difficulty.  Success 
gives you limited ability to narrate the outcome.  Magic is divided 
into schools, with the defaults being Air, Earth, Fire, and Water.  
Magical effects are largely freeform.  There is an optional rule for 
"Hubris" points which may be spent to alter rolls.  
</Description>
</Game>

<Game type="rpg" game_id="eldritchskies">
<Title>Eldritch Skies</Title>
<Edition>
  <Author>John Snead</Author>
  <Author>A.J. Luxton</Author>
  <Year>2012</Year>
  <Company company_id="battlefield">Battlefield Press</Company>
  <Pages>270</Pages>
</Edition>
<Description>
A science fiction horror RPG, set in 2030 of an alternate history that 
proceeds from Lovecraft's horror stories.  In 1931, an expedition found 
the elder ones' city in Antarctica; in 1947, the mi-go crashed in Roswell; 
in 1958, an occult trip to Mars was tried; in 1994, scientists mastered 
the lightspeed barrier. In 2030, there is spacefaring via sorcery-powered 
hyperspace along with machine-made telepathy, augmentations, and 
unprecedented levels of automation.  Ghouls and Deep Ones are 
ab-human minorities, and a UN-run space patrol battles devious 
mi-go and marauding moonbeasts.  It uses the Cinematic Unisystem 
originally developed for Eden Studios' 
&lt;a href="GAME#buffythevampireslayer"&gt;
Buffy the Vampire Slayer RPG&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="elekhase" language="French">
<Title>Elekhas&amp;euml;</Title>
<Edition>
  <Author>Alexandre Bidot</Author>
  <Author>Caroline Jehan</Author>
  <Author>Denis Bodin</Author>
  <Year>1994</Year>
  <Company company_id="ormekiane">Orm&amp;eacute;kiane Productions</Company>
  <Pages>212</Pages>
</Edition>
<Description>
A French-language post-apocalyptic fantasy RPG, set 87 years after
the second armageddon in an original setting (Eleckase).  In a
confused era, the twenty nations face various magical
prophecies.  The game features cosmic mysteries over the five
entities: Chaos, Loi, Balance, Pendule and Magic.  There are 
13 races including dwarf, elf, gnome, and various others.  
Character creation is class-based, with 23 attributes and 
a wide variety of skills.  
</Description>
</Game>

<Game type="rpg" game_id="elementalaxes">
<Title>Elemental Axes</Title>
<Edition>
  <Author>Eric Seaton</Author>
  <Year>2003</Year>
  <Company company_id="crosstime">Crosstime Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Eric Seaton</Author>
  <Year>2007</Year>
  <Company company_id="crosstime">Crosstime Games</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A fantasy genre system.  It includes an original fantasy setting, 
describing the history and geography of a great empire, along with 
savage creatures of the world.  It uses a percentile skill-based 
system using a single skill-vs-skill action table for all challenges.  
Character generation uses a limited point-buy system, where you
assign separate points for skills and backgrounds.  There are no 
attributes, only a large skill list.  
</Description>
</Game>

<Game type="rpg" game_id="elementmasters">
<Title>Element Masters</Title>
<Edition>
  <Author>Kenneth Burridge</Author>
  <Author>Robert Finkbeiner</Author>
  <Author>Kevin Nelson</Author>
  <Author>Brian Pettitt</Author>
  <Year>1982</Year>
  <Company company_id="escape">Escape Ventures</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
</Edition>
<Description>
A fantasy-genre RPG, set in a medieval fantasy world ("Vinya")
into which aliens are pouring from a interdimensional gate
(related to magical transporters which interconnect the
continent).  It uses a percentile skill-based system.  Character
creation is primarily random-roll with a few choices.  PC's are
assumed to be militia with some magic.  The 3rd edition, or
remake, of this game was published as &lt;a href="GAME#gatewar"&gt;
Gatewar&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="elfquest">
<Title>Elfquest</Title>
<Edition>
  <Author>Steve Perrin</Author>
  <Author>Sandy Petersen</Author>
  <Author>Yurek Chodak</Author>
  <Year>1984</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year> 
</Edition>
<Description>
A fantasy role-playing game set in the world of the comic series
"Elfquest".  It uses a variant of Chaosium's &lt;a href="GAME#basic"&gt;
Basic Role-Playing&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="elfs">
<Title>Elfs</Title>
<Edition>
  <Author>Ron Edwards</Author>
  <Year>2001</Year> 
  <Company company_id="adeptpress">Adept Press</Company>
</Edition>
<Description>
A humorous mini-RPG poking fun at elf stereotypes in 
fantasy RPGs.  The mechanics are intended to allow for 
unintentional consequences of PC actions.  Illustrated by 
Jeff Diamond.  
</Description>
</Game>

<Game type="rpg" game_id="elhazard">
<Title>El-Hazard</Title>
<Edition>
  <Author>Jesse Scoble</Author>
  <Year>2001</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description> 
An RPG based on the Japanese anime series &lt;u&gt;El-Hazard&lt;/u&gt;, 
directed by Tenchi Muyo! co-creator Hiroki Hayashi. The series
details the adventures of high school student Makoto Mizuhara
after he is pulled into an alternate dimension, the fantasy world
of El-Hazard, where he must battle against an evil insectoid 
empire.  Like other GOO adaptations, the core book includes 
detailed background on the series.  It uses a variant of the 
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt; 
system.  
</Description>
</Game>

<Game type="rpg" game_id="elhendi" language="Finnish">
<Title>Elhendi</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Year>1993</Year>
  <Company>ACE-pelit OY</Company>
  <Pages>126</Pages>
</Edition>
<Description>
A fantasy-genre RPG set on a world dominated by elves.  The world 
also includes humans, dwarves, orcs, bologs (an ogre-like race) 
and a gnome-like race called kah&apos;jaar.  However, the book 
recommends that the PC's all be elves, who have some unique powers.  
There are three sub-races of elves: forest, mountain and plains 
elves.  The game is mid- to high fantasy in theme, and rather 
light-hearted in tone.  The system uses 4-20 range of dice.  
</Description>
</Game>

<Game type="rpg" game_id="elish" language="Italian">
<Title>Elish</Title>
<Edition>
  <Author>E. Coltorti</Author>
  <Author>M. Calamita</Author>
  <Author>T. Yamanouchi</Author>
  <Author>V. Castelfranchi</Author>
  <Year>1994</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
</Edition>
<Description>
An Italian-language storytelling fantasy RPG.  It is popular
and may make an appearance on the German market.  The system
allows both dice-using and diceless.  It also incorporates some
live-action elements: casting magic requires learning various
hand combinations.  Characters creation is based on deriving
skills from a developed background (perhaps similar to
&lt;a href="GAME#herowars"&gt;Hero Wars&lt;/a&gt;).  
</Description>
</Game>

<Game type="rpg" game_id="elric">
<Title>Elric!</Title>
<Edition>
  <Author>Lynn Willis</Author>
  <Author>Richard Watts</Author>
  <Author>Mark Morrison</Author>
  <Author>Jimmie W. Pursell, Jr.</Author>
  <Author>Sam Shirley</Author>
  <Author>Joshua Shaw</Author>
  <Year>1993</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
A dark fantasy role-playing game set in the world of Michael
Moorcock's Young Kingdoms series.  This is really an edition 
of Chaosium's &lt;a href="GAME#stormbringer"&gt;Stormbringer&lt;/a&gt;
with a different name, which was released between 4th and 5th 
editions.  It uses a version of Chaosium's percentile system, 
&lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt;, notably with fast
character creation and very high skills -- recommending combat
skills of 100% or more. 
</Description>
</Game>

<Game type="rpg" game_id="elricofmelnibone">
<Title>Elric of Melnibone</Title>
<Edition>
  <Author>Lawrence Whitaker</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A dark fantasy role-playing game set in the world of Michael
Moorcock's Young Kingdoms series.  This is to some degree an edition 
of Chaosium's &lt;a href="GAME#stormbringer"&gt;Stormbringer&lt;/a&gt;
with a different name, released after the 5th edition.  It uses a 
variant of the &lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt; system 
developed by Mongoose Publishing.  
</Description>
</Game>

<Game type="rpg" game_id="embertwilight">
<Title>Ember Twilight</Title>
<Edition>
  <Author>Troy Costisick</Author>
  <Author>Peter Evan</Author>
  <Author>John Gordon</Author>
  <Author>Brian Hagerty</Author>
  <Year>2002</Year>
  <Company company_id="twilightpress">Twilight Press, Inc.</Company>
  <Pages>286</Pages>
</Edition>
<Description>
A fantasy role-playing game set in an original fantasy world, 
It uses a percentile skill-based system.  Character creation uses 
a system of many professions -- including warrior, paladin, archer, 
scout, essence bender, and intercessor.  
</Description>
</Game>

<Game type="rpg" game_id="empiregalactique" language="French">
<Title>Empire Galactique</Title>
<Edition>
  <Author>Francois Nedelec</Author>
  <Year>1984</Year>
  <Company>Robert Laffont, Editor</Company>
  <Pages>286</Pages>
</Edition>
<Edition>
  <Author>Francois Nedelec</Author>
  <Author>Jean-Charles Rodriguez</Author>
  <Author>Sylvie Rodriguez</Author>
  <EdName>2nd</EdName>
  <Year>1987</Year>
  <Company>[trade paperback]</Company>
</Edition>
<Description>
A French-language space opera RPG, set in a universe of 
thousand of stars and many alien races.  PC's include merchants of 
"The Hanse", telepath priests, Empire soldiers, and teknorobot
engineers.  The 2nd edition was published as a mainstream book. 
The mechanics are based on stat multiplied by 2d6 vs difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="empireofdust">
<Title>Empire of Dust</Title>
<Edition>
  <Author>Amy Garcia</Author>
  <Author>Clint Krause</Author>
  <Year>2008</Year>
  <Company company_id="reddesign">Red Design</Company>
  <Company company_id="knrpg">KNRPG Productions</Company>
</Edition>
<Description>
A sci-fi/fantasy role-playing game set on a war-torn desert planet 
called Osaris, although there are fertile Riverlands.  A demonic 
world-conquerer, Thron, crash-landed in the Xadian capital and killed 
the King, supported by human legions kept subservient by addiction to 
Osaris "dust."  The Xadians have super-tech including sentient Geara 
androids along with "Gunknights."  There are also native Bruta, and 
invading space-bugs (Krythids).  The game uses the "Epiphany Engine" 
game system.  Resolution uses rolling under attribute on 1d20, and if 
the roll exactly matches the rating is raised by one (called an epiphany).  
</Description>
</Game>

<Game type="rpg" game_id="empireofsatanis">
<Title>Empire of Satanis</Title>
<Edition>
  <Author>Darrick Dishaw</Author>
  <Year>2005</Year>
  <Company>self-published</Company>
  <Pages>62</Pages>
</Edition>
<Description>
A horror role-playing game, where the characters are fiends which live 
in a hellish universe called Yidathroth, or visit the human world 
(known to them as Sha-la).  The content is offered free from 
www.cultofcthulhu.net, but there is also a print-on-demand version.  
There are fourteen races of fiends -- and all are unfathomably evil, 
and strive towards godhood through dark magics.  It uses a dice-pool 
system, where resolution is by rolling attribute + skill d6s, and 
taking the highest -- where sixes are open-ended.  Also, once each 
scene a player can roll 1d6, and if the result is a six, the player 
can declare a statement to be true in the game.  
</Description>
</Game>

<Game type="rpg" game_id="empireofthepetalthrone">
<Title>Empire of the Petal Throne</Title>
<Edition>
  <Author>M.A.R. Barker</Author>
  <Year>1975</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
  <Company company_id="gamescience">Gamescience</Company>
</Edition>
<Description>
A non-traditional fantasy game set on a unique alien world called
"Tekumel".  Set 60,000 years in the future, Tekumel was settled
by Earth, but a great disaster threw Tekumel into a pocket
dimension where gods and magic existed.  The setting has a strong
Hindu and Aztec flavor rather than European, and is lavishly
detailed.  There are three other games set in this world that 
were published later: 
&lt;a href="GAME#swordsandglory"&gt;Swords &amp;amp; Glory&lt;/a&gt; (1983), 
&lt;a href="GAME#gardasiyal"&gt;Gardisayal&lt;/a&gt; (1995), and 
&lt;a href="GAME#tekumel"&gt;Tekumel&lt;/a&gt; (2005).  
</Description>
</Game>

<Game type="rpg" game_id="empiresetdynasties" language="French">
<Title>Empires et Dynasties</Title>
<Edition>
  <Author>Patrick Durand-Peyrolles</Author>
  <Year>1987</Year>
  <Company>PB Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year>
  <Company company_id="editionsdragonradieux">Editions Dragon Radieux</Company>
</Edition>
<Description>
A French-language fantasy RPG with a touch of sci-fi.
It features playing thru many generations of characters
(hence "dynasties").  
</Description>
</Game>

<Game type="rpg" game_id="empyrea" language="Italian">
<Title>Empyrea</Title>
<Edition>
  <Author>Massimo Bianchini</Author>
  <Author>Mario Pasqualotto</Author>
  <Year>2006</Year>
  <Company company_id="asterion">Asterion Press</Company>
</Edition>
<Description>
An Italian-language medieval fantasy RPG with a planar setting 
emphasizing an involved cosmology.  It uses a variant of the D20 
system used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="empyrium" language="French">
<Title>Empyrium</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1996</Year>
  <Company>CRJH</Company>
</Edition>
<Description>
A French-language space opera RPG in the mood of the 60s-70s
novels by Asimov, Dick and other similar authors. 
</Description>
</Game>

<Game type="rpg" game_id="enchantedworlds">
<Title>Enchanted Worlds</Title>
<Edition>
  <EdName>Starter Kit</EdName>
  <Author>Matthew Rodgers</Author>
  <Author>Daniel Price</Author>
  <Year>2001</Year>
  <Company company_id="newworlds">New Worlds Gaming</Company>
</Edition>
<Description>
This is a fantasy RPG set in an original fantasy world called Unlond.  
The system is a simple skill-based system, where resolution is by 
rolling under attribute or skill on 2d8.  Character creation is by 
allocating a pool of attribute points among the 8 attributes and 
a pool of skill points among the skills.  The system includes a brief 
magic system.  The starter kit includes the 32 page rulebook, a 20 page 
adventure: "Autumn Harvest", a reference card, a full color map, 
two eight sided dice, and a dice bag.
</Description>
</Game>

<Game type="rpg" game_id="end">
<Title>The End</Title>
<Edition>
  <Author>Joseph E. Donka</Author>
  <Year>1997</Year>
  <Company company_id="scapegoat">Scapegoat Games</Company>
</Edition>
<Description>
A bleak post-biblical-apocalypse RPG, where characters are the
survivors of the Rapture whom God has abandoned: the Good being
taken to Heaven and the Evil to Hell.  Characters are ordinary
people in a world where chaos reigns.  
</Description>
</Game>

<Game type="rpg" game_id="endland" language="German">
<Title>Endland</Title>
<Edition>
  <Author>B.S. Ilktac</Author>
  <Year>2001</Year>
  <Company company_id="moloch">Moloch Studios</Company>
</Edition>
<Description>
A German-language post-apocalyptic RPG, originally released as a 
free RPG over the web.  The world was devastated long ago, 
and now five races fight for survival.  The equipment ranges from 
handmade items to "high-tech" gear retrieved from the remnants of 
the old civilization.  It uses a skill-based system, where players 
roll 1d10 against the sum of an attribute and a skill.  Characters 
have five attributes and a variable number of skills, as well as 
personality stats such as curiosity, greed or vengefulness.  
Character creation includes various professions, including unusual 
ones (whores or jesters).  In combat, the attacker has always to 
select a hit location, which determines the difficulty of the 
attack. Damage is determined by the weapon's damage class and 
is subtracted from a character's hit points. 
</Description>
</Game>

<Game type="rpg" game_id="enemygods">
<Title>Enemy Gods</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2003</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
A mythic fantasy game, where players take dual roles of both a mythic
Hero and a watchful God.  The God guides the Hero and friends through 
adventures, and as the Heroes' popularity grows, the power of the Gods
does as well.  The more powerful the Gods become, the more they can
aid the Heroes.  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.  
</Description>
</Game>

<Game type="rpg" game_id="enferetdamnation" language="French">
<Title>Enfer et Damnation</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown - pre-1990</Year>
  <Company company_id="casusbelli">Casus Belli / Excelsior Publications / Jeux Descartes</Company>
</Edition>
<Description>
A French-language horror RPG, where the PC's are dead people sent
back from Heaven for missions on Earth.  Published in
"Jeux et Strat&amp;eacute;gies" magazine. 
</Description>
</Game>

<Game type="rpg" game_id="enforcers">
<Title>Enforcers</Title>
<Edition>
  <Author>Gary Bernard</Author>
  <Author>Charles Mann</Author>
  <Author>Larry Troth</Author>
  <Year>1987</Year>
  <Company company_id="21c">21st Century</Company>
</Edition>
<Description>
A sci-fi superhero RPG set in 2046 after superpower mutations
began arising in 1999.  It uses a percentile system.  Character
creation is random-roll attributes, and point-buy of superpowers 
and of binary skills.  Reviewed in White Wolf #11.  
</Description>
</Game>

<Game type="rpg" game_id="engarde">
<Title>En Garde</Title>
<Edition>
  <Author>Daryl Hany</Author>
  <Author>Frank Chadwick</Author>
  <Year>1975</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1977</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1989</Year>
  <Company type="distributor">SFC Press</Company>
  <Pages>48</Pages>
</Edition>
<Description>
A tabletop game of duellists in 17th Century France.  As
originally published, it is primarily a set of duelling rules
with rudimentary rules for membership in regiments and social
interaction (carousing).  It has been greatly expanded as a PBeM
game, however. cf. the 
&lt;a href="http://members.home.net/en-garde/"&gt;En Garde homepage&lt;/a&gt;
and &lt;a href="http://www.sfcp.co.uk/"&gt;SFC Press&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="engarde_ragnarok" language="Swedish">
<Title>En Garde</Title>
<Edition>
  <Author>Gunilla Jonsson</Author>
  <Author>Mikael Peters&amp;eacute;n</Author>
  <Year>1988</Year>
  <Company company_id="ragnarokswedish">Ragnarok</Company>
</Edition>
<Description>
A Swedish-language RPG of duellists in 17th Century France.  
</Description>
</Game>

<Game type="rpg" game_id="engel" language="German,English">
<Title>Engel</Title>
<Edition>
  <EdName>1st (German)</EdName>
  <Author>Oliver Graute</Author>
  <Author>Oliver Hoffman</Author>
  <Author>Kai Meyer</Author>
  <Year>2001</Year>
  <Company company_id="federundschwert">Feder &amp;amp; Schwert</Company>
</Edition>
<Edition>
  <EdName>1st (English)</EdName>
  <Year>2002</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A biblical fantasy RPG, set in the 27th century after the Biblical 
End Times has fallen over the land.  The PCs are either "engels"  
or their human allies -- where engels are essential angels created 
to battle insectile demons known as the Dreamseed.  The original 
German edition uses a system (the "Arcana" system) using tarot 
cards, with an emphasis on storytelling.  The English edition uses 
a standalone system based on the D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
Engels have five new classes, while Humans may be Fighters and 
Rogues priests of the Angelitic Church tend to be Experts or 
Aristocrats (the OGL NPC classes).  
</Description>
</Game>

<Game type="rpg" game_id="enigma" language="Greek">
<Title>eNIGMA (&amp;alpha;&amp;iota;&amp;Nu;&amp;Iota;&amp;Gamma;&amp;Mu;&amp;Alpha;)</Title>
<Edition>
  <Author>Panagiotis "Aiollus" Laskaris</Author>
  <Author>Themis Mpalomenos</Author>
  <Year>2004</Year>
  <Company company_id="initiative">Initiative</Company>
  <Pages>190</Pages>
</Edition>
<Description>
A modern-day Greek-language fantasy RPG, playable either live-action 
or tabletop.  The basic rules also introduce players to the ongoing 
official campaign, and gives credit in the official campaign currency 
(10 "talanta").  The PCs are organised in "Brotherhoods", and try to 
discover the truth behind an unfolding conspiracy.  They work for 
eight ancient Guilds, which assign missions that loosely resemble 
treasure hunts.  The Eight Guilds are: Order of Gaia, Creators' 
Stage, School of the Occult, Academy of Alchemists, Contract of 
Merchants, House of Brothers, Caste of the Warriors, and Society 
of Leaders.  The "talanta" are used to buy spells, skills and equipment. 
Actions are resolved by 1d20 + stat vs difficulty.  There is a 
simple combat system with binary damage -- i.e. whenever you are 
hit, you are out of the game for as long as this battle lasts.  
</Description>
</Game>

<Game type="rpg" game_id="eon" language="Swedish">
<Title>Eon</Title>
<Edition>
  <Author>Carl Johan Str&amp;oacute;m</Author>
  <Author>Marco Behrrman</Author>
  <Author>Krister Sundelin</Author>
  <Author>Ola Nilsson</Author>
  <Year>1996</Year>
  <Company company_id="neogames">Neogames AB</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
</Edition>
<Edition>
  <Author>Petter Nallo</Author>
  <EdName>3rd</EdName>
  <Year>2004</Year>
</Edition>
<Description>
A Swedish-language heroic fantasy RPG, set on an original world
called Mundana with extensive description.  It has versions of 
many traditional fantasy races including dwarves, elves, tiraker 
(orcs) and misslor (fairies).  The rules system is fairly complex, 
and includes a magic system with both formulaic and improvised magic.  
The third edition includes some simplification of the damage system, 
and splits the core rules into two books (a Player book and a 
GameMaster book).  
</Description>
</Game>

<Game type="rpg" game_id="eoris" language="English">
<Title>Eoris Essence RPG</Title>
<Edition>
  <Author>David Torres</Author>
  <Author>Alejandro C&amp;aacute;rdenas</Author>
  <Author>Nicol&amp;aacute;s Acosta</Author>
  <Year>2009</Year>
  <Company company_id="visionsofessence">Visions of Essence, LLC</Company>
</Edition>
<Description>
A fantasy RPG emphasizing high-quality art in an original world.  
It uses a dice pool system, rolling a number of d20s equal to skill 
or attribute, where every result over the target number (base 15) is 
a success.  Each rool includes an additional d20, the "essence die," 
that modifies success or failure.  
</Description>
</Game>

<Game type="rpg" game_id="epic">
<Title>EPIC Role Playing</Title>
<Edition>
  <Author>Chris Organ</Author>
  <Author>Kent Davis</Author>
  <Year>2005</Year>
  <Company company_id="darkmatter">Dark Matter Studios</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>Chris Organ</Author>
  <Author>Kent Davis</Author>
  <Author>Andrew Mertz</Author>
  <Author>Andy Monroe</Author>
  <Year>2007</Year>
  <Company company_id="darkmatter">Dark Matter Studios</Company>
</Edition>
<Edition>
  <EdName>Mark III</EdName>
  <Author>Chris Organ</Author>
  <Year>2011</Year>
  <Company company_id="darkmatter">Dark Matter Studios</Company>
</Edition>
<Description>
A fantasy role-playing game set in an original fantasy world, Eslin, 
centered on the high feudal kingdom of Rullaea along with the 
Scandanavian-like icy lang of Rimenor and the region of 
Ursyos-Elkiknon where men are enslaved to by cruel invaders from another 
dimension -- the seven-foot tall, grey-skinned, mentalist Buruk. 
Action resolution uses 2d10.  Character creation uses a life path at
the end of which the player selects a profession, guild, lone master,
or teacher is chosen from the specific realm of the campaign.  
</Description>
</Game>

<Game type="rpg" game_id="epics">
<Title>EPICS: Deserve to Survive</Title>
<Edition>
  <Author>J. Scott Pittman</Author>
  <Year>2000</Year>
  <Company company_id="dragonslayer">Dragonslayer Games</Company>
</Edition>
<Description>
A universal RPG system, an acronym for "Easy, Player-Initiated Game System".  
It uses a system of developing characters as you go.  Players earn 
Survival Points for thinking fast, good role-playing and adding detail 
to their characters during the course of play.  The basic game includes 
a sample setting, "A.N.G.E.L.S.", a modern world where heroes with rare 
inhuman powers fight against supernatural creatures and government plots.
</Description>
</Game>

<Game type="rpg" game_id="epiphany">
<Title>Epiphany</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>1996</Year>
  <Company company_id="btrc">BTRC</Company>
</Edition>
<Description>
An Atlantean-age fantasy game using a unique diceless system.
Players match against the GM by splitting their stat into fingers
of each hand (i.e. stat 5 could be 3 in one hand and 2 in the
other, say).  This is similar in principle to
rock-paper-scissors, but accounts for a range of skills and
difficulties. 
</Description>
</Game>

<Game type="rpg" game_id="epoch">
<Title>Epoch: Age of Magic</Title>
<Edition>
  <Author>Chris Rutkowsky</Author>
  <Year>2001</Year>
  <Company company_id="basicaction">Basic Action Games</Company>
  <Pages>79</Pages>
</Edition>
<Description>
A fantasy RPG using a percentile system which mixes pure skill and 
trade grouping.  Skills are grouped under three trades: Warrior, 
Rogue, and Scholar.  Each character designates one trade each as 
Primary, Secondary, and Tertiary.  The priority determines a multiplier: 
x6 for Primary, x5 for Secondary, and x4 for Tertiary.  Action resolution 
is by adding attribute + skill, multiplying by trade multiplier, 
adding difficulty modifier, and then rolling under that number 
on percentile dice.  In combat, a hit roll is by a roll modified by 
targets avoid percentage -- followed by hit location and damage (using 
d6s) upon success.  Character creation is a mix of random-roll and 
point-buy, where skill points can be used to modify the results of 
random rolls for race, social class, handedness, and attributes.  
Remaining skill points are used to buy skills within the three 
groupings.  
</Description>
</Game>

<Game type="rpg" game_id="era" language="Italian">
<Title>ERA</Title> 
<Edition>
  <Author>unknown</Author>
  <Year>1999</Year>
  <Company>editore Clinica tbf/multiserver</Company>
</Edition>
<Description>
An Italian-language fantasy RPG and combat simulation.  The
system uses cards in combat to determine the way you attack.
It has a web-based expansion dedicated to the videogame
"Soul Calibur".
</Description>
</Game>

<Game type="rpg" game_id="eraten">
<Title>Era Ten</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1992</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
A sci-fi space marine RPG, set in a future where humans and their 
four alien allies (known as the "Tetra League") have been infected 
by a "pacification virus."  The PC's are rare members of the 
species who are immune to the virus, and are thus pressed into
service as powered-armor marines who defend the league from
outside attack.  It uses the "Free-style Roleplay" system from
&lt;a href="GAME#crimsoncutlass"&gt;Crimson Cutlass&lt;/a&gt;, and also 
comes with extensive guidelines for generating random missions and
other scenarios.  The &lt;u&gt;Space Gamer&lt;/u&gt; magazine published two
mini-RPGs based on this: &lt;a href="GAME#battleborn"&gt;Battle Born&lt;/a&gt;
(in issue #1) and &lt;a href="GAME#guardiansofsol"&gt;Guardians of Sol&lt;/a&gt;
(in issue #5).  The PC's gain abilities by downloading capabilities 
into their spacesuit.  Use of these suit skills are the only types 
of rolls the player makes during game play. 
</Description>
</Game>

<Game type="rpg" game_id="ericflints1632">
<Title>Eric Flint's 1632 Resource Guide and Role Playing Game</Title>
<Edition>
  <Author>Jonathan M. Thompson</Author>
  <Year>2005</Year> 
  <Company company_id="battlefield">Battlefield Press</Company>
</Edition>
<Description>
An role-playing adaptation of the time-traveling novel by 
Eric Flint, where in May of the year 2000, a six-mile sphere, 
centered on Grantville, West Virginia, was displaced in space 
and time to 1631 Germany.  The system is a variant of the 
&lt;a href="GAME#action"&gt;Action! System&lt;/a&gt; from 
Gold Rush Games.
</Description>
</Game>

<Game type="rpg" game_id="erps" language="German">
<Title>ERPS: Das neue deutsche Rollenspiel</Title>
<Edition>
  <Author>Ernst-Joachim Preussler</Author>
  <Year>1995</Year>
  <Company>Edition Ulisses</Company>
</Edition>
<Description>
A German-language low-magic fantasy RPG, aimed at beginning
roleplayers.  The system uses stat + an open-ended d10 roll (on a
10 reroll and add) vs difficulty.  Character creation is
point-based.  The player distributes 4 priority points among 4
fields (2 max): physical, weapons, mental and psi.  This defines
how easily you can learn skill in those fields.  There are 6
attributes (Strength, Skill, Constitution, Knowledge, Charisma,
and Psi) and 5 sense values (seeing, hearing, feeling, tasting,
smelling).  Skill selection is also point-based with fields and
attributes making it easier to gain related skills.  It also
includes a magic system. 
</Description>
</Game>

<Game type="rpg" game_id="erste" language="German">
<Title>Das E.R.S.T.E.</Title>
<Edition>
  <Author>Ralf Sandfuchs</Author>
  <Year>1997</Year>
  <Company>Harlekin</Company>
</Edition>
<Description> 
A German-language universal RPG system aimed at beginners: 
the name means "The First One" and is an acronym for 
"Beginner's RPG, very easy".  It is a small booklet
with no character classes, skill lists, or magic systems. 
</Description>
</Game>

<Game type="rpg" game_id="escapefromtentaclecity">
<Title>Escape from Tentacle City: A Dark Comedy Game of Survival Horror</Title>
<Edition>
  <Author>Willow Palecek</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A comedic horror RPG for 4-6 people, with a rotating GM position and 
a pool of many characters.  Each player creates a group of characters 
from among marginalized members of society within Tentacle City, which 
is being menaced by giant tentacles.  Each player then also creates one 
character in each of the other groups.  The players then take turns 
setting a scene and acting as GM for the group they created.  
</Description>
</Game>

<Game type="rpg" game_id="esoterrorists">
<Title>The Esoterrorists</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Year>2006</Year>
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
A modern-day horror RPG where the PCs are investigators in a 
secret conspiracy cell, fighting the Esoterrorists -- a loose 
affiliation of occultists intent on tearing apart reality itself.  
It uses a new system, called the GUMSHOE rules.  It uses 
diceless point-spending to resolve investigative skills, and 
die rolls modified by points for core skills.  Character creation 
is limited point-based, with no attributes and splitting between 
the 39 investigative skills and the 13 core skills.  
</Description>
</Game>

<Game type="rpg" game_id="espionage">
<Title>Espionage</Title>
<Edition>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Year>1983</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Description>
A secret agent RPG, using a variant of the 2nd edition
&lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; rules.  
This was revised with a new title as 
&lt;a href="GAME#dangerinternational"&gt;Danger International&lt;/a&gt; 
in 1985.  
</Description>
</Game>

<Game type="rpg" game_id="eternalsoldier">
<Title>Eternal Soldier</Title>
<Edition>
  <Author>Chris Arnold</Author>
  <Author>Rob Arnold</Author>
  <Author>Joe Mays</Author>
  <Year>1986</Year>
  <Company company_id="taigear">Tai-Gear Simulations</Company>
</Edition>
<Description>
A universal system, providing combat rules usable in any genre or
time period.  It uses a skill-based percentile system, using
other polyhedral dice as well.  Character creation allows
attributes to be generated by several means, with point-bought
skills.  The rules were later made available free from Tai-Gear's 
website.  Reviewed in White Wolf #9. 
</Description>
</Game>

<Game type="rpg" game_id="etherscope">
<Title>Etherscope</Title>
<Edition>
  <Author>Nigel McClelland</Author>
  <Author>Ben Redmond</Author>
  <Year>2005</Year>
  <Company company_id="goodman">Goodman Games</Company>
  <Pages>286</Pages>
</Edition>
<Description>
A modern fantasy RPG using a variant of the D20 System as found in 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is set in 
the year 1984 of an alternate history where psychic technology using 
the ether was discovered in 1874.  Modern etherscopes are devices by 
which human minds could enter Etherspace, a psychic parallel to the 
Internet.  There are many other steampunk and cyberpunk elements, 
including eugenically-modified humans.  The strains include the 
standard Betas, improved Alphas, ratlike Gammas, doglike Deltas, 
and horselike Epsilons.  In the larger world, there are three 
superpowers: Britain, America, and Germany's New Reich.  Among all, 
Victorian virtues like social stratification, imperialism, and 
scientific progress rule unchallenged.  The system includes six 
basic classes (Broker, Combatant, Enginaught, Pursuer, Savant and 
Scoundrel) and twelve advanced character classes (Cybernaught, 
Explorer, Tab-Jammer, Thief, Industrialist, Occult Investigator, 
Program Crater, Scope Rider, Scope Warrior, Spy and Street Mercenary).
</Description>
</Game>

<Game type="rpg" game_id="everlasting">
<Title>Everlasting</Title>
<Edition>
  <EdName>Book of the Unliving</EdName>
  <Author>Steven Brown</Author>
  <Year>1997</Year>
  <Company company_id="visionary">Visionary Games</Company>
</Edition>
<Edition>
  <EdName>Book of the Light</EdName>
  <Year>1998</Year>
</Edition>
<Edition>
  <EdName>Book of the Spirits</EdName>
  <Year>1998</Year>
</Edition>
<Edition>
  <EdName>Book of the Fantastical</EdName>
  <Year>2003</Year>
</Edition>
<Description>
A modern-day urban fantasy game, which comes in several parts
detailing the "Secret World" of eldritch creatures unseen in
everyday life.  The fantasy elements are much more traditional
than White Wolf's similar series (i.e. based on folklore rather
than recent fiction like Anne Rice, neo-paganism, etc.)  The
shared system uses a pool of d12's (based on attribute) rolled
against a target number based on skill and difficulty.  The
game(s) also have diceless and percentile-die variants. &lt;br&gt;
"Book of the Unliving" details Ghuls, Revenants, and Vampires.
"Book of the Light" details angels and divinely-inspired humans
fighting demons and werewolves. 
</Description>
</Game>

<Game type="rpg" game_id="everquest">
<Title>EverQuest Roleplaying Game</Title>
<Edition>
  <Author>Steve Wieck</Author>
  <Year>2002</Year>
  <Company company_id="whitewolf">White Wolf</Company>
  <Pages>400 hardcover</Pages>
</Edition>
<Description>
A fantasy genre RPG based on the popular multiplayer online computer 
RPG.  It is set on the world of Norrath, inhabited by humans, elves, 
and dwarves as well as reptilian Iksar and aquatic Kedge.  
The rules are a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
although it does not use the D20 trademark and includes complete 
character creation and combat rules.  
</Description>
</Game>

<Game type="rpg" game_id="everway">
<Title>Everway</Title>
<Edition>
  <Author>Jonathan Tweet</Author>
  <Year>1995</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Edition>
  <EdName>1.5th</EdName>
  <Year>1996</Year>
  <Company company_id="rubicon">Rubicon Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>unknown</Year>
  <Company company_id="gaslight">Gaslight Press</Company>
</Edition>
<Description>
A dimension-hopping fantasy game, using a story-oriented diceless
system.  The game features a fixed deck of "fortune" cards, similar 
to a tarot deck, which is used to subjectively influence the GM's 
resolution.  There are collectible "image" cards with various 
original artwork on them, used to inspire character creation and 
adventure design.  Character creation is guided by a set of image 
card draws, using a loose point-based mechanic to buy attributes, 
special powers, and magic.  There are four attributes: air, earth, 
fire, and water -- with each element representing a side of 
character ability.  
</Description>
</Game>

<Game type="rpg" game_id="exalted">
<Title>Exalted</Title>
<Edition>
  <Author>Geoffrey C. Grabowski</Author>
  <Author>Robert Hatch</Author>
  <Author>Ken Cliffe</Author>
  <Author>Richard Thomas</Author>
  <Author>Stephan Wieck</Author>
  <Author>Andrew Bates</Author>
  <Author>Dana Habecker</Author>
  <Author>Sheri M.Johnson</Author>
  <Author>Chris McDonough</Author>
  <Year>2001</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A fantasy RPG set in a mythic age when the Exalted ruled a vast empire 
which controls the world.  The Exalted are those who can channel 
Essence for magical powers.  It uses a variant of the "Storyteller" 
dice pool system. 
</Description>
</Game>

<Game type="rpg" game_id="excursionintothebizarre">
<Title>Excursion into the Bizarre</Title>
<Edition>
  <Author>Wolfgang Trippe</Author>
  <Author>Brian Carlson</Author>
  <Year>1985</Year>
  <Company>Blind Dog Games</Company>
  <Pages>58</Pages>
</Edition>
<Description>
A tongue-in-cheek cross-genre RPG where some denizens of a fantasy 
world are carried by "Vorpal Winds" into a strange new world: 
twentieth century Earth.  There are two home dimensions: Oort, 
a dimension of treasure-obsessed, dungeoneering elves, orcs, 
and the like; and Chon-Blu, a parallel universe where furries 
rule the earth.  Character creation is by rolling best 4 out of 5d6 
for the five attributes (Strength, Constitution, Agility, Intelligence, 
and Wisdom/Intuition); then dividing 250 points among a set of 
percentile skills (with a minimum of 5 skills and a maximum of 
Intelligence/5).  The basic game includes a magic system and 
division of humanity into enemies, allies, and neutrals.  
</Description>
</Game>

<Game type="rpg" game_id="exo" language="Spanish">
<Title>Exo, juego de rol e interpretacion de ciencia-ficcion</Title>
<Edition>
  <Author>Juan Carlos Herreros Lucas</Author>
  <Author>Raul Lopez Diaz-Ufano</Author>
  <Author>Fernando Ruiz Tapiador Gutierrez</Author>
  <Author>Hugo Wifredo Serrano Ruiz</Author>
  <Author>Javier Sevilla Villafa&amp;ntilde;e</Author>
  <Year>2000</Year>
  <Company company_id="sombra">Ediciones Sombra</Company>
</Edition>
<Description>
A Spanish-language science-fiction RPG in a galaxy with hundred of 
alien races that fight to survive.  The game system uses a single 3d10 
roll indicate check, sucess level, location and damage.  
</Description>
</Game>

<Game type="rpg" game_id="expendables">
<Title>Expendables</Title>
<Edition>
  <Author>L. Lee Cerny</Author>
  <Author>Walter H. Mytczenskyj</Author>
  <Author>Michael A. Thomas</Author>
  <Year>1987</Year>
  <Company company_id="stellar">Stellar Games</Company>
  <Pages>88</Pages>
</Edition>
<Description>
A spacefaring sci-fi RPG, where PC's are explorers hired to find
new planets to be exploited by the monolithic company they work
for.  There is not much background except for extensive equipment
lists.  Character creation is class-based with random-roll
attributes and point-buy skills (assigned a number of dice to
different skills).  Advancement is level-based.  Reviewed in
White Wolf #10. 
</Description>
</Game>

<Game type="rpg" game_id="exquisitereplicas">
<Title>Exquisite Replicas</Title>
<Edition>
  <Author>Lee Foster</Author>
  <Author>Monica Valentinelli</Author>
  <Author>John R. Phythyon Jr.</Author>
  <Author>Werner Hager</Author>
  <Author>Todd Cash</Author>
  <Year>2008</Year>
  <Company company_id="abstractnova">Abstract Nova Entertainment</Company>
  <Pages>164</Pages>
</Edition>
<Description>
A modern-day horror game set in a world where people and things are 
being replaced by mysterious duplicates.  The player characters are 
people who have joined the Anonymous -- a loose movement mask-wearing 
rebels that is set on destroying the replicas and attempting to return 
the real versions to this world.  Character creation is limited point-
based, by declaring priority between physical attributes, mental 
attributes, occupation, and advantages.  Characters are also rated in 
three psychological areas: Paranoia, Violence, and Immorality.  
It uses a dice pool system, rolling a number of d10s equal to 
attribute plus skill, where each result of "1" gives one success, 
each result of "2" gives two successes, and all other results are 
ignored.
</Description>
</Game>

<Game type="rpg" game_id="extraordinaryadventuresofbaronmunchausen">
<Title>The Extraordinary Adventures of Baron Munchausen</Title>
<Edition>
  <Author>Baron Munchausen</Author>
  <Author>James Wallis</Author>
  <Year>1998</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2008</Year>
  <Company company_id="magnumopus">Magnum Opus Press</Company>
</Edition>
<Description>
A storytelling game, part of a series of new games that are
innovative, short (typically 16 pages), and quick-to-play(1 hour
or less).  The characters are 18th century nobles outrageously
boasting of their accomplishments.  
</Description>
</Game>

<Game type="rpg" game_id="extremevengeance">
<Title>Extreme Vengeance</Title>
<Edition>
  <Author>Tony Lee</Author>
  <Year>1997</Year>
  <Company company_id="archangel">Archangel</Company>
  <Pages>80</Pages>
</Edition>
<Description>
A highly cinematic action-movie game where players take the role
of type-case actors in action movies. The game, in theory, allows
the gamemaster to move the characters into any type of action
movie.  Characters are designed by combining a Descriptor and a
Designator, which gives two attributes: Guts and Coincidence,
along with ads ("Repertoires") and disads ("No-Goods").  It uses
a simple dice-pool system, totalling a number of d6's based on
attribute, modified by how exciting the GM rates the action.  
There are two supplements: a sourcebook titled "Maximum Damage" and 
a trilogy of adventures titled "Die and Die Again".  
</Description>
</Game>

<Game type="rpg" game_id="f20">
<Title>F20</Title>
<Edition>
  <EdName>Gamers against Cancer Edition</EdName>
  <Author>Timothy Jones</Author>
  <Year>2004</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Company company_id="chine">Chine Games</Company>
  <Pages>24</Pages>
</Edition>
<Description>
A brief (24 page) generic game system using a variation of the D20 
Modern SRD.   Action resolution is Stat + Skill + 1d20.  Character 
creation is open point-based.  
</Description>
</Game>

<Game type="rpg" game_id="fabula" language="Norwegian">
<Title>Fabula</Title>
<Edition>
  <Author>Tomas M&amp;oslash;rkrid</Author>
  <Year>1999</Year>
  <Company>Cappelen</Company>
</Edition>
<Description>
A fantasy-genre RPG a generic background and a simple,
straightforward system.  Its web supplement, "Ulvetid", however,
is recommended for adults and advanced players, and has more
psychological depths, sex and grimness. cf. the 
&lt;a href="http://www.fabula.no/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="fadingsuns">
<Title>Fading Suns</Title>
<Edition>
  <Author>Bill Bridges</Author>
  <Author>Andrew Greenberg</Author>
  <Year>1996</Year>
  <Company company_id="holistic">Holistic Design</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>Todd Bogenrief</Author>
  <Author>Vidar Edland</Author>
  <Author>Chris Wiese</Author>
  <Author>Andrew Greenberg</Author>
  <Author>Bill Bridges</Author>
  <Author>Phil Cameron</Author>
  <Author>Richard Ashley</Author>
  <Author>Thomas Baroli</Author>
  <Author>Ruben Ramos</Author>
  <Author>Mark Stout</Author>
  <Author>James Sutton</Author>
  <Year>2012</Year>
  <Company company_id="redbrick">RedBrick LLC</Company>
</Edition>
<Description>
A dark-ages sci-fi game set in a decaying empire where technology
is distrusted, dominated by the Universal Church.  The system is
based on rolling a d20 under attribute+skill, where degree of
success is determined by the "blackjack" method (i.e. your actual
roll equals your success level, unless you fail).  
</Description>
</Game>

<Game type="rpg" game_id="faenoir">
<Title>Fae Noir</Title>
<Edition>
  <Author>Justin Bow</Author>
  <Year>2007</Year>
  <Company company_id="greenfairy">Green Fairy Games</Company>
  <Pages>256</Pages>
</Edition>
<Description>
A role-playing game set in an alternate version of America in the 
1920s, with the addition of magic and fae beings -- elves, trolls, 
and so forth.  
</Description>
</Game>

<Game type="rpg" game_id="faerystale">
<Title>Faery's Tale</Title>
<Edition>
  <Author>Patrick Sweeney</Author>
  <Author>Sandy Antunes</Author>
  <Author>Christina Stiles</Author>
  <Author>Robin Laws</Author>
  <Year>2006</Year>
  <Company company_id="firefly">Firefly Games</Company>
  <Pages>64</Pages>
</Edition>
<Edition>
  <EdName>Deluxe</EdName>
  <Year>2007</Year>
  <Company company_id="firefly">Firefly Games</Company>
  <Pages>96</Pages>
</Edition>
<Description>
An RPG aimed at young children about playing faeries in the enchanted 
forest of Brightwood, a mythic medieval setting.  The PCs are one of 
four types of faery: Pixies, Brownies, Sprites, or Pookas.  It uses 
a dice pool system, rolling a number of d6s equal to the appropriate 
attribute, where even numbers are a success, and a "6" allows you to 
roll an additional die.  Players may also spend Essence Points for 
successes as well as magical effects or others.  Character creation 
is by picking a type of faery, distributing 9 points among the 
three attributes (Body, Mind, and Spirit), and spending points on 
Gifts.  
</Description>
</Game>

<Game type="rpg" game_id="fallenalliance">
<Title>Fallen Alliance</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1999</Year> 
  <Company company_id="nebula">Nebula</Company>
</Edition>
<Description>
A spacefaring sci-fi RPG, set in the distant future 75 years
after the great Alliance has broken down.  The Frontier (a large
section of the galaxy opposite from Earth) is a wild place where
pockets of civilization are separated by parsecs of chaos.  There
are 10 races.  It uses a skill-based system (the "ROPE" system)
with hundreds of skills.  Character creation is point-based.  
</Description>
</Game>

<Game type="rpg" game_id="familiars">
<Title>Familiars</Title>
<Edition>
  <Author>Andrea Sfiligoi</Author>
  <Year>2007</Year>
  <Company company_id="ganesha">Ganesha Games</Company>
  <Pages>32</Pages>
</Edition>
<Description>
A simple, fast fantasy RPG where the player characters are magical 
animals working for a powerful wizard.  Character creation includes 
choosing from among 14 character types (cats, bats, dogs, magpies, 
ravens, doves, mice, shrews, lizards, homunculi, owls, rabbits, 
snakes and toads); and selecting from among 40 magical powers.  
The core book also contains an introductory adventure.  
</Description>
</Game>

<Game type="rpg" game_id="fanhunter" language="Spanish">
<Title>Fanhunter</Title>
<Edition>
  <Author>Chemapamundi</Author>
  <Author>Cels Pi&amp;ntilde;ol</Author>
  <Year>1993</Year>
  <Company>Fasas Wagon</Company>
  <Company>Gusa Comics Inc</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
  <Company company_id="deviriberia">Devir Iberia</Company>
  <Company>Gusa Comics Inc</Company>
</Edition>
<Description>
A humorous Spanish-language science fiction RPG,  based on the 
comic "Fanhunter" by Cels Pi&amp;ntilde;ol.  It is set in the year 2008 
of a world where comic-books, wargames, TV series, and Terry Pratchet 
have all been banned by "Pope Alejo I".  He is a mad bookseller who 
has conquered all Europe, believing he is possessed by the ghost 
of Phillip K. Dick.  He has issued repression troops, the "Fanhunter", 
who are responsible for chasing down and destroying rebel forces.
The PC's are rebels -- a dispersed and unorganized group of fans,
rolegamers, and inept superheroes.
</Description>
</Game>

<Game type="rpg" game_id="fantasia">
<Title>Fantasia</Title>
<Edition>
  <Author>Matt deMille</Author>
  <Year>2001</Year> 
  <Company company_id="newdimensions">New Dimension Games</Company>
  <Pages>180</Pages>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2003</Year> 
  <Pages>230</Pages>
</Edition>
<Description>
A traditional fantasy RPG set in an typical medieval fantasy world 
populated by men, elves, dwarves, and halfmen.  It has varying core 
mechanics.  For example, some actions use stats + 1d20 vs Difficulty, 
while ability checks use stat + 1d6 vs a Difficulty of 10, 15, or 20.  
Character creation is class-based, with level-based advancement.  
Human characters have classes Barbarian, Cavalier, Charlatan, Cleric, 
Druid, Holy Man, Mystic, Necromancer, Nomad, Paladin, Ranger, Sorcerer, 
Thief, Viking, Warrior, Wizard or Woodsman.  Elves have classes: 
Animist, Champion, Shadow, Strider or Swordmaster.  Dwarves have
classes: Elder, Glandran or Urudar.  Halfmen have classes: Bard,
Burglar, Highman, Scout or Sherriff.  There is also a "Story Point" 
mechanic, with points given to the player which remains even if the 
character dies. 
</Description>
</Game>

<Game type="rpg" game_id="fantasycraft">
<Title>Fantasy Craft</Title>
<Edition>
  <Author>Alex Flagg</Author>
  <Author>Scott Gearin</Author>
  <Author>Patrick Kapera</Author>
  <Year>2009</Year>
  <Company company_id="crafty">Crafty Games</Company>
  <Company company_id="studio2">Studio 2 Publishing</Company>
</Edition>
<Description>
A fantasy game derived from Spycraft 2.0, a variant of the D20 System used 
by third edition Dungeons &amp;amp; Dragons.  It redefines core classes as 
assassin, burglar, courtier, captain, explorer, keeper, lancer, mage, 
priest, sage, scout, and soldier.  Each class has a single "core ability,"
and characters select a talent (special ability) and specialty (extra 
feat) in addition to race and class.  The combat uses a version of 
vitality and wound points, as well as Action Dice - which are used to 
confirm critical hits, activate special abilities, and boost die rolls.  
</Description>
</Game>

<Game type="rpg" game_id="fantasyearth">
<Title>Fantasy Earth</Title>
<Edition>
  <Author>Michael C. Zody</Author>
  <Year>1995</Year> 
  <Company company_id="zody">Zody</Company>
  <Pages>122</Pages>
</Edition>
<Description>
A traditional fantasy-genre RPG, emphasizing realism.  It uses a
complex and somewhat math-intensive system.  Skill rolls are 
skill + 1d10 vs difficulty, while combat uses 2d10.  Character 
creation uses random-roll attributes (14 attributes rolled by 3d10/3)
and classes (warrior, ranger, burglar, sorcerer, shaman, cleric)
as modifiers to point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="fantasyhero">
<Title>Fantasy Hero</Title>
<Edition>
  <Author>Steve Peterson</Author>
  <Year>1985</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Rob Bell et al.</Author>
  <Year>1990</Year>
</Edition>
<Description>
A generic fantasy-genre RPG using the 3rd edition
&lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; system.  It includes the full
powers meta-system, used for designing magic spells (including
only a short list of 15 predesigned spells).  No background is
included, but it has a short introductory adventure.  The newer 
&lt;u&gt;Fantasy Hero&lt;/u&gt; book is a supplement for 4th edition HERO
rather than a stand-alone game: it is 60% larger (256 pages)
and includes no core rules.  
</Description>
</Game>

<Game type="rpg" game_id="fantasyimperium">
<Title>Fantasy Imperium</Title>
<Edition>
  <Author>Mark O'Bannon</Author>
  <Year>2006</Year>
  <Company company_id="shadowstar">Shadowstar Games</Company>
  <Pages>430</Pages>
</Edition>
<Description>
A fantasy RPG set in medieval Europe, in the default year 1121 A.D.  
It uses a percentile skill-based system (roll under stat or skill 
on 1d100).  
</Description>
</Game>

<Game type="rpg" game_id="fantasylegend">
<Title>Fantasy Legend</Title>
<Edition>
  <Author>William F. Lorenz</Author>
  <Author>Mike Katzenberger</Author>
  <Year>1998</Year>
  <Company company_id="blackknight">Black Knight Games</Company>
  <Pages>159</Pages>
</Edition>
<Description>
A medieval fantasy-genre RPG and miniatures system.  Advances for both 
miniatures and role-playing use "promotion points" based on accomplishments, 
used to buy advances.  It is set on the world of Faldor, populated by 
ten races including Humans, Dwarves, Elves, and reptilian Gar, 
goblin-like N'Tak, orc-like N'Tal, rat-like Verminion, Sea Elves, 
and Skeletons.  Resolution uses a single d10 roll, that are converted 
usinga universal chart to results.  The miniature rules resolve in a 
single roll of for unit vs. unit.  It includes a magic system with 
around 40 spells.  
</Description>
</Game>

<Game type="rpg" game_id="fantasytrip">
<Title>The Fantasy Trip</Title>
<Edition>
  <EdName>Melee</EdName>
  <Author>Steve Jackson</Author>
  <Author>Howard Thomson</Author>
  <Year>1977</Year>
  <Company company_id="metagaming">Metagaming</Company>
</Edition>
<Edition>
  <EdName>Wizard</EdName>
  <Year>1978</Year>
</Edition>
<Edition>
  <EdName>In The Labyrinth</EdName>
  <Year>1980</Year>
</Edition>
<Description>
This was originally a series of two compatible pocket-sized games 
of combat and dungeon exploration, only nominally role-playing.  
They are notable as precursors to Steve Jackson's &lt;a href="GAME#gurps"&gt;
GURPS&lt;/a&gt; and other games.  Actions are resolved by rolling 3d6
under 1 of 3 attributes: Strength (ST), Dexterity (DX), and 
Intelligence (IQ).  There are no skills in the basic game.  Character 
creation is point-based: distribute 8 points to raise attributes 
above base.  "Into the Labyrinth" adds advanced rules, including 
binary skills, more complex point-buy options, and an optional 
critical hit location chart for hit rolls of 3-7.  The advanced 
system has two classes: hero and wizard, extended from the 
character generation in Melee and Wizard.  There are also advanced 
rules for targeting specific locations, at a DX penalty.  
<!-- http://maverick.brainiac.com/cmm/mic.html -->
</Description>
</Game>

<Game type="rpg" game_id="fantasywargaming">
<Title>Fantasy Wargaming</Title>
<Edition>
  <Author>Bruce Galloway</Author>
  <Author>Mike Hodson-Smith</Author>
  <Author>Nick Lowe</Author>
  <Author>Bruce Quarrie</Author>
  <Author>Paul Sturman</Author>
  <Year>1982</Year>
  <Company>Stein and Day</Company>
</Edition>
<Description>
A medieval fantasy-genre RPG.  Over half of the book is dedicated
to describing the medieval period and folklore in great detail,
and the rules reflect this.  There is a lot of medieval
authenticity, such as the importance put on astrology and the
Christian church.  The system is complex and table-driven,
comparing stat+modifiers with a percentile roll for a result.
There is no universal mechanic.  Character creation is based on 
astrological sign and a random number of points.  Each character 
has 3 experience levels: Combat, Religious, and Magical.
</Description>
</Game>

<Game type="rpg" game_id="farm">
<Title>The Farm</Title>
<Edition>
  <Author>Jared A. Sorensen</Author>
  <Year>2004</Year>
  <Company company_id="mementomoritheatriks">Memento Mori Theatricks</Company>
</Edition>
<Description>
An electronically-published game "of hunger and horror", previewed 
in the Halloween 2004 issue of Daedalus magazine.  The PCs were 
captured and brought to a place called only "The Farm" so they 
may eventually be slaughtered and eaten by a mysterious group of 
people called the Headmasters.  They are trying to escape, obviously.  
It uses a simple dice-pool system which allows pooling and sharing 
of dice.  There are two stats (Stamina and Psyche) which average 4 
and determine the number of six-sided dice you roll.  There are 
six skills, each of which has an individually-assigned number.  
Rolling a number of d6s equal to your stat, you get successes 
equal to those which roll exactly the assigned skill number.  
An assigned leader may be given dice, and hand out appropriate 
numbers to those who need them within certain limits.  There are 
rules for strain and torture as well as combat.  
</Description>
</Game>

<Game type="rpg" game_id="farscape">
<Title>Farscape</Title>
<Edition>
  <Author>Ken Carpenter</Author>
  <Author>Keith R. A. DeCandido</Author>
  <Author>Gavin Downing</Author>
  <Author>Lee Hammock</Author>
  <Author>Kelly Hill</Author>
  <Author>Christina Kamnikar</Author>
  <Author>Rob Vaux</Author>
  <Year>2002</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Description>
A spacefaring RPG based on the U.S. televisions series.  
The rules are a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
Complete rules are not provided: basic rules for character creation, 
combat, and advancement refer to the D&amp;amp;D Players Handbook.  
</Description>
</Game>

<Game type="rpg" game_id="farwest" language="Spanish">
<Title>Far West</Title>
<Edition>
  <Author>Da&amp;iacute;o P&amp;eacute;rez</Author>
  <Author>&amp;Oacute;scar D&amp;iacute;az</Author>
  <Year>1994</Year>
  <Company>M+D Editores</Company>
</Edition>
<Description>
A Spanish-language RPG set in the American wild west.
It has three attributes (STR, DEX, CON) along with percentile skills
similar to &lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="fastlane">
<Title>Fastlane: Everything, All The Time</Title>
<Edition>
  <Author>Alexander Cherry</Author>
  <Year>2004</Year>
  <Company company_id="twistedconfessions">Twisted Confessions</Company>
</Edition>
<Description>
An RPG system based on the use of a roulette wheel (with an 
alternative mechanic using d6s).  It has no setting, but rather 
a meta-genre.  It is about characters prone to indulgence, 
consumption, diversion, and amusement.  Players have a bank of 
casino chips which they bet on the wheel over conflicts.  Winning 
not only lets you succeed in the conflict, but can allow you to 
narrate the results of your success by spending extra.  Character 
creation is by design.  Each character has five Facets: people,
assets, nerve, guile, and sobriety.  Each Facet also has a Style 
descriptor.  In addition, characters have motivations and favors.  
</Description>
</Game>

<Game type="rpg" game_id="fateofthenorns">
<Title>Fate of the Norns</Title>
<Edition>
  <Author>Andrew Valkauskas</Author>
  <Year>1993</Year>
  <Company company_id="pendelhaven">Pendelhaven</Company>
  <Pages>320</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year>
</Edition>
<Edition>
  <EdName>Ragnarok</EdName>
  <Year>2006</Year>
</Edition>
<Description>
A fantasy RPG set in viking history and mythology.  The original system 
uses a percentile skill-based system.  Character creation includes 
35 occupations.  The third edition explicitly takes place during the 
final war between the gods and the giants, allowing players to play 
supernatural beings such as Einherjar and Valkyries.  It replaces the 
mechanics with a system of drawing rune stones, the Runic Game System 
(RGS).  Each characters has a set of runes they can draw from, and a 
number of runes they can draw.  
</Description>
</Game>

<Game type="rpg" game_id="fatesworsethandeath">
<Title>Fates Worse than Death</Title>
<Edition>
  <Author>Brian St.Claire-King</Author>
  <Year>2003</Year>
  <Company company_id="vajra">Vajra Enterprises</Company>
  <Pages>464</Pages>
</Edition>
<Description>
A post-apocalyptic/cyberpunk RPG, subtitled "Suspense Horror and 
Hope in 2080 on the streets of Manhattan".  It is set on Manhattan 
island in 2080, which is largely deserted with 50,000 inhabitants.  
Gangs draw lines and protect their own, existing because besides 
welfare, there is little the government does to protect human rights. 
Most are afraid to venture to the streets, and live as shut ins, 
playing in VR rather than living.  It uses a detailed skill-based 
system, the "Organic Rule Components" system.  Character creation 
uses classes and limited point buy.  In order, the players chooses 
personality traits and worldviews, splits 80 points between eight 
attributes, chooses from among 46 classes, and split 100 points 
among skills (with costs based on class).  Action resolution is 
attribute + skill + 1d20 vs difficulty.  It has a detailed combat 
system with maneuvers and three Health attributes: Blood, Body, 
and Incapacity.  
</Description>
</Game>

<Game type="rpg" game_id="feerie" language="French">
<Title>F&amp;eacute;&amp;eacute;rie</Title>
<Edition>
  <Author>Philippe Mercier</Author>
  <Year>1985</Year>
  <Company>Les Elfes</Company>
</Edition>
<Description>
A French-language fantasy RPG.  Written by one of the creators 
of the &lt;a href="GAME#legendes"&gt;L&amp;eacute;gendes&lt;/a&gt; system. 
</Description>
</Game>

<Game type="rpg" game_id="fengshui">
<Title>Feng Shui</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Year>1996</Year>
  <Company company_id="daedalus">Daedalus Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Description>
A (mainly) modern-day action-movie genre game, taking after Hong
Kong action films with wild martial arts, magic, and other
strangeness.  It uses a simple system of skill+1d6-1d6 vs
difficulty.  Combat is emphasized, which works on an action point
(or "shot") system.  Unusually, there are full character creation
rules.  Instead, there only are a set of tailorable archetypes
which fit the genre.  
</Description>
</Game>

<Game type="rpg" game_id="fiasco">
<Title>Fiasco</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2009</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
  <Pages>132</Pages>
</Edition>
<Description>
A GM-less game of modern-day criminal action for 3-5 players, designed 
to be played in a few hours with no preparation.  It is intended to 
emulate cinematic tales of small time capers gone disastrously wrong - 
inspired by films by the Coen brothers including Blood Simple, Fargo, 
Burn After Reading, and A Simple Plan along with others like The Way 
of the Gun.  There are four settings: Main St (a nice southern town); 
Boomtown (a wild west mining); Tales From Suburbia (a suburban community);
and The Ice (McMurdo Station, Antarctica).  Each setting includes 
lists of Relationships, Needs, Objects, and Locations - in six 
categories with six elements.  Each player brings 4 six-sided dice: 
two white and two black, which are pooled in the center of the table. 
The players take dice from the pool to define elements of their 
characters and to determine scene outcomes.  On a player's turn, 
the player may decide to set up the scene (framing it), and let 
the group determine the outcome (good or bad), or the player can 
allow the group to frame the scene, and the player can determine 
the outcome.  
</Description>
</Game>

<Game type="rpg" game_id="fieldguidetoencounters">
<Title>Field Guide to Encounters</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1982</Year> 
  <Company company_id="judgesguild">Judges Guild</Company>
</Edition>
<Description> 
A science fantasy RPG, using a class-based and level-based system 
similar to &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
published as a two-book set.  The first book covers character 
creation, which is mostly a huge list of classes and races.  
The second book is a collection of monsters.  The options provided 
range from traditional fantasy to the bizarre (Attack Blink Cows, 
or the Acupuncturist class). 
</Description>
</Game>

<Game type="rpg" game_id="fifthcycle">
<Title>Fifth Cycle</Title>
<Edition>
  <Author>Robert Bartels</Author>
  <Year>1990</Year>
  <Company company_id="shield">Shield Laminating</Company>
</Edition>
<Description>
A fantasy RPG set on the world of "Dolphinis", which is 
at a point in history where the long-lost art of magic is returning 
to the world.  The first cycle was the era of creation.  The second
cycle was an era of magic.  The third cycle was dominated by Tyrant 
Mages which created elves, dwarves, lizardmen, and dogmen along 
with subhumans including trolls and goblins.  The fourth cycle was 
an era when all magic was shunned.  The system handles character 
creation by selecting a profession and then picking skills within 
that profession.  It includes a central magic system which is 
point-based.  Reviewed in White Wolf #29.
</Description>
</Game>

<Game type="rpg" game_id="fightingfantasy">
<Title>Fighting Fantasy</Title>
<Edition>
  <EdName>Fighting Fantasy</EdName>
  <Author>Ian Livingstone</Author>
  <Author>Steve Jackson</Author>
  <Year>1984</Year>
  <Company>Penguin Books</Company>
</Edition>
<Edition>
  <EdName>Dungeoneer</EdName>
  <Author>Marc Gascoigne</Author>
  <Author>Pete Tamlyn</Author>
  <Year>1989</Year>
</Edition>
<Description>
A traditional fantasy-genre wargame and RPG, published as a
series of books aimed at beginners.  It is primarily a solo
adventure book series of fighting orcs, dragons, zombies, and 
vampires.  The role-playing rules (i.e. guidelines for creating
your own adventures) were in "Fighting Fantasy".  This
has 3 attributes: Skill, Stamina, and Luck.  The rules were
expanded in "Dungeoneer". &lt;br&gt;
Note that this "Steve Jackson" (UK author) is unrelated to 
"Steve Jackson" (US author, head of Steve Jackson Games).  
cf. the 
&lt;a href="http://www.fightingfantasy.com/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="figlidellolocausto" language="Italian">
<Title>I Figli Dell'Olocausto</Title>
<Edition>
  <Author>Andrea Cortellazzi</Author>
  <Year>1990</Year>
  <Company>Black-Out</Company>
</Edition>
<Description>
An Italian-language post-atomic-apocalypse RPG set in Italy, 
using a detailed set of rules.  
</Description>
</Game>

<Game type="rpg" game_id="finalgirl">
<Title>The Final Girl</Title>
<Edition>
  <Author>Bret Billan</Author>
  <Year>2012</Year>
  <Company company_id="gasmask">Gas Mask Games</Company>
  <Pages>28</Pages>
</Edition>
<Description>
A horror movie mini-RPG meant to emulate movies where the characters 
are killed one by one until only one survivor remains to confront 
the killer.  It is for 2 to 6 players, and a complete game lasts 
1.5-2.5 hours.  It suggests playing cards, index cards, and pencils 
as required materials.  
</Description>
</Game>

<Game type="rpg" game_id="fireborn">
<Title>Fireborn</Title>
<Edition>
  <Author>Rob Vaughn</Author>
  <Year>2004</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A modern fantasy RPG set in the near-future where the PCs are human 
reincarnations of dragons.  It is set about 10 years in the future 
in London, where over the past year magic has come out into public
knowledge.  It also supports flashback sequences to when the PCs 
were true dragons back during the mythic age.  It uses a d6 dice pool 
system similar to &lt;a href="GAME#shadowrun"&gt;Shadowrun&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="fistfulofdice">
<Title>A Fistful of Dice</Title>
<Edition>
  <Author>Judas I. Zeh</Author>
  <Year>2002</Year>
  <Company company_id="azathot">Azathot LLC</Company>
  <Pages>80 softcover</Pages>
</Edition>
<Description>
A universal RPG system, using a dice pool system.  Action resolution is 
by rolling d6's equal to your talent and comparing the total vs difficulty.  
There are modifiers in extra dice which are not kept (i.e. +2 modifier 
on 3d6 means roll 5d6 and keep the best 3).  
</Description>
</Game>

<Game type="rpg" game_id="flashgordon">
<Title>Flash Gordon and the Warriors of Mongo</Title>
<Edition>
  <Author>Lin Carter</Author>
  <Author>Scott Bizar</Author>
  <Year>1977</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
  <Pages>52</Pages>
</Edition>
<Description>
A game which handles the Flash Gordon story as a sequence of programmed 
choices, similar to a "Choose-Your-Own-Adventure" book -- billed as 
a "game of schematic role-playing".  Each player takes on the role of 
an Earthling who has landed by rocket on the planet Mongo, and attempts 
to be the first group to reach Mingo City and defeat Ming the Merciless. 
There is no GM.  Instead, they consult the rulebook for description of 
the challenges faced at each region of Mongo: such as the Cave Kingdom, 
Frigia, or the Fiery Desert.  Characters are defined by four attributes: 
Physical Strength and Stamina, Combat Skill, Charisma/Attractiveness, 
and Scientific Aptitude.  Each is determined by rolling three "average dice" 
(six-sided dice with values 2,3,3,4,4,5).  
</Description>
</Game>

<Game type="rpg" game_id="flashingblades">
<Title>Flashing Blades</Title>
<Edition>
  <Author>Mark Pettigrew</Author>
  <Year>1984</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A swashbuckling combat system and RPG, set in 17th century
France: the time of the musketeers.  It emphasizes both combat
and social status.  The duelling system is naturally rather
complex and involved.  Character creation is random-roll
attributes and point-bought skills (modified by class: Rogue,
Gentleman, Soldier, or Nobleman) and profession.  
</Description>
</Game>

<Game type="rpg" game_id="flipquest">
<Title>FlipQuest</Title>
<Edition>
  <EdName>Quest for the Princess' Crystal</EdName>
  <Author>Rolando Mei</Author>
  <Year>2001</Year>
  <Company company_id="shadowcraft">Shadowcraft Imaging Group</Company>
</Edition>
<Description>
A collectible card game with some role-playing elements, where you 
build the game board as you play.  There are square tiles for 
locations, characters, monsters, and treasure.  It has some 
resolution using d6s.  
</Description>
</Game>

<Game type="rpg" game_id="flowerformara">
<Title>A Flower for Mara</Title>
<Edition>
  <Author>Seth Ben-Ezra</Author>
  <Year>2008</Year>
  <Company company_id="darkomen">Dark Omen Games</Company>
</Edition>
<Description>
A live-action improvisational game with pregenerated characters, billed 
as "an improvisational play about death, loss, grief, and hope."  
The player characters are family members grieving a relative, Mara, 
who just died suddenly and unexpectedly - and play proceeds in a number 
of scenes for each season of the year following her death.  The game 
uses a Director/GM role as well as a special role for Mara's spirit, 
along with player roles for up to six of Mara's immediate family.  
Character creation includes picking one of six relationship types 
(devoted/ competitive/ respectful/ bitter/ subordinate/ detached), 
as well as picking a personal grief or regret of the player to bring 
into the game.  The moment that a character lets go of their regret 
for Mara, the player gives an out-of-character soliloquy about that 
grief or regret while placing a flower on the grave.  There are no 
numbers or mechanics for resolution, though there are rules for the 
bounds and requirements of scenes.  
</Description>
</Game>

<Game type="rpg" game_id="foresight">
<Title>ForeSight</Title>
<Edition>
  <Author>Tonio Loewald</Author>
  <Year>1986</Year> 
  <Company>self-published</Company>
</Edition>
<Description>
A sci-fi RPG system.  It uses a percentile system similar to 
&lt;a href="GAME#jamesbond007"&gt;James Bond 007&lt;/a&gt;.  A simplified
version of the original rules is now available 
&lt;a href="../freerpgs/index.html"&gt;free&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="forge">
<Title>Forge: Out of Chaos</Title>
<Edition>
  <Author>Mark Kibbe</Author>
  <Year>1998</Year> 
  <Company company_id="basement">Basement Games</Company>
</Edition>
<Description>
A traditional fantasy-genre RPG, using a class and level-based
system with skills.  
</Description>
</Game>

<Game type="rpg" game_id="forgottenfutures">
<Title>Forgotten Futures</Title>
<Edition>
  <Author>Marcus L. Rowland</Author>
  <Year>1999</Year> 
  <Company company_id="heliograph">Heliograph, Inc.</Company>
</Edition>
<Description>
A Victorian adventure RPG based on early science fiction
writings: not only Jules Verne, but also "forgotten" sci-fi works
such s George Griffith and Rudyard Kiplings.  This appeared as a
shareware download on the Internet for several years, and later
was published in print.  Although the rules are cheaply
downloadable, the core rulebook is 151 pages - illustrated with
an index.  It uses a rules-lite system with 3 attributes and
broad skills.  There are both printed and downloadable
supplements on various early sci-fi works.  cf. the 
&lt;a href="http://www.forgottenfutures.com/"&gt;official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="forgottenhunt">
<Title>The Forgotten Hunt</Title>
<Edition>
  <Author>John Josten</Author>
  <Year>1996</Year> 
  <Company company_id="board">Board Enterprises</Company>
</Edition>
<Description>
A modern dinosaur-hunting RPG where living dinosaurs have been
rediscovered.  Modern scientists are racing to study the
creatures, both in their native environments and in their labs,
but hunters and adventurers are the main focus.  It was apparently 
released in a Limited Edition as a three-ring binder at GenCon in 1996.  
</Description>
</Game>

<Game type="rpg" game_id="forwardtoadventure">
<Title>Forward... To Adventure!</Title>
<Edition>
  <Author>The RPG Pundit</Author>
  <Year>2007</Year> 
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>162</Pages>
</Edition>
<Description>
A medieval fantasy RPG focusing on tactical play in dungeons, drawing 
from the original 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt; 
game, as well as some derivatives like Nethack.  
</Description>
</Game>

<Game type="rpg" game_id="foxmagic">
<Title>Fox Magic</Title>
<Edition>
  <Author>Christopher La Haise</Author>
  <Author>Catherine Prickett</Author>
  <Author>Lev Lafayette</Author>
  <Year>2009</Year>
  <Company company_id="foolsmoon">Fool's Moon Entertainment</Company>
</Edition>
<Description>
A historical fantasy/horror game where the player characters are 
various breeds of kitsune - Japanese shapeshifting fox creatures.  
A character's number of tails indicates their relative success, 
experience, and ability.  Character creation is limited point buy, 
with number of tails indicated number of attribute points and number 
of abilities picked.  The four attributes are Cunning, Skill, Spirit 
and Wisdom.  In the system, players take temporary control of the 
narrative until challenged by the GM or another player.  Challenges 
are resolved by a d12 dice pool, rolling a number of d12s equal to 
the appropriate attribute modified by Opportunities, Complications, 
and Conditions.  Any result of 7 or higher indicates general success, 
with degrees of success determined for each die.  On failure, the 
challenger takes control ("Tempo").  The basic game includes a 
summary of Japanese geography, history, and culture - including 
details on mythology and other magical creatures.  
</Description>
</Game>

<Game type="rpg" game_id="frankensteinfaktoria" language="Polish,Spanish">
<Title>Frankenstein Faktoria</Title>
<Edition>
  <Author>Joe Abracadabra</Author>
  <Year>2000</Year>
  <Company company_id="portal">Portal</Company>
</Edition>
<Edition>
  <EdName>1st Spanish</EdName>
  <Year>2001</Year>
  <Company>Edge Entertainment</Company>
</Edition>
<Description>
A Polish-language horror RPG, whose title translates as 
"Frankenstein Factory".  The PC's are creations of doctor 
Frankenstein, made up with many different body parts. 
</Description>
</Game>

<Game type="rpg" game_id="freaksandfriendlies">
<Title>Freaks and Friendlies</Title>
<Edition>
  <Author>Denton R. Elliot</Author>
  <Year>1986</Year>
  <Company company_id="docs">Doc's Games</Company>
</Edition>
<Description>
A post-apocalyptic mini-RPG featuring the usual assortment of
mutants and other beasts and includes rules covering both
psionics and magic. 
</Description>
</Game>

<Game type="rpg" game_id="freedomfighters">
<Title>Freedom Fighters</Title>
<Edition>
  <Author>J. Andrew Keith</Author>
  <Year>1986</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A modern military RPG about guerillas taking back America from
invaders, subtitled "North America Invaded!".  The game presents 
two options: either Russian or space-alien invaders.  
The core rules are broken into two books: "The Character" 
(96 pp) and "The Resistance" (80 pp).  The boxed set also 
includes a 32-page booklet of character creation charts &amp;amp; 
tables, screen, character sheet, a sample adventure called "The 
Errant Knight Gambit" (pamphlet 8 pp), Stan Johansen Miniatures 
(pamplet ad for miniatures), a pin with the Freedom Fighters logo. 
<!-- cf. http://users.stargate.net/~whkeith/htm/list.htm -->
</Description>
</Game>

<Game type="rpg" game_id="freemarket">
<Title>FreeMarket</Title>
<Edition>
  <Author>Luke Crane</Author>
  <Author>Jared Sorensen</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A transhumanist RPG set on a space station three and a half kilometers 
wide with a population just over eighty thousand.  The PCs are members 
of MRCZs - ad hoc groups formed for specific purposes.  
</Description>
</Game>

<Game type="rpg" game_id="frenzy">
<Title>Frenzy</Title>
<Edition>
  <Author>William E. Worthey</Author>
  <Author>Gregor Hutton</Author>
  <Author>William E. Worthey</Author>
  <Year>1995</Year>
  <Company>Venture Press</Company>
  <Pages>116</Pages>
</Edition>
<Description>
A small-press universal role-playing and skirmish wargaming system.  
It included a sci-fi setting ("Stone Killers") and a modern US setting 
("Crime Story").   It uses a special percentile system, the "Reverse 
Roll", where the ones die determines success, and the full percentile 
roll determines level of success.  Character creation is limited 
point-based, with points for the six main attributes and separate 
points for the binary skills.  The basic rulebook included two 
sample scenarios, one for each setting. 
</Description>
</Game>

<Game type="rpg" game_id="fringeworthy">
<Title>Fringeworthy</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Year>1981</Year> 
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1990</Year>
</Edition>
<Description>
A near-future interdimensional sci-fi RPG.  In 2008 an
interdimensional portal is found in Antartica, and U.N. teams are
sent to explore these other dimensions -- consisting of those
elite capable of crossing the interdimensional "fringes".  It
uses a variant of the Tri-Tac system: a percentile skill system.
Character creation is random-roll attributes, skills are
generated by assigning dice to them.  Advancement is level-based,
giving extra hit points and raising skills.  
</Description>
</Game>

<Game type="rpg" game_id="frontierzone">
<Title>Frontier Zone</Title>
<Edition>
  <Author>Stuart Lynn Sexton</Author>
  <Year>2006</Year> 
  <Company>self-published</Company>
  <Pages>87</Pages>
</Edition>
<Description>
A space-faring science fiction RPG, set in the 22nd century in the United Systems Alliance Frontier Zone.  The Zone is only lightly patrolled by the United Systems Navy, whose seven fleets are spread very thinly.  Rival powers include the Mordum Hegemony and the Shardon Empire.  It uses a simple skill-based system.  Resolution is based on 1d6 + skill versus difficulty, with die rolls open-ending on a "1" or a "6" result.  Character creation is limited point-based, including choosing a race, modifying attributes by spending Bonus Points, and choosing up to three profession templates.  
</Description>
</Game>

<Game type="rpg" game_id="fspace">
<Title>FSpace RPG</Title>
<Edition>
  <Author>Martin Rait</Author>
  <Year>1991</Year> 
  <Company company_id="fspace">FSpace Publications</Company>
</Edition>
<Edition>
  <EdName>KAPCON Edition</EdName>
  <Year>1995</Year>
</Edition>
<Edition>
  <EdName>SpaceRPG Concise Rulebook v4.0</EdName>
  <Year>2001</Year>
  <Pages>230</Pages>
</Edition>
<Edition>
  <EdName>SpaceRPG Concise Rulebook v4.2</EdName>
  <Year>2008</Year>
</Edition>
<Description>
A space-opera RPG, in a background set in the late 22nd century, where
humanity and others are defending themselves against the expansion of 
the Stotatl Empire and other menaces. The original edition was titled 
the "Federation Science Fiction Roleplaying Game Rulebook", later known 
as the "Fed RPG". The name was changed to FSpaceRPG since most testing 
players refered to the game as "FED Space".  The concise rulebooks 
(v4.0 and v4.2) and a range of supplements are available in hardcopy, 
as ebooks or on CDROM.
</Description>
</Game>

<Game type="rpg" game_id="ftl2448">
<Title>FTL:2448</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Year>1982</Year> 
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1990</Year>
</Edition>
<Description>
A space-opera RPG, set in a far-flung alliance on the edge of
war.  On one side is the Hagonni Empire, on the other is humanity
and its numerous allies (the "ISCO").  It includes 28 alien races
plus humans, uplifted animals, and androids.  The system is a
fairly complex percentile skill system, based on
&lt;a href="GAME#fringeworthy"&gt;Fringeworthy&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="ftlnow">
<Title>FTL Now</Title>
<Edition>
  <Author>clash bowley</Author>
  <Year>2006</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
</Edition>
<Description>
A modern-day sci-fi RPG made as a sequel to the 
&lt;a href="GAME#coldspace"&gt;Cold Space&lt;/a&gt; game.  
FTL Now is set between the end of the Soviet Union in 1990 and 2006. 
The background is a parallel history, including an attack on 9/11/2001 
when terrorists directed a comet into New York City that resulted in 
an interstellar War on Terror.  
</Description>
</Game>

<Game type="rpg" game_id="fudge">
<Title>FUDGE</Title>
<Edition>
  <Author>Steffan O'Sullivan</Author>
  <Year>1995</Year>
  <Company company_id="greyghost">Grey Ghost Press</Company>
</Edition>
<Edition>
  <EdName>Expanded Edition</EdName>
  <Year>2000</Year>
</Edition>
<Edition>
  <EdName>10th Anniversary Edition</EdName>
  <Year>2005</Year>
</Edition>
<Description>
A free-form, generic, minimalist role-playing "engine".  At times, 
this is intentionally more of a "how to design an RPG" guide than 
a pre-made game.  There are no fixed attributes or skills, and 
multiple options are provided for almost everything.  There are 
sample psionics, magic, and clerical magic systems provided with 
the core rules.  The Expanded Edition provides a pre-determined 
fantasy role-playing game with fixed attributes, skills, and new magic 
system.  The Anniversary Edition provides a host of other pre-made 
and/or optional systems: a new magic system ("Degrees of Magic"), 
superhero rules, cybernetics, netrunning, vehicles, dogfighting, 
detailed weapons, and two alternate martial arts systems.  
</Description>
</Game>

<Game type="rpg" game_id="fuerzadelta" language="Spanish">
<Title>Fuerze Delta</Title>
<Edition>
  <Author>Jorge Barqu&amp;iacute;n</Author>
  <Year>1991</Year>
  <Company>Miraguano</Company>
</Edition>
<Description>
A Spanish-language science-fiction RPG.  It is set in the 22nd 
century, where humanity is part of an unstable alliance of members
from five species with space travel technology.  The political 
fight for the authority is fierce.  There is an institution that 
takes charge of peace and balance between species, the Guiding 
Council, but it barely has official influence.  The PCs are members 
of Fuerza Delta, the Council's secret side.  Its mission is to keep 
the peace whatever the cost.
</Description>
</Game>

<Game type="rpg" game_id="fulllightfullsteam">
<Title>Full Light Full Steam</Title>
<Edition>
  <Author>Joshua BishopRoby</Author>
  <Year>2006</Year>
  <Company company_id="kallisti">Kallisti Press</Company>
</Edition>
<Description>
A steampunk RPG set in a parallel history where the solar system is 
being explored in Victorian times using spaceships with solar-powered 
steam engines and clockwork computers (analytic engines).  All of 
Venus, Mars, Mercury, Vulcan, and the Belt include habitable areas. 
The British Astronomical Navy is the dominant military force in space, 
though many countries operate solar steamers.  It uses a custom system. 
Resolution uses rolling 4d6 and taking higher or lower dice depending on 
the attribute level.  There are six attributes (Acumen, Brawn, 
Coordination, Intellect, Leadership, and Savoir-Faire) and 
thirty skills.  Characters also have "thematic batteries" - which are 
freeform player-chosen descriptors like "Competitive," "Gentleman," or 
"Inquisitive."  A thematic battery can give a bonus to a related roll, 
but only if it has been charged by taking a voluntary penalty on a 
related roll.  So a player can get benefit from "Competitive" only if 
they experienced problems from that earlier.  There is also a system 
for tracking spotlight time in scenes by passing a note ("Scrip") that 
players write on when they have a scene - also used for experience.  
</Description>
</Game>

<Game type="rpg" game_id="funkycolts" language="German">
<Title>Funky Colts: Das 70er / 80er Jahre Actionserienspiel</Title>
<Edition>
  <Author>David Grashoff</Author>
  <Author>Daniel Mayer </Author>
  <Year>2007</Year>
  <Company>Projekt-Kopfkino</Company>
  <Pages>112 pages</Pages>
</Edition>
<Edition>
  <Author>David Grashoff</Author>
  <Author>Fabian Mauruschat</Author>
  <Author>Daniel Mayer </Author>
  <Year>2009</Year>
  <Company>Projekt-Kopfkino</Company>
  <Company company_id="prometheusgames">Prometheus Games Verlag</Company>
  <Pages>112 pages</Pages>
</Edition>
<Description>
A German-language RPG about U.S. cop shows from the 1970s and 1980s, with 
a system that emphasizes quick character creation and simple action.  
</Description>
</Game>

<Game type="rpg" game_id="furryoutlaws">
<Title>Furry Outlaws</Title>
<Edition>
  <Author>Lise Breakey</Author>
  <Author>Bruce Thomas</Author>
  <Year>1994</Year>
  <Company company_id="furry">Furry Games</Company>
  <Pages>176 pages, perfect bound</Pages>
</Edition>
<Description>
An RPG set in an alternate 12th century England where anthropomorphic 
animals act the Robin Hood myth.  It uses the "Halogen System" - a 
percentile skill-based system shared by the game 
&lt;a href="GAME#furrypirates"&gt;Furry Pirates&lt;/a&gt;.  
The game includes a magic system as well as stats for key characters 
including Sir Guy of Gisbourne (a rottweiler), Richard Lionheart and 
Prince John (lions), The Sheriff of Nottingham (a boar), and the 
Bishop of Ely (a horse).  The cover is a parody of the 1991 film 
Robin Hood: Prince of Thieves, with an anthropomorphic fox preparing 
to fire a flaming arrow.  
</Description>
</Game>

<Game type="rpg" game_id="furrypirates">
<Title>Furry Pirates</Title>
<Edition>
  <Author>Lise Breakey</Author>
  <Author>Bruce Thomas</Author>
  <Year>1999</Year>
  <Company company_id="atlas">Atlas Games</Company>
  <Pages>176 pages, perfect bound</Pages>
</Edition>
<Description>
An RPG of anthropomorphic animals sailing the high seas as
pirates in a quasi-historical environment.  It has an alternate
history similar to our own, but with twists to suit the
anthropomorphic animals and the dose of added magic.  It uses 
the "Halogen" system, a percentile skill-based system.  In 
combat, the attacker has a skill level which is added to the 
defender's skill level to generate a score which the attacker 
must beat (i.e. lower attack score is better).  
</Description>
</Game>

<Game type="rpg" game_id="fusion" language="Danish">
<Title>Fusion</Title>
<Edition>
  <Author>Palle Schmidt</Author>
  <Author>Malik Hyltoft</Author>
  <Year>2000</Year>
  <Company>H&amp;oslash;st and S&amp;oslash;n</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A Danish-language science fiction RPG, set in Denmark in 2012 of 
a dark future.  In the year 2007 a new "self-protection" act gives 
over much power to private citizens.  The PCs are all private 
detectives belonging to the same firm, which is left to the GM 
to define.  The background is focused on the Danish capital of 
Copenhagen, where most of the action occurs.  It uses a 
simple dice-pool system, where you roll d6's equal to 
attribute + skill (both rating 1 to 6).  Any roll of 6 gives 
you a success, but if you roll more 1s than you have in either 
skill or ability, you get a fiasco.  Note that it is possible to 
get both a success and a fiasco. 
</Description>
</Game>

<Game type="rpg" game_id="futurebelongstous">
<Title>The Future Belongs To Us</Title>
<Edition>
  <Author>Infinity</Author>
  <Year>2013</Year>
  <Company>Ataraxy Publishing</Company>
</Edition>
<Description>
A sci-fi RPG set in a near future world in the year 2048, where all 
countries have been taken over by the UNE (United Nations of Earth).  
The tyrranical world government has instituted a single currency and 
a complete ban on firearms.  The players are members of the Freedom 
Underground dedicated to destroying the UNE.  Other groups include 
the Hardbodies (the top criminal gang), the Brotherhood (a conspiracy 
pulling strings in the government), and the Mystics (a new religion).  
It uses a skill-based system called the DiceLight system.  Resolution 
uses 1d20, with all rolls by the player rather than the GM.  Character 
creation is open point-based, spending 4000 points, with an option to 
use pre-created templates.  Characters have seven attributes 
(Dexterity, Agility, Strength, Perception, Build, Ego, Stamina) 
along with a mix of knowledges, skills, and proficiencies.  
Ego and Stamina determine a character's points in Passion and Energy. 
Passion points can be spent to increase rolls, reroll failures, or 
revive from unconsciousness.  
</Description>
</Game>


<Game type="rpg" game_id="futureworlds">
<Title>Future Worlds</Title>
<Edition>
  <Author>Patrick Lester</Author>
  <Year>1987</Year>
  <Company>Stellar Gaming Workhop</Company>
</Edition>
<Description>
A spacefaring science fantasy RPG, set in the far future 
which has both an interstellar society and magic-using "Mystics". 
</Description>
</Game>

<Game type="rpg" game_id="fuzion">
<Title>Fuzion</Title>
<Edition>
  <Author>"The Fuzion group"</Author>
  <Year>1997</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Description>
A universal system which fuses R Talsorian's "Interlock" 
system with Hero Games "HERO" system (from &lt;a href="GAME#champions"&gt;
Champions&lt;/a&gt;).  The core system is available for 
&lt;a href="http://www.thefuze.com/"&gt;free download&lt;/a&gt;. 
It has not been released in print as a universal RPG, but the 
rules are included in numerous printed games including 
&lt;a href="GAME#championsthenewmillenium"&gt;
Champions: The New Millenium&lt;/a&gt;, 
&lt;a href="GAME#sengoku"&gt;Sengoku&lt;/a&gt;,
and other games.  It uses attribute + skill + 3d6 vs difficulty.
Character creation is by limited point buy ("characteristic
points", "option points", and "power points"). &lt;br&gt;
"Instant Fuzion" is a simplified version of the Fuzion system used by the 
&lt;a href="GAME#usagiyojimbo_goldrush"&gt;Usagi Yojimbo&lt;/a&gt; and 
&lt;a href="GAME#dragonballz"&gt;Dragonball Z&lt;/a&gt; games.  cf the 
&lt;a href="http://www.thefuze.com/"&gt;official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="fvlminata">
<Title>Fvlminata: Armed with Lightning</Title>
<Edition>
  <Author>Jason E. Roberts</Author>
  <Author>Michael S. Miller</Author>
  <Year>2001</Year>
  <Company company_id="thyrsus">Thyrsus</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year>
</Edition>
<Description> 
An RPG set in an alternate history where the Romans discovered 
gunpowder.  It is set in AD 248.  The divergence point is in AD 79 
when Aufidius Caelus and Pliny the Younger survive the eruption of 
Pompeii by visiting the Misenum shore, and Caelus then devotes 
his life to pursuing the secret of volcanic power.  It uses an 
original system which includes a magic system based on Roman 
superstition.  
</Description>
</Game>

<Game type="rpg" game_id="gaesa">
<Title>Gaesa</Title>
<Edition>
  <Author>Jonathan Lavallee</Author>
  <Year>2010</Year>
  <Company company_id="firestormink">Firestorm Ink</Company>
  <Pages>74</Pages>
</Edition>
<Description>
A GMless storytelling game about humans plagued by Faeries, with no 
defined human setting - ranging from traditonal fairy tales to modern-day 
urban fantasy and beyond.  Each player creates a human and also a Fae, 
and each player's Fae must connect to another player's human.  Play 
proceeds in scenes, where there is a defined spotlight character whose 
success in the scene is determined by bidding dice (d6s).  Players spend 
dice to get what they want, and get dice by giving control to the Fae
(aka "geis").  Geis are phrased as compulsions and abstentions that the 
character must follow.  Human character creation is by defining four 
Elements (Head, Heart, Life, and Loins), at least 2 Goals, and 6 Supports 
(i.e. things important to the character).  Fae creation is by answering 
three questions: "Who are you?", "What do you want?" and 
"What makes you weak?" 
</Description>
</Game>

<Game type="rpg" game_id="gallia" language="Hungarian">
<Title>Gallia</Title>
<Edition>
  <Author>Ferenc Soml&amp;oacute;i</Author>
  <Year>1996</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A humorous Hungarian-language RPG.  
</Description>
</Game>

<Game type="rpg" game_id="gamers">
<Title>Gamers</Title>
<Edition>
  <Author>Kyle Schuant</Author>
  <Year>2013</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
</Edition>
<Description>
A generic/universal system, drawing on the basic mechanics of the 
original &lt;a href="GAME#traveller"&gt;Traveller&lt;/a&gt; RPG.  
Resolution is by rolling 2d6 against a target number, modified by 
skill (rated +0 to +6).  Character creation is by random-roll 
attributes and skills.  The six attributes are rated 2-12 (marked 
in hexadecimal as in Traveller): Grit, Awareness, Mind, Endurance, 
Reflexes, Strength.  
</Description>
</Game>

<Game type="rpg" game_id="gammaworld">
<Title>Gamma World</Title>
<Edition>
  <Author>James M. Ward</Author>
  <Author>Gary Jaquet</Author>
  <Year>1978</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>James M. Ward</Author>
  <Author>James Ritchie</Author>
  <Author>Gary Jaquet</Author>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Bruce Nesmith</Author>
  <Author>James M. Ward</Author>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>D&amp;amp;D</EdName>
  <Author>Richard Baker</Author>
  <Author>Bruce R. Cordell</Author>
  <Year>2010</Year>
</Edition>
<Description>
A strange post-nuclear-apocalypse sci-fi game where mutants (both
human and animal) and ultra-tech gadgets abound.  It uses a
system similar to &lt;a href="GAME#advanceddungeonsanddragons"&gt;
AD&amp;amp;D&lt;/a&gt;, with 1d20 roll under a chart result for combat,
and percentile rolls against attribute*factor.  Character creation
is random-roll attributes and mutations (there are no skills).
The 3rd edition used an unrelated set of mechanics, similar to
&lt;a href="GAME#marvelsuperheroes"&gt; Marvel Superheroes&lt;/a&gt;,
but this was abandoned for 4th edition.  A Gamma World supplement was
later published for the &lt;a href="GAME#alternity"&gt;Alternity&lt;/a&gt; 
system.  In 2010, a standalone game was published using the 4th edition 
Dungeons &amp;amp; Dragons rules, entitled the "D&amp;amp;D Gamma World 
Roleplaying Game."  
</Description>
</Game>

<Game type="rpg" game_id="ganakagok">
<Title>Ganakagok: A Mythopoetic Roleplaying Game</Title>
<Edition>
  <Author>Bill White</Author>
  <Year>2009</Year>
  <Company company_id="consensus">Consensus Games</Company>
</Edition>
<Description>
A fantasy RPG inspired by Inuit mythology, where the player characters 
are members of a tribe that lives on an island of ice in an eternally 
dark world.  Play centers on how the tribe deals with the coming of 
the first Dawn and the changes it brings.  Play involves the use of 
a special deck of tarot-like cards to generate situation, prompt 
narration, and inspire characters.  
</Description>
</Game>

<Game type="rpg" game_id="gangbusters">
<Title>Gangbusters</Title>
<Edition>
  <Author>Mark Acres</Author>
  <Author>Rick Krebs</Author>
  <Author>Tom Moldvay</Author>
  <Year>1982</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Scott Haring</Author>
  <Year>1990</Year>
</Edition>
<Description>
A police/gangster RPG set in the "Roaring '20s", with characters as 
private eyes, city cops, prohibition agents, reporters, or gangsters.  
The game encouraged players to pursue their individual goals rather 
than operate as a unified party.  For example, a gangster character's
goal might be to hold up a bank, while a policeman character would try
to stop him -- and a journalist might tag along with the cop to cover 
the story, but wouldn't want to interfere either way.  There were 
five 32-page adventure modules published from 1982-1984: 
"Trouble Brewing" (fictional 'Lakefront City' setting), 
"Murder in Harmony" by Mark Acres (a murder whodunnit set at 
a high-class party), "Death on the Docks" by Mark Acres 
(gang war over control of the Lakefront CIty dockworker's union)
"The Vanishing Investigator" (protecting a witness in a 
trial involving organized crime), and "Death in Spades" 
by Tracy Raye Hickman (a murder mystery with a random plot and 
ending based on draws from a deck of cards). 
</Description>
</Game>

<Game type="rpg" game_id="gangster">
<Title>Gangster!</Title>
<Edition>
  <Author>Nick Marinacci</Author>
  <Author>Pete Petrone</Author>
  <Year>1979</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
An organized crime RPG covering from 1900 to the present, 
which allows both criminal and police PC's.  It is co-designed by a 
former New York policeman, and includes details on criminals, 
forensics, legal issues, etc.  The system is skill-based, with 
six attributes and lists of various police and criminal skills.  
The combat system uses multiple tables.  
</Description>
</Game>

<Game type="rpg" game_id="gardasiyal">
<Title>Gardasiyal</Title>
<Edition>
  <Author>M.A.R. Barker</Author>
  <Author>Neil R. Cauley</Author>
  <Year>1995</Year>
  <Company company_id="theatreofthemind">TOME</Company>
</Edition>
<Description>
A non-traditional fantasy game set on a unique alien world called
"Tekumel", with strong Hindu and Aztec flavor rather than European.  
The setting was previously published in two games,  
&lt;a href="GAME#empireofthepetalthrone"&gt;
Empire of the Petal Throne&lt;/a&gt; (1975) and the imcomplete
&lt;a href="GAME#swordsandglory"&gt;Swords &amp;amp; Glory&lt;/a&gt; (1983).
In this game, the rules were wholly rewritten by Neil Cauley.  
It uses a percentile system where the base chance of success is 
70% and the die roll is modified by (+difficulty) and (-skill).  
There is also another game set in the same world published by 
Guardians of Order in 2005, 
&lt;a href="GAME#tekumel"&gt;Tekumel&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="gatecrasher">
<Title>Gatecrasher</Title>
<Edition>
  <Author>Michael W. Lucas</Author>
  <Author>N. Taylor Blanchard</Author>
  <Year>1993</Year>
  <Company company_id="greyghost">Grey Ghost Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1996</Year>
</Edition>
<Description>
A light-hearted science fantasy RPG, in a world where a
22nd-century prospector discovered an ancient transdimensional
gate on one of Jupiter's moons, and let Magic back into the
world, including dragons, angels, demons, elves, dwarves, etc.
The 1st edition has its own rules, while the 2nd edition uses
FUDGE rules as a base, with considerable world-specific character
creation rules.  
</Description>
</Game>

<Game type="rpg" game_id="gatewar">
<Title>GateWar: Believable Fantasy Role-Playing in the World of Vinya</Title>
<Edition>
  <Author>Kenneth Burridge</Author>
  <Author>Robert Finkbeiner</Author>
  <Author>Kevin Nelson</Author>
  <Author>Brian Pettitt</Author>
  <Year>1994</Year>
  <Company company_id="escape">Escape Ventures, Inc.</Company>
  <Pages>275 full-size perfect-bound</Pages>
</Edition>
<Description>
A fantasy-genre RPG set in the world of Vinya, first introduced
in &lt;a href="GAME#elementmasters"&gt;Element Masters&lt;/a&gt;.  The 
genre is traditional fantasy with a myriad of strange monsters, more 
light-hearted than "dark".  It uses a percentile skill system: 
roll under skill times difficulty multiplier on percentile dice.
Results are often table-driven, including specific hitpoint tables 
included for each creature type.  Character creation is random-roll 
attributes and point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="gearkrieg" language="English">
<Title>Gear Krieg RPG</Title>
<Edition>
  <Author>James Maliszewski</Author>
  <Author>Gene Marcil</Author>
  <Author>St&amp;eacute;phane I. Matis</Author>
  <Author>Marc-Alexandre V&amp;eacute;zina</Author>
  <Year>2001</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
  <Pages>208 hardback</Pages>
</Edition>
<Description>
A two-fisted pulp action RPG, set in an alternate history's 1941 
where weird Nazi science has produced walking tanks and 
other oddities.  It uses a more pulp-oriented variant of the 
"Silhouette" system: a simple dice pool system: roll dice (d6's) 
equal to skill and take the best, and add attribute (-3 to +3).  
</Description>
</Game>

<Game type="rpg" game_id="geigercounter">
<Title>Geiger Counter: Cooperative Survival Horror</Title>
<Edition>
  <EdName>Beta</EdName>
  <Author>Jonathan Walton</Author>
  <Year>2008</Year>
  <Company company_id="bleedingplay">Bleeding Play</Company>
</Edition>
<Description>
A GMless cooperative survival horror RPG designed to emulate movies in 
which most of the main characters eventually die such as Alien or Scream, 
and perform well in single-session play.  It is recommended for 5-7 players. 
It uses a narrative-focused d6 dice pool system, where there is a pool of 
dice for all the players and for each character, and one pool associated 
with the Menace (i.e. the defined threat central to the movie).  
</Description>
</Game>

<Game type="rpg" game_id="gemini" language="Swedish,English">
<Title>Gemini RPG</Title>
<Edition>
  <Author>Johan Sjoberg</Author>
  <Year>1999</Year>
  <Company company_id="cell">Cell Entertainment</Company>
</Edition>
<Description>
A dark fantasy-genre RPG, originally Swedish-language but
also published in English.  It is set in a medieval fantasy world
where an ancient darkness threatens the land.  The world features
elven, dwarven, and human kingdoms along with an alternate
Church, complete with Knights Templar.  cf. the 
&lt;a href="http://www.pvv.ntnu.no/~toaster/games/gemini/"&gt;
Gemini intro page&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="genesis">
<Title>Genesis RPG</Title>
<Edition>
  <Author>Kevin D. Clarke</Author>
  <Author>Noel W. Clarke</Author>
  <Year>1986</Year>
  <Company company_id="inkeptumultravisio">Inkeptum Ultra Visio</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1990</Year>
</Edition>
<Description>
A space-faring science fiction RPG, from a small Canadian press.  
It is set in 2139, and the Earth has discovered and been discovered 
by ten alien races, including some with psionic powers.  The history 
includes megacorps who ruled the Earth, first contact of Earth by 
an alien race, and the struggles for establishing a Polysolar 
Foundation.  The PCs may be any of the ten races, and select an 
occupation in addition: including Pirates, Explorers, Investigators, 
Traders, etc.  The game was published in two books, called the 
"Caudex Regulum" (Book of Rules) and "Caudex Centia" (Book of Data). 
The rules for most of the systems allow the players to select from 
three levels of complexity - ranging from a single die role to damage
system tables calculated logarithmically. 
</Description>
</Game>

<Game type="rpg" game_id="ghostbusters">
<Title>Ghostbusters</Title>
<Edition>
  <Author>Sandy Petersen</Author>
  <Author>Lynn Willis</Author>
  <Author>Greg Stafford</Author>
  <Year>1986</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Edition>
  <EdName>Ghostbusters, International</EdName> 
  <Author>Aaron Allston</Author>
  <Author>Douglas Kaufman</Author>
  <Year>1989</Year>
</Edition>
<Description>
A simple RPG based on the movies, designed to be extremely easy 
for beginners.  The mechanic is a simple D6 dice pool (the "D6" 
system later used in &lt;a href="GAME#starwars"&gt;
Star Wars&lt;/a&gt;), based on one of four attributes: 
Muscle, Brains, Moves, and Cool.  Each character can have at 
most four skills: one per attribute.  Action resolution is to 
roll a number of dice equal to attribute (2 to 6), with one die 
being a special "ghost die"  whose "1" face indicates a fumble.  
If the number is greater than difficulty, you succeed.  Results 
can modified by spending "Brownie Points" to reduce damage or 
improve rolls.  In the original game, characters get three pieces 
of equipment which are detailed on cards.  The International 
edition has no cards but has a longer list of equipment rated 
for size in "hands" (i.e. number of hands to hold).  The original 
basic set included advice on straightforward ghostbusting adventures, 
including a two-page sample adventure about a taxi cab possessed 
by the ghost of a gigantic dog.  
</Description>
</Game>

<Game type="rpg" game_id="ghostdog">
<Title>Ghost Dog: The Way of the Samurai</Title>
<Edition>
  <Author>David L. Pulver</Author>
  <Author>John R. Phythyon, Jr.</Author>
  <Year>2000</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
A modern-day action RPG based on the film by Jim Jarmusch
about a mafia hit man who lives by the ancient samurai code.
The RPG focuses on one-player campaigns.  It uses the Tri-Stat
system from &lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small
Mouth&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="ghostories">
<Title>Ghostories: Supernatural Mystery Roleplaying</Title>
<Edition>
  <Author>Brett Bernstein</Author>
  <Year>2008</Year>
  <Company company_id="precisintermedia">Precis Intermedia Games</Company>
</Edition>
<Description>
A modern-day investigative game, using a variant of genreDiversion system 
also used by &lt;a href="GAME#coyotetrail"&gt;Coyote Trail&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="gialloincasavernaschi" language="Italian">
<Title>Giallo in Casa Vernaschi</Title>
<Edition>
  <Author>Maurizio Mancini</Author>
  <Author>Mauro Teragnoli</Author>
  <Year>1997</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="all">
An Italian-language murder mystery party game, part of the 
"I Giochi del 2000" collection of RPGs.  The title translates as 
"Murder at Vernaschi's Home".  It is an investigation one-shot 
RPG with no GM, only an organizer who can also play.  
</Description>
</Game>

<Game type="rpg" game_id="gifted">
<Title>The Gifted</Title>
<Edition>
  <Author>David Wood</Author>
  <Author>David Wilson</Author>
  <Author>Michael Fahey</Author>
  <Year>1993</Year>
  <Company>Dark Arts Games</Company>
</Edition>
<Description>
A sci-fi RPG of psychic powers in a dark version of the modern world.  
The player characters are outcasts in a world that is paranoid of 
their psychic gifts.  There is no organization for them, and they 
are constantly on the run to survive.  
</Description>
</Game>

<Game type="rpg" game_id="giocodiruolodidylandog" language="Italian">
<Title>Il Gioco Di Ruolo Di Dylan Dog</Title>
<Edition>
  <Author>Fabrizio Biasiolo</Author>
  <Author>Roberto Chiavini</Author>
  <Author>Jacopo Garuglieri</Author>
  <Author>Michele Gianni</Author>
  <Author>Alessandro Ivanoff</Author>
  <Year>1991</Year>
  <Company>DaS Productions</Company>
</Edition>
<Description>
An Italian-language modern-day horror RPG, based on the popular
Italian comics character (published by Dark Horse in the U.S.).
Dylan Dog is a demon/ghost hunter.  Similar to
&lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt;.  It also
has a sourcebook introducing the world of Martin Mystere --
another popular Italian comics character. 
</Description>
</Game>

<Game type="rpg" game_id="giocodiruolodikenilguerriero" language="Italian">
<Title>Il Gioco Di Ruolo Di Ken Il Guerriero</Title>
<Edition>
  <Author>Marcello Missiroli</Author>
  <Author>Marcello Manicardi</Author>
  <Author>Beppe Reina</Author>
  <Author>Paolo Poli</Author>
  <Author>Simone Gatti</Author>
  <Author>Simone Peruzzi</Author>
  <Author>Roberto Di Meglio</Author>
  <Year>1995</Year>
  <Company company_id="nexus">Nexus Editrice</Company>
</Edition>
<Description>
An Italian-language post-nuclear-apocalypse RPG, licensed from the
popular anime series, Hokuto no Ken (Fist of the North Star).
The rule system is based on the French system
&lt;a href="GAME#simulacres"&gt;Simulacres&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="giocodiruoloufficialedeimanga" language="Italian">
<Title>Il Gioco di Ruolo Ufficiale dei Manga</Title>
<Edition>
  <Author>unknown</Author>
  <Year>2000</Year>
  <Company>Kappa Edizioni</Company>
</Edition>
<Description>
An Italian-language universal manga/anime RPG created to simulate
the world and the action of anime and manga characters.
</Description>
</Game>

<Game type="rpg" game_id="giocolibero" language="Italian">
<Title>Gioco Libero</Title>
<Edition>
  <Author>P. Maraziti</Author>
  <Year>1991</Year>
  <Company>Fuori dal Tempo magazine #1</Company>
</Edition>
<Description>
An Italian-language universal diceless RPG system, or a sort.
It has no dice, no rules, and possibly no GM.  
</Description>
</Game>

<Game type="rpg" game_id="gliultimitemplari" language="Italian">
<Title>Gli Ultimi Templari</Title> 
<Edition>
  <Author>Maurizio Mancini</Author>
  <Author>Mauro Teragnoli</Author>
  <Year>1995</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language historical mystery party game, part of 
the "I Giochi del 2000" collection.  The title translates as 
"The Last Templars".  It has an emphasis on intrigue and 
politics.  It is a one-shot RPG with no GM, only an organizer 
who can also play.  
</Description>
</Game>

<Game type="rpg" game_id="gloire">
<Title>Gloire: Swashbuckling Adventure in the Age of Kings</Title>
<Edition>
  <Author>Pete Murray</Author>
  <Year>2006</Year>
  <Company company_id="rattrap">Rattrap Productions</Company>
</Edition>
<Description>
A swashbuckling tabletop miniatures game with some role-playing 
aspects, based on the &lt;a href="GAME#45adventure"&gt;
.45 Adventure&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="godlike">
<Title>Godlike: Superhero Roleplaying in a World on Fire, 1936-1946</Title>
<Edition>
  <Author>Dennis Detwiller</Author>
  <Author>Greg Stolze</Author>
  <Year>2002</Year>
  <Company company_id="hobgoblynn">Hobgoblynn Press</Company>
</Edition>
<Description>
A superhero RPG set in the era of World War II.  The PC's are Allied 
paranormal "Talents" with superhuman abilities who aid in the war 
effort.  While Talents are definitely superhuman, it is more gritty 
than four-color superheroic.  The PC's can still die, and they 
have little effect on the war as a whole.  It uses a dice-pool system, 
known as the "One-Roll Engine".  Actions are resolved by rolling d10's 
equal to stat plus skill.  The number of matches (i.e. d10's with the 
same value) indicate speed of success, while the number matched 
indicates quality of success.  Development and supplements to the 
system were taken over by 
&lt;a href="COMPANY#arcdream"&gt;Arc Dream Publishing&lt;/a&gt; 
in late 2002.  
</Description>
</Game>

<Game type="rpg" game_id="godsendagenda">
<Title>Godsend Agenda</Title>
<Edition>
  <Author>Jerry D. Grayson</Author>
  <Author>Brian Vinson</Author>
  <Author>Kimara Bernard</Author>
  <Author>Matt Drake</Author>
  <Year>2001</Year>
  <Company company_id="khepera">Khepera</Company>
  <Pages>220</Pages>
</Edition>
<Edition>
  <EdName>D6 Edition</EdName>
  <Author>Jerry D. Grayson</Author>
  <Author>Paul Tomes</Author>
  <Author>Brian Vinson</Author>
  <Author>Mike Fiegel</Author>
  <Author>Matt B. Carter</Author>
  <Author>Darren Miguez</Author>
  <Year>2005</Year>
  <Company company_id="khepera">Khepera</Company>
  <Pages>281</Pages>
</Edition>
<Description>
A superhero RPG set in an alternate history where superheroes from 
another dimension walk among us after accidentally crash-landing on 
Earth.  Some are government agents, some are costumed vigilantes, 
and others were considered gods in bygone days. They fight for and 
against many different factions but all have one goal; to stop the 
coming apocalypse foretold of many centuries ago.  It uses a simple 
system, with action resolution based on  2d6 + attribute + skill vs
difficulty.  A later edition was published using West End Games' 
&lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="goldenheroes">
<Title>Golden Heroes</Title>
<Edition>
  <Author>Simon Burley</Author>
  <Author>Peter Hains</Author>
  <Year>1984</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Description>
A superhero RPG.  It uses a fairly simple system.  Character
creation is fast, and either custom-design or random-roll
(including random-roll powers).  Combat uses a simple
action-point system, where PC's and villians have 4 "frames" (as
in comic-book frames) per round.  
</Description>
</Game>

<Game type="rpg" game_id="gondica" language="Swedish">
<Title>Gondica</Title>
<Edition>
  <Author>Anders Blixt</Author>
  <Year>1998</Year> 
  <Company company_id="ravspel">R&amp;auml;vspel</Company> 
  <Pages>192</Pages>
</Edition>
<Description missinginfo="all">
A Swedish-language renaissance-inspired fantasy RPG.
192 pages long in hardcover and softcover. 
</Description>
</Game>

<Game type="rpg" game_id="gore">
<Title>GORE - Generic Old-school Role-playing Engine</Title>
<Edition>
  <Author>Daniel Proctor</Author>
  <Year>2007</Year> 
  <Company company_id="goblinoid">Goblinoid Games</Company>
  <Pages>58</Pages>
</Edition>
<Description>
A generic RPG system book with a horror theme, using rules adapted from 
&lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt; and the 
&lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt; game.  
These are published based on the related RuneQuest rules released 
under the Wizards of the Coast Open Gaming License.  
</Description>
</Game>

<Game type="rpg" game_id="gotterdammerung">
<Title>G&amp;ouml;tterd&amp;auml;mmerung</Title>
<Edition>
  <Author>Anders Jacobsson</Author>
  <Author>Magnus Malmberg</Author>
  <Author>Theodore Berqquist</Author>
  <Year>2005</Year>
  <Company company_id="riotminds">Riotminds</Company>
  <Pages>219</Pages>
</Edition>
<Description>
A mystery game set in the 18th century, inspired by "The Brotherhood of Wolves", "Vidoqc" and "Sleepy Hollow".  There are many secret societies, and dark forces never spoken about.  The core game consists of two books: Lex Libris and Codex Persona.  It uses a percentile skill-based system based on Chaosium's &lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="greatwarofmagellan">
<Title>The Great War of Magellan RPG</Title>
<Edition>
  <Author>Richard Hatch</Author>
  <Author>Jonathan Bjork</Author>
  <Year>2007</Year>
  <Company company_id="dga">DGA Games</Company>
  <Pages>139</Pages>
</Edition>
<Description>
A space-faring science fiction RPG based on the comic book series of 
the same name.  It is set in the Magellan Nebula, where a human 
civilization originating in the planet Kyron had established an 
interstellar confederation with nine governorships.  Humanity was 
devastated by civil war and the post-war chaos, and evil alien 
spirit guides called the Nephilim that have turned species into 
war-mongering horrors including the Kitaan and the Dru-ack.  
It uses an original system where you roll 1d20, trying to get 
under attribute + skill but over difficulty.  A second 1d20 
determines special results.  
</Description>
</Game>

<Game type="rpg" game_id="greyranks">
<Title>Grey Ranks</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2007</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
  <Pages>139</Pages>
</Edition>
<Description>
A historical RPG set in Poland in 1944, where the PCs are teenager 
soldiers who join the Warsaw Uprising.  The game has a pre-determined 
scene structure where each scene has a specific date.  
</Description>
</Game>

<Game type="rpg" game_id="grimm">
<Title>Grimm: Adventures in a world of twisted fairy tales</Title>
<Edition>
  <Author>Robert J. Shwalb</Author>
  <Year>2008</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A fantasy RPG system in the genre of fairy tales, specifically the Grimm 
brothers tales but also others.  It is set in a fantasy world called the 
Grimm Lands, where a mysterious entity called Melusine has made their 
stories real.  This was first published as a setting for use with
Dungeons &amp;amp; Dragons (the D20 system) in 2003, but was released 
with its own rules system in 2008.  
</Description>
</Game>

<Game type="rpg" game_id="gruntbuggler">
<Title>GruntBuggler!</Title>
<Edition>
  <Author>Mark Kibbe</Author>
  <Year>1995</Year>
  <Company company_id="basement">Basement Games</Company>
  <Pages>100</Pages>
</Edition>
<Description>
A fantasy-genre RPG system, a predecessor to &lt;a href="GAME#forge"&gt;
Forge: Out of Chaos&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="guardians">
<Title>Guardians</Title>
<Edition>
  <Author>James Perham</Author>
  <Author>Gideon</Author>
  <Year>1991</Year>
  <Company company_id="starchilde">StarChilde</Company>
</Edition>
<Description>
A generic superhero RPG, available as the core rulebook or in a boxed
set with one supplement ("Freedom Union") and a few character sheets. 
The core rulebook has no background setting but includes a sample 
adventure.  It uses the same basic rules system as the 
&lt;a href="GAME#justifiers"&gt;Justifiers&lt;/a&gt; system.  
Resolution is by percentile skill rolls.  Character creation 
has a random number of points for attributes (with a set minimum), 
and randomly determining the number and category of powers.  
</Description>
</Game>

<Game type="rpg" game_id="guardiansofsol">
<Title>Guardians of Sol</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1992</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
A sci-fi police investigator mini-RPG, published in &lt;u&gt;Space
Gamer&lt;/u&gt; magazine, issue #5.  It is based on the RPG
&lt;a href="GAME#eraten"&gt;Era Ten&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="guardianuniversecorefuzion">
<Title>Guardian Universe Core Fuzion</Title>
<Edition>
  <Author>J. Parker</Author>
  <Author>Jason Libby</Author>
  <Year>2005</Year> 
  <Company company_id="dillygreenbean">Dilly Green Bean Games</Company>
</Edition>
<Description>
A dark superhero RPG, set in 1999 of the modern world where superheroes 
(known as "guardians") have been around for twenty eight years, only 
to encounter angels come to Earth to purge the superhuman phenomenon.  
It uses a variant of the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; 
system originally from R. Talsorian Games.  It includes new superpowers 
and psionics, character templates, gadgets, and other expansions.  
</Description>
</Game>

<Game type="rpg" game_id="guildes" language="French">
<Title>Guildes</Title>
<Edition>
  <Author>[Multisim staff]</Author>
  <Year>1996</Year> 
  <Company company_id="multisim">Multisim</Company>
</Edition>
<Description>
A French-language Renaissance-era fantasy RPG, set in a 
world where a mysterious continent has newly appeared a few
hundred miles out to sea, ripe for exploration.  
</Description>
</Game>

<Game type="rpg" game_id="gunslingersandgamblers">
<Title>Gunslingers &amp;amp; Gamblers</Title>
<Edition>
  <Author>Jonathan Clarke</Author>
  <Year>2006</Year>
  <Company company_id="fjgaming">FJ Gaming</Company>
</Edition>
<Description>
A game set around 1876 in the American wild west.  It uses a dice pool 
system based on rolling six-sided "poker dice" (marked 9 through ace).  
Traits are rated 1 to 5 and 5/1 to 5/5.  Resolution is by rolling five 
poker dice and attempting to make the best poker hand.  You may then 
re-roll a number of dice equal to your first trait number.  If you have 
5/1 to 5/5, you may then re-roll again a number equal to your second 
trait number.  There are 15 traits (i.e. stats), plus quirks.  Quirks 
are each combined advantages and disadvantages that balance, with 72 
defined in the base game.  
</Description>
</Game>

<Game type="rpg" game_id="guntale" language="Greek">
<Title>Gun Tale</Title>
<Edition>
  <Author>Christos Giannakoulas</Author>
  <Author>Panagiotis Panagiotidis</Author>
  <Author>Panteleimon Pantou</Author>
  <Author>Evangelos Polizoides</Author>
  <Author>Emmanuel Zachariadis-Sourvos</Author>
  <Author>Konstantinos I. Zachopoulos</Author>
  <Year>2007</Year>
  <Company company_id="psychistalampyrismata">Psychis ta Lampyrismata</Company>
  <Pages>128</Pages>
</Edition>
<Description missinginfo="all">
A Greek-language game set in the American Old West, using d6 mechanics 
for resolution.  
</Description>
</Game>

<Game type="rpg" game_id="gunthief">
<Title>Gun Thief: a messy game about desperate people and violent situations</Title>
<Edition>
  <Author>Joe McDonald</Author>
  <Year>2010</Year>
  <Company company_id="buriedwithoutceremony">Buried Without Ceremony</Company>
</Edition>
<Description>
A diceless storytelling game for 3-4 players of modern criminal violence, 
intended for one hour of play.  There are three defined roles: 
the Gun Thief, the Law, and the Jagged Women.  
</Description>
</Game>

<Game type="rpg" game_id="gurps">
<Title>GURPS</Title>
<Edition>
  <Author>Steve Jackson</Author>
  <Year>1986</Year>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1988</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>2004</Year>
</Edition>
<Description>
"Generic Universal Role-Playing System"  A universal system that 
focuses on realism, notable especially for its continuing line
worldbooks and sourcebooks, which now number in the hundreds.  It
uses a skill-based system: roll 3d6 under 1 of 4 attributes, or
under skill.  Character creation is open point-bought with many
options.  The "Basic Set" includes a default magic system and
psionic system.  
</Description>
</Game>

<Game type="rpg" game_id="gxb">
<Title>G x B (Girl X Boy)</Title>
<Edition>
  <Author>Jake Richmond</Author>
  <Author>Heather Aplington</Author>
  <Year>2011</Year>
  <Company company_id="atarashi">Atarashi Games</Company>
  <Company company_id="celstyle">Cel*Style</Company>
</Edition>
<Description> 
A dating sim and role-playing game for 4 players based on the Japanese 
shoujo dating genre.  It is based around a particular story - a shy 
freshman student named Momoko trying to decide between her three 
crushes: Ichigo, Takamichi, and Risa.  Each player picks one of the 
four characters, then the three suitors take turns asking Momoko on 
dates.  The suitor plans three activity, then the players of the other 
suitors help narrate what happens.  The player of Momoko passes cards 
to other players according to rules to show favor to them.  
</Description>
</Game>

<Game type="rpg" game_id="hackmaster">
<Title>Hackmaster</Title>
<Edition>
  <EdName>4th</EdName>
  <Author>Jolly Blackburn</Author>
  <Year>2001</Year>
  <Company company_id="kenzerco">Kenzer &amp;amp; Company</Company>
  <Pages>400</Pages>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>2009</Year>
</Edition>
<Description> 
A humorous RPG based on the comic strip "Knights of the Dinner Table". 
It uses a licensed variant of the 1st edition 
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt; 
system, which adds on a set of more complex rules.  Additional rules 
include an honor system, critical hits, and a percentile skill system.  
There is a character build point system, where points can buy skills, 
advantages, attributes, or starting money.  The original edition was 
numbered "4th" because that was how it was referred to in the comic, 
and the following edition became "5th."  
</Description>
</Game>

<Game type="rpg" game_id="hahlmabrea">
<Title>Hahlmabrea</Title>
<Edition>
  <Author>Daniel A. Fox</Author>
  <Year>1991</Year>
  <Company company_id="suttonhoo">Sutton Hoo Games</Company>
</Edition>
<Description>
A small-press fantasy-genre RPG about professional adventurers 
hired by a Council City.  It formalizes "adventurer" status as a
special profession within the city.  The system uses mainly 
percentiles but also a mix of d8, d12, etc.  Character creation 
is by random-roll attributes and selection of profession 
packages (which provide skills with random levels).
Reviewed in White Wolf #29.  
</Description>
</Game>

<Game type="rpg" game_id="hammerofthor">
<Title>The Hammer of Thor: The Game of Norse Mythology</Title>
<Edition>
  <Author>Joe Angiolillo</Author>
  <Year>1980</Year>
  <Company company_id="gameshop">Gameshop</Company>
</Edition>
<Description>
A boardgame with some RPG-like elements, where you play one of 365 
characters from Norse mythology (each with a character card).  
It includes a game board with stars and circles connected by lines, 
representing places in Alfheim, Vanaheim, Valhalla, Midgard, and 
so forth.  Play evolves along two phases: adventures in the wilderness 
to gather forces for Ragnarok, the final battle between good and evil.  
The player who is on the winning side of this battle who has the 
highest Reputation wins the game.  In addition to the character cards, 
there are card sets representing Offspring, Shape Changing, Magic 
Items, Forged Magic Items, Fates, Runes, and Predictions. There is 
also a color map, sheets of charts, sheets for character tracking, 
counters and a rulebook.  cf. 
&lt;a href="http://www.boardgamegeek.com/game/3867"&gt;
http://www.boardgamegeek.com/game/3867&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="happybirthdayrobot">
<Title>Happy Birthday, Robot!</Title>
<Edition>
  <Author>Daniel Solis</Author>
  <Year>2010</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
  <Company company_id="smartplay">Smart Play Games</Company>
</Edition>
<Description>
A storytelling party game appropriate for children.  Each player takes 
turns starting a sentence to the story, using a limited number of words 
based on a die roll and passed coins.  Every story starts with the same 
first sentence: "Happy Birthday, Robot!"  On a player's turn, they roll 
up to three dice to roll using d6s where 1-2 is "AND", 3-4 is "BUT", 
and 5-6 is blank.  The player keeps blank dice, passes BUTs to the 
left and ANDs to the right.  The player can continue to roll until 
either neighbor has four dice.  The player then writes a sentence 
where each die is a word, and the word "Robot" can be used once for 
free.  Then the right neighbor can add words equal to his dice using 
"and" once for free; and the left neighbor can add words equal to his 
dice using "but" once for free.  The storyteller player collects coins 
(heads up) for each blank die used.  A heads-up coin can be passed to 
another player to be used as an extra word in a sentence, turned tails-up. 
The game ends when a player has ten or more coins and there is the epilogue. 
The rulebook includes optional rules as well as a number of sample 
stories written by playtesters.  
</Description>
</Game>

<Game type="rpg" game_id="harcesvarazslat">
<Title>Harc &amp;eacute;s Var&amp;aacute;zslat</Title>
<Edition>
  <Author>Tam&amp;aacute;s Galg&amp;oacute;czi</Author>
  <Author>P&amp;eacute;ter L&amp;aacute;szl&amp;oacute;</Author>
  <Year>1991</Year> 
  <Company>Sportorg LLC</Company>
</Edition>
<Description>
A light-hearted Hungarian-language fantasy RPG, whose title translates 
as "Combat and Magic" -- one of the first RPGs to be published in 
Hungarian.  It is set in a medieval fantasy world, "Dragonfire", 
in roughly the genre of J.R.R. Tolkien, R.E. Howard, and fairy tales.  
The simple rules are similar to Basic 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
Character creation includes choosing a race (where choices include 
goblins and orcs) and one of four classes (fighter, ranger, priest 
and wizard).  Character attributes are percentile ratings that 
increase with level. Unlike D&amp;amp;D, magic is based on a simple 
spell point system. 
</Description>
</Game>

<Game type="rpg" game_id="hardnova2">
<Title>HardNova ][: Space Action Adventures</Title>
<Edition>
  <Author>Brett M. Bernstein</Author>
  <Author>Matt Drake</Author>
  <Year>2004</Year> 
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
</Edition>
<Description>
A space opera RPG using a variant of the genreDiversion system 
also used by &lt;a href="GAME#coyotetrail"&gt;Coyote Trail&lt;/a&gt;. 
This is the more rules-lite retake on the earlier HardNova game.  
It is set in the United Sovereign Worlds (USU), with humans,
human-like Centaurians, insectoid Kt'sorii, ape-like Digronians, 
the unsightly Migado (obese with redundant organs).  In addition,
there are the mutated Tarkosians, now dependent on nano-symbionts and
grudgingly accepted into the USU after earlier hostilities.  
Action resolution is by rolling under attribute + skill on 2d6, with 
a possible bonus die (lowest 2 out of 3d6) or penalty die (highest 2
out of 3d6).  There is also an advanced system with graded
difficulties.  Character creation is limited point-based, spending 10
points on five attributes ranging from 1 to 5 (Fitness, Awareness,
Reasoning, Creativity, and Influence); 30 points on broad skills; and
selected Gimmicks (i.e. ads and disads).  It includes simple rules for
combat, with 5 wound levels in two types (Injury or Fatigue).  Ship
combat is handled using a variant of the personal combat rules, with
ships having stats and wound levels just like characters. 
</Description>
</Game>

<Game type="rpg" game_id="harnmaster">
<Title>H&amp;acirc;rnMaster</Title>
<Edition>
  <Author>N. Robin Crossby</Author>
  <Year>1986</Year> 
  <Company company_id="columbia">Columbia Games</Company>
</Edition>
<Edition>
  <EdName>Core</EdName>
  <Year>1996</Year>
  <Company company_id="columbia">Columbia Games</Company>
</Edition>
<Edition>
  <EdName>Gold</EdName>
  <Year>1999</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2003</Year>
  <Company company_id="columbia">Columbia Games</Company>
</Edition>
<Description>
A medieval fantasy-genre RPG set in the original game-world Harn.
Harn is a beautifully and extensively detailed world based on
medieval England with a Tolkien-esque style.  It uses a percentile 
skill-based system.  Character creation uses random-roll attributes 
and background, including details of family and social role.  Skills 
are based on a package for background, a package for the selected 
profession, and five option points.  Combat is very detailed, 
including 38 hit locations and graphic injuries with different 
effects depending on type.  "Harnmaster Gold" is a divergent 
second edition by original author Robin Crosby, which will be 
converted into expansions to the core rules.  It includes an 
optional point-bought character creation system.  
</Description>
</Game>

<Game type="rpg" game_id="harp">
<Title>HARP (High Adventure Role Playing)</Title>
<Edition>
  <Author>Tim Dugger</Author>
  <Author>Heike Kubasch</Author>
  <Year>2003</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Description>
A generic fantasy genre RPG, using an evolved and simplified version
of the &lt;a href="GAME#rolemaster"&gt;Rolemaster&lt;/a&gt; mechanics.  
It uses stat plus an open-ended percentile die roll, with result 
determining degree of success (where totals over 100 are a success).  
Character creation is class-based, with nine classes (Cleric, 
Fighter, Harper, Mage, Monk, Ranger, Rogue, Thief, and Warrior Mage). 
Skills are divided into four categories: Combat, Outdoor, Subterfuge, 
and Mystic Arts.  Race is also a factor -- the core rulebook includes 
Human, Dwarf, Elf, Gnome, Halfling, and Gryx (a strong but peaceful 
orc-like humanoid).  A culture is selected separately from race, such
as "Nomad" or "Underhill".  Advancement is level-based.  
</Description>
</Game>

<Game type="rpg" game_id="havencityofviolence">
<Title>Haven: City of Violence</Title> 
<Edition>
  <Author>Louis Porter, Jr.</Author>
  <Year>2002</Year>
  <Company company_id="lpjdesign">LPJ Design</Company>
</Edition>
<Description>
A modern crime and crime-fighting RPG set in a fictional city 
("Haven") on the eastern coast of the United States.  
Action resolution uses rolling under attribute or skill 
on 1d20.  Character creation is skill-based including 
templates for various professions.  
</Description>
</Game>

<Game type="rpg" game_id="havoc">
<Title>Havoc! Live Role-Playing</Title> 
<Edition>
  <Author>Clinton J. Staples</Author>
  <Author>Wendy Speary</Author>
  <Year>1997</Year>
  <Company company_id="seventhmoon">Seventh Moon</Company>
</Edition>
<Description>
A live-action fantasy-genre RPG system, printed in digest format.
It has rules both for "boffer" combat with mock weapons and
"static" no-touch combat.  
</Description>
</Game>

<Game type="rpg" game_id="hawkmoon">
<Title>Hawkmoon</Title>
<Edition>
  <Author>Kerie Campbell-Robson</Author>
  <Author>Sandy Petersen</Author>
  <Year>1986</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <Author>Gareth Hanrahan</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A post-apocalyptic medieval science fantasy RPG, based on the 
Michael Moorcock's "Hawkmoon" novels.  It uses a variant of 
Chaosium's &lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt; system.  
The second edition used a variant of the 
&lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt; system 
developed by Mongoose Publishing.  
</Description>
</Game>

<Game type="rpg" game_id="heartquest">
<Title>HeartQuest</Title>
<Edition>
  <Author>Michael Hopcroft</Author>
  <Author>Robert Pool</Author>
  <Author>Dimitri Ashling</Author>
  <Author>Ewen Cluney</Author>
  <Author>Robert Boyd</Author>
  <Author>Robert Bain</Author>
  <Author>Ismael Alvarez</Author>
  <Author>Travis Johnson</Author>
  <Year>2002</Year> 
  <Company company_id="seraphimguard">Seraphim Guard</Company>
  <Pages>128</Pages>
</Edition>
<Description>
An RPG in the genre of shoujo manga and anime -- i.e. Japanese 
girl's comics and animated shows.  The game describes sub-genres 
of high-school romance, "magical girl" (superheroic), and 
otherworldly adventure.  It uses a variant of the 
&lt;a href="GAME#fudge"&gt;FUDGE&lt;/a&gt; system. 
</Description>
</Game>

<Game type="rpg" game_id="heartsandsouls">
<Title>Hearts and Souls</Title>
<Edition>
  <Author>Tim Kirk</Author>
  <Year>2006</Year> 
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="silverlion">Silver Lion Studios</Company>
</Edition>
<Description>
A superhero RPG with a simple narratively-focused system.  Each
character has a single motivation, systematized as "Drive", such as 
"Love", "Guilt", or "Spirit of Adventure".  Players use Drive to gain
a reroll by either improvising a monologue, or accepting Stress
points.  Once Stress maxes out, though, there are required failures. 
There are six attributes: Might, Deftness, Resilience, Brains,
Prowess, and Resolve.  Each attributed has a rank (Human/d4,
Superhuman/d8, and Cosmic/d12) and scale (Ordinary, Extraordinary,
Spectacular).  The core book includes two sample settings.  The main
one is "Analog Prime", where the world's greatest superhero team were
just wiped out in an explosion.  The minor one, "Millenia", has
reality slowly shifting over time. 
</Description>
</Game>

<Game type="rpg" game_id="heavenandearth">
<Title>Heaven and Earth</Title>
<Edition>
  <Author>John R. Phythyon, Jr.</Author>
  <Year>1998</Year> 
  <Company company_id="eventhorizon">Event Horizon Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year> 
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Edition>
  <Author>Lee Foster</Author>
  <Author>Michelle Lyons</Author>
  <Author>James Maliszewski</Author>
  <Author>John R. Phythyon, Jr.</Author>
  <Author>Lucien Soulban</Author>
  <EdName>3rd</EdName>
  <Year>2004</Year> 
  <Company company_id="abstractnova">Abstract Nova Entertainment</Company>
</Edition>
<Description>
A modern-day occult RPG, inspired by surreal TV series like 
"Twin Peaks", "The Outer Limits", and "Millenium".  It is set in the
quiet town of Potter's Lake, Kansas -- home to an Air Force base that 
hosts a "Project Grayscale" and many other odd denizens.  There is a 
deep underlying secret outlined in the book.  The first edition game 
uses a diceless system based on playing cards, where you first compared 
attribute plus skill vs task difficulty.  If greater, you succeed 
automatically, but otherwise you draw a playing card.  If it is a
number card less than your total you add +1, and if it is a face card
there are special results.  Character creation is limited point-based: 
distribute 30 points among 12 attributes, and 30 points among skills 
and advantages.  The second edition uses the "Tri-Stat" system from 
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;.
The third edition uses a step die system, where you add attribute
number plus skill number plus a die roll versus a fixed difficulty of
9.  The die rolled varies with difficulty, from a d20 for easy tasks
to a d4 for nearly impossible ones.  Third edition character creation 
is limited point-based, with 14 attribute points and 9 occupation
points.  Occupations vary in cost based on breadth, and have three 
ranks (Rookie, Professional, and Veteran).  
</Description>
</Game>

<Game type="rpg" game_id="heavygear">
<Title>Heavy Gear</Title>
<Edition>
  <Author>Jean Carrieres</Author>
  <Author>Gene Marcil</Author>
  <Author>Martin Quellette</Author>
  <Author>Marc-Alexandre V&amp;eacute;zina</Author>
  <Year>1996</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2004</Year>
</Edition>
<Description>
A spacefaring sci-fi RPG and tactical miniatures game, set in
6132 on "Terra Nova", the first colony planet outside the solar
system which was abandoned by Earth due to domestic strife.  
Terra Nova is split between the North and South factions which 
are on the edge of war.  The factions briefly dropped their 
differences to repel an invasion from Earth, but are now again 
on the edge of war.  "Gears" are human-shaped combat mecha
about 4-5 meters tall.  It uses the "Silhouette" system: a simple 
dice pool system: roll dice (d6's) equal to skill and take the
best, and add attribute (-3 to +3).  
</Description>
</Game>

<Game type="rpg" game_id="heavymetal" language="French">
<Title>Heavy Metal</Title>
<Edition>
  <Author>Croc</Author>
  <Author>Mathias Twardowski</Author>
  <Year>1991</Year>
  <Company company_id="siroz">Siroz/Ideojeux</Company>
</Edition>
<Description>
A French-language sci-fi RPG, set in a near future where the
world is being controlled by a secret power using robots
troubleshooters, opposed by heroic rebels -- a la "Running Man". 
</Description>
</Game>

<Game type="rpg" game_id="heimot">
<Title>Heimot</Title>
<Edition>
  <Author>Miska Fredman</Author>
  <Year>2006</Year>
  <Company company_id="ironspine">Ironspine Games</Company>
  <Pages>272</Pages>
</Edition>
<Description>
A Finnish-language "space noir" science fiction RPG, whose title 
translates as "Tribes".  Heimot is set in far future 500 years after 
a great disaster decimated and divided humanity.  At present known 
space is ruled by the nine tribes of humanity.  Outer worlds are 
populated by the barbaric outlanders and aliens.  Characters are 
by default outlawed "clanless" humans who live outside the tribal 
society, though tribal humans are available as options.  Aliens species 
exist, but are only NPCs.  The rules mechanics use 1d10 + Aptitude + 
Skill versus a Difficulty number or competing result.  Character 
creation and advancement is point based.
</Description>
</Game>

<Game type="rpg" game_id="helix">
<Title>Helix: The Post Apocalypse, High-Tech, Fantasy, Western Role Playing Game</Title>
<Edition>
  <Author>Adam J. Weber</Author>
  <Author>Gloria Weber</Author>
  <Author>William Parker</Author>
  <Year>2008</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A post-apocalyptic RPG set in the year 2081 after global war has 
devastated the world, and subsequently magic has been re-awakened.  
The world has broken down into city-states connected by the powerful 
Umbrea Corporation, and the Wastelands in between.  Player character
options include Cyber Mystics, Code Slingers, Gun Jacks/Jills, and 
Average Joe/Plain Jane.  The game is self-published by Adam Weber, 
with information at &lt;a href="http://helixrpg.wordpress.com/"&gt;
helixrpg.wordpress.com&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="hellas">
<Title>Hellas: Worlds of Sun and Stone</Title>
<Edition>
  <Author>Michael L. Fiegel</Author>
  <Author>Jerry D. Grayson</Author>
  <Year>2008</Year>
  <Company company_id="aetherealforge">Aethereal Forge</Company>
  <Company company_id="khepera">Khepera Publishing</Company>
</Edition>
<Description>
An epic space opera game, in a setting inspired by Greek myth -- 
where spaceships travel through another dimension called the 
Panthalassa or "Slipspace", deploying aetheric force screen 
emitters on cables to act as sails that pull them.  It is 
inhabited by a variety of races, including the Nymphas, Myrmidon
Goregon, and Zintar as well as humans ("Hellene").  
It uses a version of the "Omni System" from 
&lt;a href="GAME#highmedieval"&gt;High Medieval&lt;/a&gt;, 
licensed from Morrigan Press.  Action resolution uses skill or 
attribute minus difficulty + 1d20, interpreting the results on 
a universal degree of success table.  There is also a hero point 
system to change rolls.  
</Description>
</Game>

<Game type="rpg" game_id="hellboy">
<Title>Hellboy RPG and Sourcebook</Title>
<Edition>
  <Author>Phil Masters</Author>
  <Author>Jonathan Woodward</Author>
  <Year>2002</Year>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
</Edition>
<Description>
A modern-day magic RPG based on the comic series by Mike Mignola, 
about solving occult mysteries, beating up demons, and saving the 
world from Things Man Was Not Meant to Know.  It uses a version of the 
&lt;a href="GAME#gurps"&gt;GURPS&lt;/a&gt; system which is included 
in the basic rulebook.  The PC's can be characters from the comics, 
or may create their own agents of the Bureau of Paranormal Research 
and Defense.  
</Description>
</Game>

<Game type="rpg" game_id="hellcatsandhockeysticks">
<Title>Hellcats and Hockeysticks: A Role-Playing Game of chaos, anarchy, and decidedly unladylike behavior</Title>
<Edition>
  <Author>Andrew Peregrine</Author>
  <Year>2009</Year>
  <Company company_id="corone">Corone Design</Company>
</Edition>
<Description>
A modern-day RPG set in a fictional English boarding school for girls, 
St. Erisian's - complete with magic and weird science.  Adventures 
focus on the girls pulling off schemes, plans, and capers - inspired 
by the St. Trinian's series of films.  Characters come from one of 
nine cliques, each with its own special ability and selection of 
skills -  Coquette, Emo/Goth, Exchange Student, Fixer, Hockey Girl, 
Nerd/Geek, Prefect, Scientist, and Sweetheart.  Character creation is 
point-based, selecting a clique, spending 5 points on clique skills 
and 15 points on any skills, choosing a Best Friend and Rival from among 
the other player characters, and an optional Personality Trait.  
Resolution uses a target number dice pool mechanic, rolling d6s 
equal to 1 plus skill, where every result of the target number or 
more is one success.  Characters begin with 10 Willpower Points which 
can be traded in for extra dice.  The system has a very nonlethal 
physical combat system as well as social combat rules.  
</Description>
</Game>

<Game type="rpg" game_id="hellforleather">
<Title>Hell for Leather: Gameshow Hyperviolence</Title>
<Edition>
  <Author>Sebastian Hickey</Author>
  <Year>2010</Year>
  <Company company_id="cobweb">Cobweb Games</Company>
</Edition>
<Description>
A storytelling game about a deadly gameshow where the contestants are 
hunted down across the world, though the game discusses alternate 
settings as long as the main characters are being hunted down by an 
overwhelmingly powerful adversary.  It uses a GMless system that 
requires no preparation, intended for play in 2-4 hours.  Resolution 
involves a diceless story pip system, and a challenge system of rolling 
a d10 into a circle where 3 six-sided dice are stacked, trying to get 
the d10 into the circle without knocking over the stack.  
</Description>
</Game>

<Game type="rpg" game_id="helveczia" language="Hungarian">
  <Title>Helv&amp;eacute;czia</Title>
<Edition>
  <Author>G&amp;aacute;bor Lux</Author>
  <Year>2013</Year>
  <Company>self-published</Company>
</Edition>
<Description>
  A Hungarian fantasy RPG, set in a fantasy version of Switzerland in the period of 1650-1750,
  called Helv&amp;eacute;czia. It uses a simple system aimed at beginners, similar to 
  &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="herculesandxena">
<Title>Hercules and Xena</Title>
<Edition>
  <Author>George Strayton et al.</Author>
  <Year>1998</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A fantasy-genre RPG based on the two TV series.  It uses a fast
dice-pool system (the "D6 Prime" system), with special dice
(included in the game) marked only success and failure.  Roll
dice equal to your skill and count the results.  
</Description>
</Game>

<Game type="rpg" game_id="heroes">
<Title>Heroes</Title>
<Edition>
  <Author>Dave Millard</Author>
  <Year>1979</Year>
  <Company>Tabletop Games</Company>
</Edition>
<Description>
A medieval fantasy RPG, set in Dark Ages Europe.  It uses a
mostly percentile system.  Characters are defined by their
country, social status, alignment, and five attributes (Strength,
Agility, Intelligence, Charisma, and a Combat Value).  The system
is fairly detailed with the exception of combat.  
</Description>
</Game>

<Game type="rpg" game_id="heroesandhellions">
<Title>Heroes and Hellions</Title>
<Edition>
  <Author>T. Dorsey</Author>
  <Year>unknown, pre-1998</Year>
  <Company>Travell Games</Company>
  <Pages>57 pages plastic ring bound</Pages>
</Edition>
<Description>
A small-press comic-book superhero RPG.  It uses class-based
character creation with 31 classes of superheroes.  The combat system 
is involved, including special rules for critical hits and knockouts.  
</Description>
</Game>

<Game type="rpg" game_id="heroesandheroines">
<Title>Heroes and Heroines</Title>
<Edition>
  <Author>James E. Freel</Author>
  <Year>1993</Year>
  <Company>Excel Marketing</Company>
  <Pages>118</Pages>
</Edition>
<Description>
A superhero RPG, which licensed characters from several comic
companies including Image, Malibu, and Continuity.  Character
creation is point-based, including a long list of powers and
weaknesses.  Combat is resolved by cross-referencing a d20
roll on a universal table.  The basic game includes no background, 
but has a short sample adventure.  It has one sourcebook: "The Maxx", 
an adaptation of the independent comic of the same name.  
</Description>
</Game>

<Game type="rpg" game_id="heroesforever">
<Title>Heroes Forever</Title>
<Edition>
  <Author>unknown</Author>
  <Year>2001</Year>
  <Company company_id="guildofblades">Guild of Blades</Company>
</Edition>
<Description>
A superhero RPG set in an alternate history where the world is carved 
into numerous empires by superbeings.  It features a high-power system.  
Character creation includes kits, with Vampire, Werewolf, Mutant, 
Sorcerer, and Policeman kits included in the core rules. 
</Description>
</Game>

<Game type="rpg" game_id="heroesofolympus">
<Title>Heroes of Olympus</Title>
<Edition>
  <Author>B. Dennis Sustare</Author>
  <Year>1981</Year>
  <Company company_id="taskforce">Task Force Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
</Edition>
<Description>
A Greek-myth game which acts as an RPG, a wargame, and/or a
boardgame.  It includes background on gods, limited magic (from
gods or magic places), sample races, and pregen characters from
the Argonauts.  It uses a skill-based system, with point-bought
character creation.  There are three combat systems: Noble
(i.e. duelling), Melee, and Naval.  They are fairly complex,
although Melee is fairly fast.  
</Description>
</Game>

<Game type="rpg" game_id="heroesunlimited">
<Title>Heroes Unlimited</Title>
<Edition>
  <Author>Kevin Siembieda</Author>
  <Year>1984</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
</Edition>
<Description>
A fairly gritty "street-level" superhero RPG, using a variant of
the &lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;.  
Character creation is random-roll attributes with classes and levels.  
Some classes get random powers, while tech-based classes buy their 
cyberware/robotics/equipment with a pool of money.  
</Description>
</Game>

<Game type="rpg" game_id="heroicconquest">
<Title>Heroic Conquest</Title>
<Edition>
  <Author>David E. Blake</Author>
  <Year>unknown, post 1990</Year>
  <Company company_id="renaissance">Renaissance Ink</Company>
</Edition>
<Description>
A superhero RPG.  It uses a primarily percentile based system.
Character creation is either point-bought or random-roll.  
</Description>
</Game>

<Game type="rpg" game_id="heroicdogooders">
<Title>Heroic Do-Gooders and Dastardly Deed-Doers</Title>
<Edition>
  <Author>Mathew Van Dinter</Author>
  <Year>1999</Year> 
  <Company company_id="mattvandinter">self-published</Company>
</Edition>
<Description>
An RPG in a modern-day setting with pseudo-science and super-human 
powers.  It is more of an action/adventure genre with powers, however,
rather than mainstream comic-book superheroes.  The setting is the 
real world complete with all normal features.  
</Description>
</Game>

<Game type="rpg" game_id="heroicvisions">
<Title>Heroic Visions</Title>
<Edition>
  <Author>William A Council</Author>
  <Year>2002</Year>
  <Company company_id="newvision">New Vision Comics</Company>
</Edition>
<Description>
A superhero RPG.  The rules are a variant of the D20 System from 
3rd edition &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="herokids">
<Title>Hero Kids: A Fantasy Role-Playing Game for Children Aged 4 to 10</Title>
<Edition>
  <Author>Justin Halliday</Author>
  <Year>2012</Year> 
  <Company company_id="heroforge">Hero Forge Games</Company>
  <Pages>39</Pages>
</Edition>
<Description>
A simple fantasy RPG intended for young players.  Action resolution uses highest die from 1d6 to 3d6, compared with opposing roll.  There is a simple rule for fighting, with three hits per character.  Character creation is by picking a pre-built template, including Warrior, Hunter, Healer, Warlock, Brute, Rogue, and Knight.  There are guidelines for creating new templates, but not complete rules.  The core game includes a 19-page adventure, Basement o' Rats, featuring lots of fighting giant rats.  
</Description>
</Game>

<Game type="rpg" game_id="heroquest">
<Title>HeroQuest</Title>
<Edition>
  <Author>Greg Stafford</Author>
  <Author>Robin D. Laws</Author>
  <Year>2003</Year> 
  <Company company_id="issaries">Issaries, Inc.</Company>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
  <Pages>288</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Greg Stafford</Author>
  <Author>Robin D. Laws</Author>
  <Year>2009</Year> 
  <Company company_id="moondesign">Moon Design LLC</Company>
  <Pages>132</Pages>
</Edition>
<Description>
A fantasy RPG set in the world of Glorantha, the setting for original 
for &lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt; and
for &lt;a href="GAME#herowars"&gt;Hero Wars&lt;/a&gt;.  This is 
essentially a second edition to Hero Wars with a new title.  
</Description>
</Game>

<Game type="rpg" game_id="herosbanner">
<Title>The Hero's Banner</Title>
<Edition>
  <Author>Tim C. Koppang</Author>
  <Year>2006</Year>
  <Company company_id="tckroleplaying">TCK Roleplaying</Company>
</Edition>
<Description>
A fantasy RPG about the choices of a hero on the cusp of his 
greatness.  It uses an abstract narrative system with a GM.  
Each character has three stats ("Influences") representing possible 
goals in life.  The player can reroll failures by raising the 
highest score (possibly switching it), such that eventually one of the 
three goals will win out -- leaving the other two unachieved.  
</Description>
</Game>

<Game type="rpg" game_id="herosystem">
<Title>HERO System</Title>
<Edition>
  <Author>George MacDonald</Author>
  <Author>Steve Peterson</Author>
  <Author>Rob Bell</Author>
  <Year>1989</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Author>Steven S. Long</Author>
  <Year>2002</Year>
</Edition>
<Edition>
  <EdName>6th</EdName>
  <Author>Steven S. Long</Author>
  <Year>2009</Year>
</Edition>
<Description>
A universal RPG system, also published as the 4th edition 
&lt;u&gt;Champions&lt;/u&gt; rules.  Further editions count from 
Champions, becoming 5th and 6th.  Besides superheroes, several 
genre books have been published for it for each edition - including 
"Fantasy HERO", "Cyber HERO", "Western HERO", "Horror HERO," and 
many others.  
</Description>
</Game>

<Game type="rpg" game_id="herowars">
<Title>Hero Wars</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Author>Greg Stafford</Author>
  <Author>Roderick Robertson</Author>
  <Author>Shannon Appel</Author>
  <Year>2000</Year> 
  <Company company_id="issaries">Issaries, Inc.</Company>
</Edition>
<Description>
A fantasy RPG set in the world of Glorantha (originally the
&lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt; setting).  It uses a
skill-based system with a single universal mechanic.  Character
creation is (optionally) by writing a 100 word description
of the character, then extracting skills and abilities from it.
</Description>
</Game>

<Game type="rpg" game_id="hexicon">
<Title>Hexicon Fantasy Roleplay: Fantasy Made Real</Title>
<Edition>
  <Author>Kielan Yarrow</Author>
  <Author>Dan Fitt</Author>
  <Year>2005</Year> 
  <Company company_id="hexicon">Hexicon Press LLP</Company>
</Edition>
<Description>
A fantasy genre RPG set on an original fantasy world ("Korin-Thar"), 
populated by elves, dwarves, and orcs along with various other 
races.  Character creation includes 22 races along with 50 professions.  
Character creation includes a mix of random-roll and point-based 
elements.  
</Description>
</Game>

<Game type="rpg" game_id="hiddeninvasion" language="English,Spanish">
<Title>Hidden Invasion</Title>
<Edition>
  <Author>Paul Arden Lidberg</Author>
  <Year>1995</Year> 
  <Company company_id="nightshift">Nightshift Games</Company>
</Edition>
<Edition>
  <EdName>"Invasores"</EdName>
  <Author>Xavi Garriga</Author>
  <Author>Dicky Miracle</Author>
  <Author>Miguel Ant&amp;oacute;n</Author>
  <Year>1996</Year> 
  <Company>Farsa's Wagon</Company>
</Edition>
<Description>
An alien conspiracy RPG, with reptilian "Greys" having taken over the
government with the help of ancient human conspiracies.  It uses a
minimalist dice pool system, the "Cinematic Adventure System".  There 
are no attributes, just "talents".  You roll d6's equal to 2 plus your 
talent vs a difficulty number.  Character creation is by allocating
10d of talents.  There is a Spanish edition under the title 
"Invasores: La conspiraci&amp;oacute;n alien&amp;iacute;gena," 
which adapted the background information for Spain and added a new 
introductory adventure ("Convergence" by John Tynes, originally 
written for Call of Cthulhu).  
</Description>
</Game>

<Game type="rpg" game_id="hiddenkingdom">
<Title>Hidden Kingdom: A Fantasy-Adventure Game</Title>
<Edition>
  <Author>Jon McClenahan</Author>
  <Author>Stan Dokupil</Author>
  <Author>Gene Riemenschnieder</Author>
  <Year>1985</Year>
  <Company>New Rules, Inc.</Company>
</Edition>
<Description>
A fantasy RPG set in Arthurian times, highlighting political and 
religious conflict.  It was sold as a three-ring binder with a red 
and blue illustration of a knight holding a banner on a horse on 
the cover, and included fold-out color hex-maps of England.  
You can choose from over three hundered Arthurian characters 
whose statistics were given in the main book, including a mix of 
knights/kings and ladies/queens.  Characters also have a 
spiritual/philosophical alignment based on the Arthurian cultural 
context.  The four alignments  Pagan Powerlord (i.e. extremist pagan), 
Pagan Chivalrous, Christian Chivalrous, and Christian Renunciate 
(i.e. extremist Christian).  In combat, a 20-sided die determines 
whether you landed an effective strike against your opponent, 
a 12-sided die determines the hit location, and an 8-sided die 
determines the extent of injury.  There is also a separate jousting 
system.  
</Description>
</Game>

<Game type="rpg" game_id="hiddenlegacy">
<Title>Hidden Legacy</Title>
<Edition>
  <Author>Mark A. Schultz</Author>
  <Year>1999</Year> 
  <Company company_id="valiant">Valiant Games</Company>
</Edition>
<Description>
A medieval fantasy-genre RPG set in the primitive World of
Korroth, populated by 9 races: insectoid Grrites, human-like
"Humuns", dragon-like Hynchar, amazonian Inyo, lizard-like
Koothron, weasel-like Kurk, lizard-like Moudunn, enigmatic Shii,
and insectoid Zhontal'rai.  It uses a d12 dice-pool system, using 
special icon-marked "Success Dice" and "Battle Dice".  
</Description>
</Game>

<Game type="rpg" game_id="highadventurecliffhangers">
<Title>High Adventure Cliffhangers: The Buck Rogers Adventure Game</Title>
<Edition>
  <Author>Jeff Grubb</Author>
  <Author>Steven E. Schend</Author>
  <Year>1993</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A sci-fi RPG based on the original Buck Rogers comic strip.  This is 
a new take on the same source material as TSR's earlier game, 
&lt;a href="GAME#buckrogersxxvc"&gt;Buck Rogers XXVC&lt;/a&gt;.  
The setting is the 25th century, where there a war between the Han -- 
the Mongolian rulers of the Earth -- and organized resistance.  The 
technology includes anti-gravity jumping belts, rocket pistols, 
airships, biplanes, and disintegrator weaponry.  The system uses an 
additive d6 dice pool: roll a number of open-ended d6s (maximum 8d6)
based on your attribute rank, +1 for applicable skill) vs a difficulty
number.  Each character has four attributes (Strength, Aim, Brains, and
Health), which are each rated one of four ranks (OK, Good, Better,
Best).  They then pick five binary skills.  Movement and combat are
regulated by action points.  Earned Experience Chips help increase
your chances.  The boxed set includes three booklets, maps, fold-up
counters, along with ten six-sided dice and a bag of white and red
poker chips.  
</Description>
</Game>

<Game type="rpg" game_id="highcolonies">
<Title>High Colonies</Title>
<Edition>
  <Author>Edwin King</Author>
  <Year>1988</Year>
  <Company>Waterford Publishing House</Company>
</Edition>
<Description>
A sci-fi RPG, set in 2188 where Earth is a wasteland and
humanity lives in several hundred space stations scattered around
the solar system.  There are also "bio-gens" (biological
androids) and a friendly alien species.  The system is a
percentile skill-based system, with random-roll attributes.  
Does not include rules for spaceships.  Reviewed in White Wolf
#15. 
</Description>
</Game>

<Game type="rpg" game_id="highfantasy">
<Title>High Fantasy</Title>
<Edition>
  <Author>Jeffrey C. Dillow</Author>
  <Year>1978</Year> 
  <Company>Fantasy Productions Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1981</Year>
  <Company>Reston Publishing Company Inc.</Company>
</Edition>
<Description>
A fantasy-genre RPG, from makers of the 
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt; 
scenarios "Fortress Ellendar" and "Moorguard".  
</Description>
</Game>

<Game type="rpg" game_id="highmedieval">
<Title>High Medieval: Adventure Through History</Title>
<Edition>
  <Author>Scott Agnew</Author>
  <Author>Jim Andrews</Author>
  <Author>Aaron Dembski-Bowden</Author>
  <Year>2005</Year>
  <Company company_id="morrigan">Morrigan Press</Company>
</Edition>
<Description>
A historical fantasy RPG that adds fantasy and magical elements to 
late medieval Europe.  It uses the "Omni RPG System," also released 
under Wizards of the Coast's Open Game License.  Action resolution 
uses skill or attribute minus difficulty + 1d20, interpreting the 
results on a universal degree of success table.  
</Description>
</Game>

<Game type="rpg" game_id="highvalor">
<Title>High Valor: Dark Age Fantasy Roleplaying Game</Title>
<Edition>
  <Author>Tim Kirk</Author>
  <Year>2010</Year>
  <Company company_id="bettermousetrap">Better Mousetrap Games</Company>
  <Company company_id="silverlion">Silver Lion Studios</Company>
  <Pages>151</Pages>
</Edition>
<Description>
A fantasy RPG set on an original world, where demonic Fane-Lords are 
returning to the Free Kingdoms of the West after centuries absent.  
Races include Humans, the Sidhain ("elf-touched" humans), Dvegar (Dwarfs), 
Sidda (Elves), and Fomoradgh (feline beast-men created by the Fane-Lords).  
Resolution uses a dice pool system, where players roll a number of d10s 
equal to their attribute and take the highest die, then add any related 
trait's rank (+2 to +10).  A highest die result of "10" also adds the 
next-highest die.  Character creation is limited point-based, with 
players spending 5 points to raise the attribute pools (Will, Faith, 
and Valor) up from rank 1, and then spending picks on traits.  
</Description>
</Game>

<Game type="rpg" game_id="hindsight">
<Title>HindSight</Title>
<Edition>
  <Author>Tonio Loewald</Author>
  <Year>1987</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A variant of the &lt;a href="GAME#foresight"&gt;Foresight&lt;/a&gt; 
sci-fi rules for the fantasy genre.  
</Description>
</Game>

<Game type="rpg" game_id="historiarodentia">
<Title>Historia Rodentia</Title>
<Edition>
  <Author>Emily Fontana</Author>
  <Author>Matthew Whitehouse</Author>
  <Author>Pedro Panzardi</Author>
  <Year>2010</Year>
  <Company company_id="onthelamb">On The Lamb Games</Company>
</Edition>
<Description>
A miniatures skirmish game and role-playing game set in a fantasy 
world of anthropomorphic animals that closely parallels the historical 
Napoleonic era.  The inhabitants of the various factions include 
anthropomorphic rats, rabbits, dogs, hamsters, badgers, and moles -- 
including Emperor Moleon II.  It uses a version of the percentile 
skill-based rules from Mongoose Publishing's 
&lt;a href="GAME#legend_mongoose"&gt;Legend&lt;/a&gt; RPG. 
</Description>
</Game>

<Game type="rpg" game_id="hit">
<Title>HIT</Title>
<Edition>
  <Author>James Overton</Author>
  <Author>Jonah Miller</Author>
  <Year>1999</Year>
  <Company company_id="stormcrow">Stormcrow Games</Company>
</Edition>
<Description>
A generic "modern action" RPG system.  It has several levels of
rules complexity which work on the same stat scale and basic
engine.  The levels range from "freestyle" (LARP rules, almost
diceless); "dramatist" (6 skills, point-build, d20 against
stat+skill); "gamist" (more skills, more special cases, same
basic rules engine as dramatist); and "simulationist" (still 
more skills and special cases, action point move-combat rules). 
</Description>
</Game>

<Game type="rpg" game_id="hokagokaikiclub" language="Japanese">
<Title>Hokago Kaiki Club</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company company_id="hobbyjapan">Hobby Japan</Company>
</Edition>
<Description>
Roughly: "Twilight Zone in School".  A Japanese-language RPG in
the genre of "Gakuen-mono" (school genre), about schoolkids who 
deal with ghosts and other supernatural beings.  The rules are
a variant of &lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="hol">
<Title>HOL: Human Occupied Landfill</Title>
<Edition>
  <Author>Todd Shaughnessy</Author>
  <Author>Daniel Thron</Author>
  <Author>Chris Elliott</Author>
  <Year>1993</Year>
  <Company>Dirt Merchant</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A blackly comedic sci-fi RPG, set on a dismal prison planet.  The
rulebook is hand-written (!!) and portrays the twisted world of
Sodomy Bikers, Wastits, Jumpslugs, and more.  The rules are basic
attribute + skill + 2d6 vs difficulty, with the attributes being
Greymatta, Feets, Nuts, Mouth, and Meat.  
</Description>
</Game>

<Game type="rpg" game_id="hollowearthexpedition">
<Title>Hollow Earth Expedition</Title>
<Edition>
  <Author>Jeff Combos</Author>
  <Author>Brannon Boren</Author>
  <Author>Bruce Baugh</Author>
  <Author>Eric Cagle</Author>
  <Author>Jason Carl</Author>
  <Author>Patrick Bradley</Author>
  <Author>Steve Winter</Author>
  <Year>2006</Year>
  <Company company_id="exile">Exile Game Studio</Company>
</Edition>
<Description>
A pulp action game set in the 1930s, inspired by the lost worlds stories 
of Edgar Rice Burroughs, Jules Verne, and Sir Arthur Conan Doyle. 
It uses a dice pool system, the "Ubiquity System", which can use any
even-sided dice.  Action resolution is by rolling dice equal to skill,
where each even result is a success.  Results can be modified by
spending Style Points.  
</Description>
</Game>

<Game type="rpg" game_id="hollowpoint">
<Title>Hollowpoint</Title>
<Edition>
  <Author>B. Murray</Author>
  <Author>C.W. Marshall</Author>
  <Year>2011</Year>
  <Company company_id="vsca">VSCA Publishing</Company>
</Edition>
<Description>
A modern-day action RPG, inspired by ultra-violent action movies.  
Character creation is by assigning priorities to the six skills: 
values (5, 4, 3, 2, 1, 0) to Kill, Cool, Con, Take, Dig, and Terror.  
Players also choose five unique descriptive traits, such as 
"thirst for revenge" or "I love black magic".  Action resolution 
is by rolling d6s equal to skill and looking for matching sets, 
trying to beat matching sets from the GM's opposed roll.  Players 
can gain more dice by using traits that apply, or by drawing from the 
Teamwork Pool - a limited resource used when helping or praising 
other players.  
</Description>
</Game>

<Game type="rpg" game_id="hollywoodlives">
<Title>Hollywood Lives</Title>
<Edition>
  <Author>Reiner Knizia</Author>
  <Author>Kevin Jacklin</Author>
  <Year>2004</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Description>
A semi-freeform live-action game which mixes party game, trading 
game, and role-playing elements.  A group of 10 to 25 players take 
on the nominal roles of old Hollywood stars and producers, then break 
up into teams and collaborate to perform three-minute trailers for 
a set of films.  There is an economy of cash and fame pips for the 
film production, along with bonus points from awards voting after 
all of the trailers are performed.  The game provides a selection of 
parody names of stars and movie titles.  
</Description>
</Game>

<Game type="rpg" game_id="holmesandcompany" language="Italian">
<Title>Holmes &amp;amp; Company</Title>
<Edition>
  <Author>Mario Corte</Author>
  <Author>Antonello Lotronto</Author>
  <Year>1986</Year>
  <Company>E.Elle</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
  <Company>Universal Editrice</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language investigation RPG, in the style of Sir Arthur 
Conan Doyle and Agatha Christie.  The original game was focused 
on pure investigation.  The second edition added rules for action 
investigations including firearms, car and foot chases, and 
more.  The second edition also shortened the title to 
"Holmes &amp;amp; Co.". 
</Description>
</Game>

<Game type="rpg" game_id="holocausticdungeons">
<Title>Holocaustic Dungeons</Title>
<Edition>
  <Author>Kristoffer A. Silver</Author>
  <Year>1986</Year>
  <Company company_id="silverwolf">Silver Wolf Games</Company>
</Edition>
<Description>  
A dungeon crawl game, where the PCs delve into futuristic dungeons 
designed to protect certain artifacts while providing media coverage 
of the dungeoneers as entertainment for the masses.  
</Description>
</Game>

<Game type="rpg" game_id="holylands">
<Title>Holy Lands: The Christian Role-Playing Game</Title>
<Edition>
  <EdName>Light Edition</EdName>
  <Author>Matthew Nigro</Author>
  <Year>2004</Year>
  <Company company_id="faithquest">Faith Quest Games</Company>
</Edition>
<Description>
A Christian fantasy game, set in a generic fantasy setting.  Action 
resolution is generally 1d20 + modifiers vs difficulty.  Character 
creation is class-based, with ten classes: Bard, Cleric, Knight, 
Martialist, Saint, Scout, Spy, Warrior, Devil Hunter, and Soldier. 
Each class has attribute requirements, Life and Faith points, and 
skill selections.  The nine attributes are determined by random-roll: 
Intellect, Wisdom, Patience, Strength, Agility, Speed, Endurance, 
Beauty, and Charisma.  
</Description>
</Game>

<Game type="rpg" game_id="homicidaltransients">
<Title>Homicidal Transients</Title>
<Edition>
  <Author>A. Miles Davis</Author>
  <Year>2011</Year>
  <Company company_id="leftofthemoon">Left of the Moon Games</Company>
</Edition>
<Description>
A tongue-in-cheek RPG where the PCs are gangs who wander aimlessly and 
kill things to get their stuff - a satire on Dungeons &amp;amp; Dragons 
and similar games.  It uses a simple rules system requiring only one 
pencil, a piece of paper, and a single die.  
</Description>
</Game>

<Game type="rpg" game_id="hongkongactiontheatre">
<Title>Hong Kong Action Theatre!</Title>
<Edition>
  <Author>Gareth-Michael Skarka</Author>
  <Year>1996</Year> 
  <Company company_id="eventhorizon">Event Horizon Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Scott Kessler</Author>
  <Author>Nicole Lindroos</Author>
  <Author>Jeff Mackintosh</Author>
  <Author>Chris Pramas</Author>
  <Author>Lucien Soulban</Author>
  <Year>2001</Year> 
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description> 
An extremely cinematic RPG which emulates Hong Kong action movies.
For example, your chance to hit an opponent is not based on range
or armor, but solely on the Star Power of the opposing actor, or
the character's importance to the current plot!  The 2nd edition 
rules were adapted to be compatible with the 
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;
system, while still keeping many of the innovative features. 
</Description>
</Game>

<Game type="rpg" game_id="honorandintrigue">
<Title>Honor + Intrigue</Title>
<Edition>
  <Author>Chris Rutkowsky</Author>
  <Year>2005</Year>
  <Company company_id="basicaction">Basic Action Games</Company>
  <Pages>225</Pages>
</Edition>
<Description>
A swashbuckling game, using rules based on Simon Washbourne's 
&lt;a href="GAME#barbariansoflemuria"&gt;Barbarians of Lemuria&lt;/a&gt; 
RPG, with new features intended for the swashbuckling theme.  
</Description>
</Game>

<Game type="rpg" game_id="hoodooblues">
<Title>Hoodoo Blues</Title>
<Edition>
  <Author>Carl Warner</Author>
  <Author>Brian St. Claire-King</Author>
  <Year>2010</Year> 
  <Company company_id="vajra">Vajra Enterprises</Company>
  <Pages>312</Pages>
</Edition>
<Description> 
A horror RPG set in the modern American South, haunted by the past of 
slavery, oppression, and magic.  Character creation is point-based and 
class-based, and includes flavor choices such as deciding on your 
character's musical tastes in Step Two.  Players splits 80 points 
between eight attributes, chooses from among six classes, 
and split 100 points among skills (with costs based on class).  
Action resolution is attribute + skill + 1d20 vs difficulty.  
It has a detailed combat system with maneuvers and three Health 
attributes: Blood, Body, and Incapacity.  The classes are: 
Crossroader, Hag, Hoodoo Doctor, Loup Garou, Medicine Worker, 
and Voodoo.  
</Description> 
</Game>

<Game type="rpg" game_id="horrorshow">
<Title>Horror Show</Title>
<Edition>
  <Author>Brendan Davis</Author>
  <Author>William Butler</Author>
  <Year>2011</Year>
  <Company company_id="bedrock">Bedrock Games</Company>
  <Pages>104</Pages>
</Edition>
<Description> 
A horror movie RPG, focusing on monster horror.  It uses a d10 
dice pool system (the "Network System"), rolling dice equal to skill 
and comparing the highest roll to difficulty or opposing skill.  
Rolls of 10 are open-ended.  Character creation is point-based, with 
default "roles" (such as cop, bookworm, survivor, or scientist) which 
determine how many points they get in each skill group
(defense, combat, physical, mental, specialist and knowledge). 
Players can also take Shortcomings (such as "addict" or "cowardly"), 
and Acquaintances - NPCs who provide one favor per session (either 
support or information).  
</Description> 
</Game>

<Game type="rpg" game_id="hostage">
<Title>Hostage... a Pawn of Terrorism</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1986</Year> 
  <Company>Force Four Games</Company>
  <Pages>70</Pages>
</Edition>
<Description> 
A modern-day action RPG narrowly focused on hostage situations.  
One can play a terrorist, a hostage, a policeman, or a civilian 
(negotiator, policy, journalist) within the framework of a taking 
of hostages.  The 70-page soft-cover rule booklet includes an 
extensive list of equipment (up to rocket launchers), and an 
experience system based on specific objectives achieved for that 
role -- i.e. a hostage earns points for hiding and surviving, 
for example.  
</Description>
</Game>

<Game type="rpg" game_id="hotchicks">
<Title>Hot Chicks: The Roleplaying Game</Title>
<Edition>
  <Author>Scott Corum</Author>
  <Author>Victor Gipson</Author>
  <Year>2008</Year> 
  <Company company_id="dakkar">Dakkar Unlimited</Company>
</Edition>
<Description>
A near-future sci-fi game set in 2015 of a world where an alliance of 
corrupt capitalists, actual demons from the Netherworld, and sinster 
alien scientists who all have their own reasons to exploit human 
suffering -- especially attractive human women.  It uses a skill-based 
system called the "Inverted 20" System, where resolution is by rolling 
under attribute + skill.  Combat uses a damage save using a d20, 
where failing takes damage in "shrugs".  The core rules include 
options for magic, psionics, cyberware, and super powers.  
</Description>
</Game>

<Game type="rpg" game_id="hotwar">
<Title>Hot War</Title>
<Edition>
  <Author>Malcom Craig</Author>
  <Year>2009</Year>
  <Company company_id="contestedground">Contested Ground Studios</Company>
  <Pages>204</Pages>
</Edition>
<Description>
An alternative history/horror game set in London of an alternate 1963, 
one year after a world war erupted in Europe using nuclear as well as 
occult weapons.  The PCs are members of the Special Situations Group.  
</Description>
</Game>

<Game type="rpg" game_id="housesoftheblooded">
<Title>Houses of the Blooded</Title>
<Edition>
  <Author>John Wick</Author>
  <Author>Storn A. Cook</Author>
  <Author>Daniel Solis</Author>
  <Year>2008</Year> 
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
  <Pages></Pages>
</Edition>
<Description>
A fantasy RPG set on an original world, where the player characters 
are nobles of the Ven -- the ruling race divided into a set of noble 
houses.  It uses a dice pool system that adapts Aspects from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;. 
The player rolls a number of d6s equal to attribute plus 3 dice for 
each aspect invoked.  If the total is over 10 or the opponent's roll, 
the character succeeds and the player can narrate what happens.  There 
is also a wager system that lets the player remove a die for a chance 
at more narrative power.  The system focuses on the intrigue within 
the nobles houses including social interaction, economics, and 
clothing style.  
</Description>
</Game>

<Game type="rpg" game_id="howtohostadungeon">
<Title>How to Host a Dungeon</Title>
<Edition>
  <Author>Tony Dowler</Author>
  <Year>2008</Year> 
  <Company company_id="planetthirteen">Planet Thirteen Games</Company>
  <Pages>22</Pages>
</Edition>
<Description>
A solo dungeon-building game, where the single player traces out the 
history of a dungeon from the Primordial Age through the last Age of 
Tyrrany.  There are a series of randomized events using assorted dice 
(d4, d6, d8, d10, d12, and d20); as well as beads in two colors 
to track effects.  
</Description>
</Game>

<Game type="rpg" game_id="howwecametolivehere">
<Title>How We Came to Live Here: Stories of the Fifth World</Title>
<Edition>
  <Author>Brennan Taylor</Author>
  <Year>2010</Year> 
  <Company company_id="galileo">Galileo Games</Company>
  <Pages>218</Pages>
</Edition>
<Description>
A story-telling game based on myth and legend of American Indians of 
the Southwest, intended for two GM-like roles and 1-3 players.  The 
player characters are the heroes of a village of people in a world filled 
with monsters.  GMing is split between the "Outer Player" who controls 
external threats, and the "Inner Player" who controls internal conflicts 
within the village.  All players take turns setting scenes, and conflicts 
are resolved by rolling pools of Fudge dice that are pushed in sets 
to win an overall conflict.  
</Description>
</Game>

<Game type="rpg" game_id="humaninterface">
<Title>The Human Interface for Fantasy Roleplaying</Title>
<Edition>
  <Author>Martin Melhus</Author>
  <Author>John F. Sasso</Author>
  <Year>2002</Year> 
  <Company company_id="igs">IGS Games LLC</Company>
</Edition>
<Description>
A fantasy-genre RPG set on an original world, published electronically.  
The commercial rules include 28 character races, 66 character background 
packages, 150 skills, 40 magic spells, and 85 creatures. 
</Description>
</Game>

<Game type="rpg" game_id="hunterplanet">
<Title>Hunter Planet</Title>
<Edition>
  <Author>David Bruggeman</Author>
  <Year>1986</Year> 
  <Company company_id="tagg">TAGG / HPAC Pty, Ltd.</Company>
</Edition>
<Description>
A humorous sci-fi RPG about aliens come to Earth to hunt humans
(or rather, come to "Dirt" to hunt "hoomans"), using a minimalist
system.  
</Description>
</Game>

<Game type="rpg" game_id="hunterthereckoning">
<Title>Hunter: The Reckoning</Title>
<Edition>
  <Author>Bruce Baugh</Author>
  <Author>Geoff Grabowski</Author>
  <Author>Angel McCoy</Author>
  <Author>Greg Stolze</Author>
  <Author>et al.</Author>
  <Year>1999</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A modern-day monster-hunting RPG, where the PC's are normal humans 
who find that they have supernatural powers ("Edges") which allow 
them to notice and fight monsters hidden around us.  It is set in 
the "World of Darkness", filled with vampires, werewolves, wraiths, 
mummies, and other supernatural creatures.  The origin and purpose 
of the hunters' powers remains an unknown mystery.  It uses the 
"Storyteller" dice-pool system.  
</Description>
</Game>

<Game type="rpg" game_id="hurlements" language="French">
<Title>Hurlements</Title>
<Edition>
  <Author>Valerie Bizien</Author>
  <Author>Jean-Luc Bizien</Author>
  <Year>1989</Year>
  <Company company_id="editionsdelalunesang">&amp;Eacute;ditions de la Lune Sang</Company>
</Edition>
<Description>
A French-language historical RPG where the PC's are with 
a caravan that has slowly rolled thru France from the middle ages
to the beginning of the 20th century. 
</Description>
</Game>

<Game type="rpg" game_id="hyperboreanmice">
<Title>Hyperborean Mice</Title>
<Edition>
  <Author>Frank Sronce</Author>
  <Year>2010</Year>
  <Company>Kiz and Jenn Press</Company>
  <Pages>100</Pages>
</Edition>
<Description>
A fantasy-genre role-playing game in the swords and sorcery subgenre, as 
portrayed by anthropomorphic mice and rats.  It is set in the valley of 
Hyperborea, where albino mice with magical powers (called the White Lords) 
rule over an empire threatened by barbarian rat tribes, deadly predators, 
and political intrigue.  Instead of fantasy monsters, there are giant 
predators such as foxes and owls as well as smaller ones such as shrews.  
It uses an original system, with resolution based on attribute + skill + 2d6 
vs. difficulty, with every 5 points that you succeed for fail by being 
one level of success.  Character creation is limited point-based.  
The attributes are Agility, Brawn, Cleverness, Perception and Magic - 
with derived combat stats based on averages between these, such as 
Melee (Agility + Brawn) and Dodge (Agility + Cleverness).  It includes 
an original magic system focused around six different magical arts and 
four levels of spell effects.  
</Description>
</Game>

<Game type="rpg" game_id="icons">
<Title>ICONS: Superpowered Roleplaying</Title>
<Edition>
  <Author>Walt Ciechanowski</Author>
  <Author>Morgan Davie</Author>
  <Author>Steve Kenson</Author>
  <Author>Gareth-Michael Skarka</Author>
  <Year>2010</Year>
  <Company company_id="adamant">Adamant Entertainment</Company>
</Edition>
<Edition>
  <EdName>Assembled</EdName>
  <Year>2014</Year>
  <Company company_id="adamant">Adamant Entertainment</Company>
</Edition>
<Description>
A superhero RPG using a simple original system. There is no setting although there are sample 
characters. Action resolution is based on attribute + 1d6 - 1d6 (adding a positive and subtracting 
a negative die) compared to difficulty. Only the player rolls to resolve contests. 
Character creation is random-roll including origin, attributes, the number and type of powers, 
and specializations. The attributes are Prowess, Coordination, Strength, Intellect, Awareness, 
and Willpower. There are over 70 powers in the core rules. In addition, characters and the 
team of player characters create freeform positive Qualities (such as Secret Identity, Connections, 
or Motivation) and negative Challenges (such as a Fear or Vulnerability). Characters can spend 
Determination Points to gain advantages through Qualities, and gain Determination Points by invoking 
Challenges. Advantages can make small changes to the world, boost die rolls, recover lost Stamina, 
and generate Stunts with your powers. 
</Description>
</Game>

<Game type="rpg" game_id="idyll">
<Title>Idyll: Romantic Fantasy</Title>
<Edition>
  <Author>James Stubbs</Author>
  <Year>2007</Year>
  <Company company_id="heyoka">Heyoka Studios</Company>
  <Pages>14</Pages>
</Edition>
<Description>
A romantic fantasy mini-RPG (14 pages), that emulates the fiction 
popularized by authors such as Tamora Pierce, Mercedes Lackey and 
Tanith Lee.  It uses a licensed variant of the "1PG" system from 
Deep 7, Inc. -- whose basic rules fit on one page.  Resolution is 
roll a d6 and try and get under your attribute or skill.  The basic 
game also includes custom character sheets, magic rules and sample 
spell list, referee advise, six adventure scenarios and custom genre 
rules specific to the genre. 
</Description>
</Game>

<Game type="rpg" game_id="imagine">
<Title>Imagine Role Playing System</Title>
<Edition>
  <Author>W. Michael Tenery III</Author>
  <Year>1998</Year>
  <Company company_id="imagine">Imagine</Company>
</Edition>
<Description>
A universal RPG system, based on the "Players Guide" (348pp).
It uses a percentile skill-based system except for combat which
is d20 based.  Skills are broken up into class skills, racial
skills, and social skills.  Character creation is class-based
(warrior&amp;nbsp;/ rogue&amp;nbsp;/ priest&amp;nbsp;/ mage), with
random-roll attributes.  Character advancement is level based. 
</Description>
</Game>

<Game type="rpg" game_id="immortal">
<Title>Immortal: The Invisible War</Title>
<Edition>
  <Author>Ran Ackels</Author>
  <Year>1994</Year>
  <Company company_id="precedence">Precedence</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
</Edition>
<Description>
A modern-day-magic RPG about shape-shifting immortal beings from
a long-past mystic accident which created them, fighting other
immortals.  It uses a step-die system, with limited point-buy
character creation.  
</Description>
</Game>

<Game type="rpg" game_id="imp">
<Title>The Imp Game, Mischief &amp;amp; Mayhem</Title>
<Edition>
  <Author>Nate Petersen</Author>
  <Year>2005</Year>
  <Company company_id="neoproductions">Neo Productions Unlimited</Company>
  <Pages>31</Pages>
</Edition>
<Description>
A humorous fantasy RPG where the player characters are imps -- tiny 
bumbling demonic henchmen working for a fiendish wizard played by 
the GM.  It uses a simple system where the player must roll under a 
target number on 2d6.  This is not based on the difficulty of the 
task, but rather is an absolute number which is independent of the 
player and circumstances.  The target number is raised only by 
players spending "Guts Points," which are a sort of hero points 
for the game.  The target number starts out at 2, is raised one-for-one 
by spending Guts points.  After a successful roll, it is reset to 2.  
Character creation is class-based, including classes such as 
Big Dumb Imps, Smart Imps, Devious Imps, and Crazy Imps.  
Successful missions or quests can earn "Praise Points" from the 
Imp's master.  The Imps can use Praise Points between sessions 
to purchase new traits and abilities, which range from firebreathing 
to kleptomania and pacifism.  
</Description>
</Game>

<Game type="rpg" game_id="imperium3000" language="Norwegian">
<Title>Imperium 3000</Title>
<Edition>
  <Author>Torbj&amp;oslash;rn Lien</Author>
  <Year>1993</Year>
  <Company company_id="lovehulen">Lovehulen Spilldesign</Company>
</Edition>
<Description>
A Norwegian-language diceless sci-fi RPG.  It is set in a chaotic
future where intelligent machines are threatening human existence
in the whole galaxy. 
</Description>
</Game>

<Game type="rpg" game_id="inawickedage">
<Title>In a Wicked Age</Title>
<Edition>
  <Author>Vincent Baker</Author>
  <Year>2008</Year>
  <Company company_id="lumpley">Lumpley Games</Company>
</Edition>
<Description>
A sword and sorcery fantasy role playing game, with abstract mechanics 
that include random situation-generation mechanics to create characters 
and create dramatic conflicts for them.  A game begins by generating 
four entries for each of the four Oracles (16 total), with the Oracles 
being predefined as "Blood &amp;amp; Sex", "God-kings of War", 
"The Unquiet Past", and "A Nest of Vipers."  It uses a step-die system, 
where the attributes are the six Forms, namely: "Covertly", "Directly", 
"For Myself", "For Others", "With Love", and "With Violence".  Each 
is rated from d4 to d12, and player-defined particular strengths are 
added as modifiers.  Resolution is handled by highest die of two 
Forms plus modifiers, and the winner may impose penalties on the 
loser -- but the result in-fiction must be agreed on by both players.  
</Description>
</Game>

<Game type="rpg" game_id="incursion">
<Title>Incursion</Title>
<Edition>
  <Author>Richard Tucholka</Author>
  <Year>1992</Year>
  <Company company_id="tritac">Tri-Tac Games</Company>
</Edition>
<Description>
A sci-fi RPG about humans abducted from Earth who escape their
alien abductors.  Set in the present, PC's are part of the masses
who hardly realize that thousands of people are vanishing every
year -- until they are woken from cryo sleep by a 4 foot tall
cockroach and was asked "Help us!"  The characters are lost in a
fallen alien empire of a hundred million inhabited worlds,
including 40 different alien races.  
</Description>
</Game>

<Game type="rpg" game_id="inferno_deathsedge">
<Title>Inferno</Title>
<Edition>
  <Author>Gabe Ivan</Author>
  <Year>1994</Year>
  <Company company_id="deathsedge">Death's Edge Games</Company>
  <Pages>136</Pages>
</Edition>
<Description>
A fantasy/horror RPG set in Hell -- with characters ranging from a 
priest hunting through Hell for souls wrongly imprisoned to a vile 
necromancer to a Hellspawn.  Action resolution is roll under stat 
on 1d20.  Character creation is by choosing race (mortal, shade, 
hellspawn, or imp); randomly rolling attributes with modifications for
race; choosing a class (priest, layman, or necromancer for mortals and
shades; demon for hellspawn and imps); and finally determining skills 
by a mix of class and point-spending.   Class also determines faith
status: Faithful, Doubtful, or Infernal.  The game includes two types
of magic: divine (for priests) and sorcery (for necromancers).  
</Description>
</Game>

<Game type="rpg" game_id="inferno_nexus" language="Italian">
<Title>Inferno</Title>
<Edition>
  <Author>Andrea Sfiligoi</Author>
  <Year>1993</Year>
  <Company company_id="nexus">Nexus Editrice</Company>
</Edition>
<Description>
An Italian-language horror RPG, based on the French system 
&lt;a href="GAME#simulacres"&gt;Simulacres&lt;/a&gt;.  The player 
characters are angels or demons (generally demons).  It includes 
a list of major demons based on traditional western demonology, 
and rules for witchcraft (to be used in games set in the Dark Ages 
or in the contemporary world).
</Description>
</Game>

<Game type="rpg" game_id="infernum">
<Title>Infernum</Title>
<Edition>
  <Author>Gareth Hanrahan</Author>
  <Year>2005</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A fantasy game set in hell, where the player characters can be demons, 
fallen angels, mortals, or damned souls struggling to conquer and 
become lords within the Pit (as it is known).  It uses a variant of 
the D20 System of third edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="infinitelegends">
<Title>Infinite Legends Roleplaying Game</Title>
<Edition>
  <Author>Jason Broadley</Author>
  <Author>Robert Frey</Author>
  <Year>2004</Year>
  <Company company_id="darkharbor">Darkharbor Games</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A universal RPG system, including an involved combat system emphasizing 
realism, and a generic effects system for representing magic, psionics, 
cybernetics, and so forth.  It uses a target number dice pool resolution -- 
roll a number of d10s equal to stat / 2, and each roll higher than 
difficulty (1-9) counts as one success rank.  There are 18 attributes 
divided into Physical, Mental, and Spiritual -- where each category has 
six functions: fortitude, force, aptitude, interface, martial, and 
structural.  For example, the Physical Force attribute is Strength. 
Character creation is open point-based, buying attributes, skills, 
and positive and negative traits with Development Points. 
</Description>
</Game>

<Game type="rpg" game_id="infinitepowers">
<Title>Infinite Powers: Superheroic Action Role Playing Game</Title>
<Edition>
  <Author>Levi Mote</Author>
  <Year>2011</Year>
  <Company company_id="bonsai">Bonsai Games</Company>
  <Pages>104</Pages>
</Edition>
<Description>
A superhero RPG using a simple dice pool system.  The player rolls 
a number of d8s equal to stat (attribute + skill) and compares the 
total of all dice to difficulty or opposed roll.  There are eight 
attributes (rated 1-50: Fighting, Agility, Intelligence, Reflexes, 
Willpower, Presence, Health, Durability.  There are also 19 skills 
(rated 1-3) and over 50 talents - similar to advantages or feats, 
as well as over 150 example powers.  There is no setting, but there 
are 4 sample heroes and two teams of sample enemies.  
</Description>
</Game>

<Game type="rpg" game_id="infinity">
<Title>The Infinity System</Title>
<Edition>
  <Author>Derrick Charbonnet</Author>
  <Author>Terry Podgorski</Author>
  <Year>1978</Year>
  <Company>Threshold Games</Company>
</Edition>
<Description>
An universal RPG movement and combat system (36 pages), intended
to encompass vehicles and weapons from the stone age to the
future including fantasy.  It was a skill-based system using
d20's for hit and damage.  Character creation was random-roll
attributes (3d6), but had no classes or levels.  The original
rulebook included a very limited magic system.  There were no
supplements.
</Description>
</Game>

<Game type="rpg" game_id="inflames">
<Title>In Flames</Title>
<Edition>
  <Author>Greg Saunders</Author>
  <Year>2011</Year> 
  <Company company_id="fireruby">Fire Ruby Designs</Company>
</Edition>
<Description>
A sci-fi RPG that draws from Haitian Voudoun mythology, where reality 
includes both the material world (the Flame Worlds) and the spirit 
world (the Understar).  The player characters are exiled Loa - godlike 
beings from the Understar who are now trapped in human bodies as 
punishment for their crimes.  It uses the "Mini 6" system, a variant 
of the OpenD6 system that derives from West End Games' 
&lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt;.  It adds in two scales 
for Guilt and Dislocation.  Guilt shows how close a character is to 
forgiveness for their crimes, while Dislocation shows how strongly 
they are connected to their host body. 
</Description>
</Game>

<Game type="rpg" game_id="inharmsway">
<Title>In Harm's Way: A Napoleonic Naval Role-playing Game</Title>
<Edition>
  <Author>clash bowley</Author>
  <Year>2010</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
</Edition>
<Description>
A historical RPG set in Napoleonic era Europe as romanticized in the 
fiction of authors like Forster, O'Brian, Parkinson, Lambdin, and Pope.  
It uses a dice pool system, the StarPool dice mechanic, also used in the 
&lt;a href="GAME#starcluster"&gt;Starcluster&lt;/a&gt; RPG.  
</Description>
</Game>

<Game type="rpg" game_id="innercity">
<Title>Inner City</Title>
<Edition>
  <Author>Chris Clark</Author>
  <Year>1982</Year> 
  <Company company_id="innercity">Inner City</Company>
</Edition>
<Description>
A humorous modern-day action RPG, based on playing cops or crooks 
in a universe modeled after the really bad police shows of the
70's.  It has 3 supplements: "Peacekeepers", "Pavement Pounders",
and "The Mug Book".  
</Description>
</Game>

<Game type="rpg" game_id="innomine" language="French,English">
<Title>In Nomine</Title>
<Edition>
  <EdName>1st [French]</EdName>
  <Author>Croc</Author>
  <Year>1989</Year>
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Edition>
  <EdName>2st [English]</EdName>
  <Author>Derek Pearcy</Author>
  <Year>1997</Year>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
</Edition>
<Description>
A modern-day-magic RPG about the ongoing War between angels and
demons, where both sides can be ugly and treacherous in trying to
win the battle of intrigue over men's souls.  The original
French-language game came in two parts ("In Nomine Satanis /
Magna Veritas"), and was much more tongue-in-cheek than the
American game.  The mechanics of the English game are a fixed
roll of 2d6 versus skill, with the quality of success determined
by a third die (dubbed "d666"). 
</Description>
</Game>

<Game type="rpg" game_id="inquisitor">
<Title>Inquisitor: The Battle for the Emperor's Soul</Title>
<Edition>
  <Author>Gav Thorpe</Author>
  <Year>2001</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Description>
A "narrative wargame" set in a horrific future in the 41st millenium. 
This is a miniatures wargame played on a table-top with miniatures 
for each PC, but it requires the part of a game-master and has added 
narrative elements.  It uses a percentile based system.  
</Description>
</Game>

<Game type="rpg" game_id="inscolarelaboris" language="French">
<Title>In Scolare Laboris / Magna Delirium</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company company_id="freresdragonseditions">Fr&amp;egrave;res-Dragons &amp;Eacute;ditions</Company>
</Edition>
<Description>
A French-language horror RPG about school boys and girls (about
college age) stuck in a demon-operated school. Formerly known as
"Compte &amp;agrave; Rebours". 
</Description>
</Game>

<Game type="rpg" game_id="inspectres">
<Title>InSpectres</Title>
<Edition>
  <Author>Jared Sorensen</Author>
  <Year>2002</Year>
  <Company company_id="mementomoritheatriks">Memento Mori Theatricks</Company>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
In a modern-day setting unabashedly owing much to Ghostbusters, the
supernatural is on the rise and publicly acknowledged.  The public's
reaction certainly is: ghosts, vampires, werewolves, and other horrors
are a source of embarrassment rather than widespread panic.  The game 
is about InSpectres, Inc. -- a franchise operation dedicated to
"fighting the forces of darkness so you don't have to", and willing to
employ just about anyone to do it.  It uses a narrative dice-pool 
system where a roll determines whether the player or the GM narrates
the results.  Impairment can occur in the form of Stress Dice.  
There is also a "Confessional" mechanic, which allows players to
narrate changes to the scene by narrating in-character as if from a
later time.  PC's have four broad Skills (Athletics, Academics,
Technology, and Contact) which are point-allocated, plus a freeform
Talent.  The PC's franchise also has stats which affect rolls.  
</Description>
</Game>

<Game type="rpg" game_id="interstellarelite">
<Title>Interstellar Elite Combat</Title>
<Edition>
  <Author>Dave Miller</Author>
  <Year>1990</Year>
  <Company company_id="gamemastersassociated">Game Masters Associated</Company>
</Edition>
<Description>
A sci-fi roleplaying line, including one supplement dealing 
with artic combat.  Reviewed in White Wolf #28.  The line may
have been sold to &lt;a href="COMPANY#wizardsofthecoast"&gt;
Wizards of the Coast&lt;/a&gt; in 1994, but as far as I know 
they did not publish anything for it.  
</Description>
</Game>

<Game type="rpg" game_id="invaderz">
<Title>Invaderz</Title>
<Edition>
  <Author>James Desborough</Author>
  <Year>2008</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>57</Pages>
</Edition>
<Edition>
  <EdName>Pocket</EdName>
  <Year>2011</Year>
  <Pages>118</Pages>
</Edition>
<Description>
A humorous game where the player characters are low-level footsoldiers 
in a massive invasion of Earth.  These can be warrior clones of the 
planet-sized Jerkian Emperor or various slave races to the Jerkian 
invaders.  They are frequently given peculiar orders from high command, 
and often survive only by betrayal of their fellows to rise in the ranks. 
It uses a variant of the "Beer and Crisps" system from the 
&lt;a href="GAME#urbanfaerie"&gt;Urban Faerie&lt;/a&gt; game. 
</Description>
</Game>

<Game type="rpg" game_id="ironclaw">
<Title>Ironclaw</Title>
<Edition>
  <Author>Jason Holmgren</Author>
  <Year>1999</Year> 
  <Company company_id="sanguine">Sanguine Productions</Company>
</Edition>
<Description>
An anthropomorphic fantasy-genre RPG, in a neo-Elizabethan
fantasy setting dealing with the rise of technology and the
middle class.  It uses a loose skill-based system, where
attributes and skills are rated on a step-die system (d4, d6, d8,
d10).  Roll (attribute die) + (skill die) vs difficulty. 
</Description>
</Game>

<Game type="rpg" game_id="irongauntlets">
<Title>Iron Gauntlets: Heroic Fantasy Roleplaying</Title>
<Edition>
  <Author>Brett Bernstein</Author>
  <Year>2004</Year> 
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>89</Pages>
</Edition>
<Description>
A simple fantasy-genre RPG aimed at beginners, using a variant of the 
"Impresa" system.  Action resolution uses a d10 dice pool, rolling 
a number of dice equal to your attribute, with each roll under skill 
counting as one 'step'.  Difficulty is expressed as number of steps 
required for success.  
</Description>
</Game>

<Game type="rpg" game_id="ironhedge">
<Title>Ironhedge</Title>
<Edition>
  <Author>John Brooke</Author>
  <Year>1987</Year>
  <Company>Empire Wargames</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
</Edition>
<Description>
A fantasy system with supplements for other genres: "Ganghedge"
(inner city gangs), "Starhedge" (space opera), and "Westhedge".  
</Description>
</Game>

<Game type="rpg" game_id="ironheroes">
<Title>Iron Heroes</Title>
<Edition>
  <Author>Michael Mearls</Author>
  <Year>2005</Year>
  <Company company_id="malhavoc">Malhavoc Press</Company>
  <Pages>256</Pages>
</Edition>
<Description>
The core book of a fantasy genre RPG, a variant of the third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; 
Player's Handbook that focuses on warriors and weaponed combat 
more than flashy magic.  
</Description>
</Game>

<Game type="rpg" game_id="itcamefromthelatelatelateshow">
<Title>It Came from the Late, Late, Late Show</Title>
<Edition>
  <Author>Bradley K. McDevitt</Author>
  <Author>Walter H. Mytczenskyj</Author>
  <Year>1989</Year>
  <Company company_id="stellar">Stellar Games</Company>
</Edition>
<Description>
A bad-movie parody RPG.  
</Description>
</Game>

<Game type="rpg" game_id="itscomplicated">
<Title>It's Complicated</Title>
<Edition>
  <Author>Elizabeth Shoemaker</Author>
  <Year>2008</Year>
  <Company company_id="dissolute">Dissolute Games</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2010</Year>
</Edition>
<Description>
A storytelling game about convoluted, messy, compelling, and 
occasionally one-sided relationships - designed to facilitate play 
in the style of movies like The Royal Tenenbaums, and television 
shows like Ugly Betty and Pushing Daisies.  
</Description>
</Game>

<Game type="rpg" game_id="itwasamutualdecision">
<Title>It Was a Mutual Decision</Title>
<Edition>
  <Author>Ron Edwards</Author>
  <Year>2006</Year> 
  <Company company_id="adeptpress">Adept Press</Company>
</Edition>
<Description>
A story-oriented game about romantic break-up, with the possibility 
that one is an evil were-rat.  
</Description>
</Game>

<Game type="rpg" game_id="jadeclaw">
<Title>Jadeclaw</Title>
<Edition>
  <Author>Jason Holmgren</Author>
  <Year>2001</Year> 
  <Company company_id="sanguine">Sanguine Productions</Company>
</Edition>
<Description>
An anthropomorphic fantasy-genre RPG, in fantasy setting based on 
Chinese mythology.  It is a new worldbook for 
&lt;a href="GAME#ironclaw"&gt;Ironclaw&lt;/a&gt;, using the same 
system. 
</Description>
</Game>

<Game type="rpg" game_id="jamesbond007">
<Title>James Bond 007</Title>
<Edition>
  <Author>Gerard Christopher Klug</Author>
  <Year>1983</Year>
  <Company>Victory Games</Company>
</Edition>
<Description>
An espionage-adventure RPG, based on the film series (which were based 
on the books by Ian Flemng).  It uses a percentile skill-based system, 
with a universal chart that gives four Quality Ratings of results.  
Quality Ratings are emphasized over success/failure in the system.  
It also includes a Hero point system where points can be spent to 
modify the outcome of rolls.  Character creation is open point-based, 
allowing characters at "Rookie", "Agent", and "00" levels.  
</Description>
</Game>

<Game type="rpg" game_id="jeremiah">
<Title>Jeremiah: The Roleplaying Game</Title>
<Edition>
  <Author>Scott Agnew</Author>
  <Year>2005</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Company company_id="morrigan">Morrigan Press</Company> 
</Edition>
<Description>
A post-apocalyptic RPG based on the graphic novel series 
by Hermann Huppen, and subsequent television series adapted 
by J. Michael Straczynski.  It is set in the United States 
fifteen years after a mysterious disease called The Big Death 
wiped out everyone over the age of puberty.  It is a complete 
game using variant of the D20 System of third edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
The basic classes are Brainboy, Guardian, Jock, Mystic, 
Scavenger, Shepherd, Thief, Trader, and Wanderer.  
</Description>
</Game>

<Game type="rpg" game_id="johncarter">
<Title>John Carter, Warlord of Mars</Title>
<Edition>
  <Author>M. S. Matheny</Author>
  <Year>1978</Year>
  <Company company_id="heritage">Heritage Models</Company>
</Edition>
<Description>
A pulp sci-fi miniatures system and RPG, based on the novels by
Edgar Rice Burrough's.  It is primarily wargame in flavor, but
does provide background on Barsoom and its cultures.  
</Description>
</Game>

<Game type="rpg" game_id="journeyman">
<Title>Journeyman: A Science Fiction Role-Playing Game</Title>
<Edition>
  <Author>Frederick Goff</Author>
  <Year>1989</Year>
  <Company company_id="infinity">Infinity Games</Company>
</Edition>
<Description>
This is a space-faring hard science-fiction genre RPG.  There is no 
specific campaign setting, but it discusses various space-faring 
campaign options.  It includes description of 3 human sub-races and
6 detailed and realistic alien races, rules generating solar systems
and planets, and rules for soceity tech levels.  The system 
resolves actions by d10 + skill - difficulty vs a flat value of 10 
to determine success.  Character creation has seven random-roll 
(3d6) attributes and profession templates which determine starting 
skills.  Skill increases are point-bought.  It has an extensive 
section on space travel and space combat, including appendices 
with the real-world equations they are based on. 
<!-- softcover; green with gold lettering and design -->
<!-- ISBN: 0-923326-00-6; $15.95 -->
</Description>
</Game>

<Game type="rpg" game_id="jovianchronicles">
<Title>Jovian Chronicles</Title>
<Edition>
  <Author>Phillippe Boulle</Author>
  <Author>Jean Carrieres</Author>
  <Author>Wunji Lau</Author>
  <Author>Marc-Alexandre V&amp;eacute;zina</Author>
  <Year>1997</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
</Edition>
<Description>
A spacefaring mecha RPG, set in 2210 after an optimistic
expansion into the solar system has founded the "Jovian
confederation" of space colonies.  Earth is now dominated by a 
central government ("CEGA"), following a long period of
depression and unreset caused by pollution and ecological 
disasters.  In 2210, CEGA lost a brief war with the Jovian
confederation, fought over an Earth scientist defecting with the
secret of "cyberlinkage".  It uses the "Silhouette" system: a simple 
dice pool system: roll dice (d6's) equal to skill and take the
best, and add attribute (-3 to +3).  
</Description>
</Game>

<Game type="rpg" game_id="judgedredd">
<Title>Judge Dredd: The Role-Playing Game</Title>
<Edition>
  <EdName>Boxed Set</EdName>
  <Author>Marc Gascoigne</Author>
  <Author>Rick Priestley</Author>
  <Year>1985</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Edition>
  <EdName>Hardback</EdName>
  <Year>1989</Year>
</Edition>
<Description>
A futuristic sci-fi RPG set in a dark urban nightmare, based on
the comic book series by Alan Grant and John Wagner.  In the
future, urban crime has become so rampant that elite autonomous
"Judges" are employed who act as policeman, judge, jury, and
executioner.  It uses a simple percentile system, with involved
combat rules including 10-phase turns and hit location.  
Attributes are Strength and Initiative; skills are Drive, Street, 
Tech, Medical, Combat, and PSI.  There were four supplements: 
"Judgement Day" (Scenario 1986), "Slaughter Margin" (Supplement 
1987), "Judge Dredd Companion" (Supplement 1987), and 
"City Block" (Supplement 1987) .  cf. Ivan Hanley's 
&lt;a href="http://www.geocities.com/Area51/Dungeon/6893/Dredd.htm"&gt;
Judge Dredd&lt;/a&gt; page. 
</Description>
</Game>

<Game type="rpg" game_id="judgedredd_d20">
<Title>The Judge Dredd Role-Playing Game</Title>
<Edition>
  <Author>Matthew Sprange</Author>
  <Year>2002</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A futuristic sci-fi RPG set in a dark urban nightmare, based on
the comic book series by Alan Grant and John Wagner.  In the
future, urban crime has become so rampant that elite autonomous
"Judges" are employed who act as policeman, judge, jury, and
executioner.  The rules are a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
Complete rules are not provided: basic rules for character creation, 
combat, and other systems refer to the D&amp;amp;D Players Handbook.  
</Description>
</Game>

<Game type="rpg" game_id="juegoderolflynn" language="Spanish">
<Title>El Juego de Rol Flynn</Title>
<Edition>
  <Author>ToniSan El Magnifico</Author>
  <Author>Carlos Surreal</Author>
  <Year>2002</Year>
  <Company company_id="cocoguawa">La Cocoguawa</Company>
</Edition>
<Description>
A Spanish-language humorous mini-RPG where all of the PC's believe they 
are Errol Flynn.  During the session it is revealed who is the real 
Errol and who are the guest stars. 
</Description>
</Game>

<Game type="rpg" game_id="juggernaut">
<Title>Juggernaut</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2015</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
</Edition>
<Description>
A card-based live-action roleplaying game for 3-6 players, aimed for a session of about two hours. 
It is set in the U.S. of an alternate July 1950, where a group has invented a computer that can 
see the future. 
</Description>
</Game>

<Game type="rpg" game_id="juggernauts">
<Title>Juggernauts: A Gun Stroking Roleplaying Game</Title>
<Edition>
  <Author>Kevin R. Brown</Author>
  <Year>2003</Year>
  <Company company_id="collision">Collision Entertainment Design</Company>
</Edition>
<Description>
A humorous action-genre RPG set in an ultra-modern Earth soiled with 
the supernatural.  Now, werewolves, aliens, vampires, and more 
have set the world awry.  The PCs are heavily-armed and nearly 
unstoppable forces.  It uses a simple skill-based system with 
three attributes and d10's for resolution.  
</Description>
</Game>

<Game type="rpg" game_id="justiceinc">
<Title>Justice, Inc.</Title>
<Edition>
  <Author>Aaron Allston</Author>
  <Author>Steve Peterson</Author>
  <Author>Michael A. Stackpole</Author>
  <Year>1984</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Description>
A generic pulp action RPG, in a two volume set: rulebook and
campaign book.  The system is a variant of the 3rd edition
&lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; rules, but instead of the
superpowers meta-system, there were skill-like psychic powers.
The campaign book includes a discussion of different pulp genres,
a campaign setting (The Empire Club), an overview of the 1930's,
and a half-dozen pulp adventures. 
</Description>
</Game>

<Game type="rpg" game_id="justifiers">
<Title>Justifiers</Title>
<Edition>
  <Author>Gideon</Author>
  <Author>Blaine Pardoe</Author>
  <Year>1988</Year> 
  <Company company_id="starchilde">StarChilde</Company>
</Edition>
<Description>
A sci-fi RPG in a dark future where "Transmatts" (i.e. stargates)
allow limited teleportation to a host of Earth-like worlds.
Megacorporations hire mercenary teams ("Justifiers") to "pacify"
new worlds for colonization and exploitation.  Justifiers are
uplifted animals with limited rights, trying to eventually buy
their freedom.  It uses a simple percentile skill-based system,
including a choice of 28 anthropomorphic animal races (from albatrosses
to rhinos!).  
</Description>
</Game>

<Game type="rpg" game_id="kabal_kabal">
<Title>KABAL</Title>
<Edition>
  <Author>Ernest T. Hams</Author>
  <Year>1980</Year> 
  <Company company_id="kabal">Kabal Gaming Systems</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year> 
</Edition>
<Description>
A medieval fantasy-genre RPG, using a math-heavy system and 
including detailed dungeon maps.  The title is an acronym for 
"Knights and Beserkers and Legerdemain".  It uses a percentile 
system.  Character creation is random-roll attributes (6d20 for 
eight attributes).  The boxed set includes four booklets: 
player's guide, rules, magic spells, and creature catalog.  
</Description>
</Game>

<Game type="rpg" game_id="kabal_rune" language="Italian">
<Title>Kabal</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1988</Year> 
  <Company>Edizioni Rune</Company>
</Edition>
<Description>
An Italian-language RPG printed in a small-press (photocopy) 
fanzine named "Rune" -- part of a local RPG club, called 
"Lords of Dragons".  It is a modern-day horror-genre game, set 
in Northern Italy with the addition of various mad cultists
and strange curses.  The system is similar to "Call of Chtulhu" 
with a simple D6 mechanics and rules for ritual magic.  
</Description>
</Game>

<Game type="rpg" game_id="kagematsu">
<Title>Kagematsu</Title>
<Edition>
  <Author>Danielle Lewon</Author>
  <Year>2009</Year> 
  <Company company_id="creamalien">Cream Alien Games</Company>
  <Pages>40</Pages>
</Edition>
<Description>
A narrative-heavy single-session historical storytelling game for 3-6 
players, set in Japan in 1572.  The scenario is that a wayward ronin 
named Kagematsu flees to a village - and several young women conspire 
to win his affections and convince him to defend their village from 
a deadly threat.  A female player plays Kagematsu, while other players 
play various women of the village.  Game play is divided into Courtship 
and Confrontation.  In Courtship, the women characters use their Charm 
or Innocence in a contested roll versus a number of dice specified by 
the particular Affection they are trying to get.  
</Description>
</Game>

<Game type="rpg" game_id="kalevala" language="Italian">
<Title>Kal&amp;eacute;vala</Title>
<Edition>
  <Author>Luigi Castellani</Author>
  <Year>1996</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language fantasy RPG based on Finnish mythology,
part of the "I Giochi del 2000" collection.  The title is from 
the Finnish epic.  
</Description>
</Game>

<Game type="rpg" game_id="kaosz" language="Hungarian">
<Title>K&amp;aacute;osz</Title>
<Edition>
  <Author>Tibor Bihon</Author>
  <Author>Lajos H&amp;uuml;se</Author>
  <Author>Istv&amp;aacute;n Nemes</Author>
  <Year>2001</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Hungarian-language fantasy RPG.  
</Description>
</Game>

<Game type="rpg" game_id="karma" language="German">
<Title>Karma</Title>
<Edition>
  <Author>Matthias Heimpold</Author>
  <Author>Oliver Hoffmann</Author>
  <Author>Linda Heweker</Author>
  <Year>1994</Year>
  <Company>Feder &amp;amp; Schwert</Company>
</Edition>
<Description>
A German-language oriental fantasy RPG.  "Honor is the law of
&lt;u&gt;Karma&lt;/u&gt;.  Imprisoned between Yin and Yang your 
characters experience fascinating scenarios within a world of 
the spirit and demons..." 
</Description>
</Game>

<Game type="rpg" game_id="karmaroleplayingsystem">
<Title>The Karma Roleplaying System</Title>
<Edition>
  <Author>Julie Ann Dawson</Author>
  <Year>2008</Year>
  <Company company_id="bardsandsages">Bards &amp;amp; Sages Publishing</Company>
</Edition>
<Description>
A skill-based universal system featuring a detailed magic system.  
Resolution is based on 1d20 + attribute vs. difficulty or opposing 
roll.  Character creation is point-based.  There are 12 attributes 
rated from 0 to 5 divided into three groups: physical, cerebral and 
spiritual.  Characters start with rank 1 in each, and have 6 attribute 
points to add to them.  They also have a profession package and 15 
starting points that can go to any of attributes, skills, damage 
threshold, or mana.  
</Description>
</Game>

<Game type="rpg" game_id="katakumbas" language="Italian">
<Title>Kata Kumbas</Title>
<Edition>
  <Author>Agostino Carocci</Author>
  <Author>Massimo Senzacqua</Author>
  <Year>1984</Year> 
  <Company>Bero Toys</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year>
  <Company>E.Elle</Company>
</Edition>
<Description>
An Italian-language fantasy RPG, set in an alternate medieval 
Italy inspired by Italian folklore, fairy-tales and classic myths. 
</Description>
</Game>

<Game type="rpg" game_id="kayfabe">
<Title>Kayfabe: The Inside Wrestling Game</Title>
<Edition>
  <Author>Matthew Gwinn</Author>
  <Year>2002</Year>
  <Company company_id="errantknight">Errant Knight Games</Company>
</Edition>
<Description>
A pro-wrestling RPG using a storytelling-emphasized system, 
published electronically.  The fights are actually faked and 
are resolved as such -- while the players work on promotion, 
showmanship, and other aspects of being a wrestler.  
It uses a simple d6-based dice pool system.  
</Description>
</Game>

<Game type="rpg" game_id="kerberosclubfateedition">
<Title>The Kerberos Club (FATE Edition)</Title>
<Edition>
  <EdName>1st FATE</EdName>
  <Author>Benjamin Baugh</Author>
  <Author>Mike Olson</Author>
  <Year>2011</Year>
  <Company company_id="arcdream">Arc Dream Publishing</Company> 
  <Pages>372</Pages>
</Edition>
<Description>
A science fantasy game where the player characters are super-powered 
individuals in Victorian England of an alternate history.  The Kerberos 
Club is a private group of individuals with powers who battle threats to 
the Empire and world.  In the alternate history, Queen Victoria becomes
a mystic embodiment of the British Empire, while inventions appear such 
as machine men, flight devices, and lightning guns.  Faerie is annexed 
into the Empire after a war, leading to even more over-the-top action 
towards the end of the era.  The setting was originally published as 
sourcebooks for Savage Worlds and Wild Talents, while the FATE edition is 
a standalone game using a variant of the FATE system called "Strange FATE" 
intended for use with superhero settings.  
</Description>
</Game>

<Game type="rpg" game_id="kevinandkell">
<Title>Kevin &amp;amp; Kell Roleplaying Game</Title>
<Edition>
  <Author>Jamie C. Borg</Author>
  <Author>Michael Hopcroft</Author>
  <Year>2005</Year>
  <Company company_id="comstar">ComStar Media, LLC</Company>
</Edition>
<Description>
A anthropomorphic animals RPG based on the long-standing webcomic 
by Bill Holbrook.  It is set in a twist on the modern world where 
there are only animals instead of humans, with the canonical 
characters being a married couple who happen to be a wolf and 
a rabbit -- now with kids in school and a mix of problems of 
domestic and wild problems.  The system is based on the 
&lt;a href="GAME#action"&gt;Action!&lt;/a&gt; System from 
Gold Rush Games.  
</Description>
</Game>

<Game type="rpg" game_id="keyrp">
<Title>Key-RP</Title>
<Edition>
  <Author>David Sharrock</Author>
  <Author>Wyn F Dawkins</Author>
  <Author>Suzanna Hope</Author>
  <Year>2007</Year>
  <Company company_id="foreverpeople">Forever People Digital Press</Company>
</Edition>
<Description>
A universal RPG system, designed primarily for use with play-by-email games, 
as well as tabletop.  The basic rules are intended for modern-day and 
horror genre, but an appendix includes optional rules for fantasy and 
science fiction genres.  Action resolution is roll under stat + skill 
on 1d20.  Character creation is limited point-buy: 35 points among 
the five attributes (Stamina, Muscle, Skill, Academia, Sense), plus 
five points among skills.  
</Description>
</Game>

<Game type="rpg" game_id="khaotic">
<Title>Khaotic</Title>
<Edition>
  <Author>Kathleen Williams</Author>
  <Author>Joe Williams</Author>
  <Year>1994</Year>
  <Company company_id="marquee">Marquee Press</Company>
</Edition>
<Description>
An alien invasion RPG, where the PC's psychically project
themselves to a distant planet to possess monsters who are
invading Earth.  The "Trans-Ego Device" used was invented in 1944
by Dr. Isabella Bayne, who is also the evil mastermind behind the
invasion from the "tech noir" world of Xenos.  The PC's are
members of the International Society of Enlightened Scientists
(ISES) who took charge of the TED.  The catch is that the whole
party possesses one creature: only one member of the party at a
time can control the host, while those who are not in control can
use psychic powers and offer advice. It uses a variant of the
system from &lt;a href="GAME#legendarylives"&gt;Legendary Lives&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="khelataar" language="Swedish">
<Title>Khelataar</Title>
<Edition>
  <Author>Stefan Burstrom</Author>
  <Author>Bjorn Wahlberg</Author>
  <Author>Micke Nordin</Author>
  <Author>Hans Sundqvist</Author>
  <Author>Hakan Jonsson</Author>
  <Author>Anders Blixt</Author>
  <Year>1989</Year> 
  <Company company_id="lancelot">Lancelot</Company>
</Edition>
<Description>
A Swedish-language fantasy RPG set in the isolated island realm
of Khelataar, where Iron Age clans guard their territories and
clash with each other.  The game is focused on human interaction;
common fantasy cliches such as monsters are toned down or  
absent.  The rules are advanced but demand a lot of
bookkeeping. 
</Description>
</Game>

<Game type="rpg" game_id="khymir">
<Title>Khymir: The Role-Playing Game</Title>
<Edition>
  <Author>Mark E. Rogers</Author>
  <Author>Rich Staats</Author>
  <Year>2006</Year> 
  <Company>self-published</Company>
</Edition>
<Description>
A fantasy RPG set in the city of Khymir and its environs in the world 
of Thorgon Karrelssa - the setting for Mark E. Rogers' books Zorachus, 
The Nightmare of God, and the Blood of the Lamb series.  It uses a 
skill-based system where flat numbers are converted into die rolls. 
By default every 7 points of stat becomes 2d6, so if skill + modifiers 
is 15, that would be rolled as 2d6+1 and compared to difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="kidworld">
<Title>KidWorld</Title>
<Edition>
  <Author>Brian St. Claire-King</Author>
  <Author>Elroy LaSanta</Author>
  <Year>2009</Year> 
  <Company company_id="vajra">Vajra Enterprises</Company>
  <Pages>276</Pages>
</Edition>
<Description>
A post-apocalyptic game, set in after a worldwide plague has killed 
50% of the adult population and left the remainder blinded, leaving 
kids as the majority.  Many adults began to capture and train kids to 
be their armies, and many kids rebelled against adult rule.  
Resolution uses 1d20 + attribute + skill versus a target number.  
Character creation is limited point-based, with the number of points 
for attributes depending on age.  Adult characters get 90 points, kids 
get fewer depending on age.  There are 3 classes for adults 
(Brains, Brawns, Mouth) and 9 for kids (Builders, Cadets, Ferals, 
Horse Riders, Inheritors, Nurturers, Radicals, Scouts, Students).  
It has a detailed skill system with over a hundred skills.  Each 
character spending 100 points on skills, with cost per level 
determined by class.  
</Description>
</Game>

<Game type="rpg" game_id="killpuppiesforsatan">
<Title>Kill Puppies For Satan</Title>
<Edition>
  <Author>Vincent Baker</Author>
  <Year>2002</Year> 
  <Company company_id="lumpley">Lumpley Games</Company>
</Edition>
<Description>
A tongue-in-cheek game where the PCs are low-class demons who exist 
to cause minor pointless misery and annoyance to the world.  By 
committing evil, they collect power for low-rent miracles to further 
their work.  
</Description>
</Game>

<Game type="rpg" game_id="kingdomofnothing">
<Title>Kingdom of Nothing</Title>
<Edition>
  <Author>Jeff Himmelman</Author>
  <Year>2010</Year>
  <Company company_id="galileo">Galileo Games</Company>
</Edition>
<Description>
An urban fantasy RPG about homeless people, the Lost, who have suffered 
an unknown trauma and begun to forget even who they are and where they 
come from.  As they are ignored, they slip through the cracks of their 
world into a mysterious realm filled with nightmarish secrets.  Character 
creation is point based, with players assigning the two attributes 
(Lucidity and Survival), free-form skills, an Echo (an object that 
guides the character) and Burden (what is holding them back).  
Resolution is based on coin flips, where the player flips a mix 
of coins from a cup, and each head gives successes.  Pennies are 
from attributes and earn 1 success; nickels are from skills and earn 
2 successes; a dime comes from the Echo and earns 3 successes; 
a quarter comes from the Burden and earns 4 successes.  The player 
can lose coins that are bet, but keeps successes.  Further, a player 
can ask for coins from other players that are also risked.  
</Description>
</Game>

<Game type="rpg" game_id="knightsandmagic">
<Title>Knights and Magic</Title>
<Edition>
  <Author>Arnold Hendrick</Author>
  <Year>1980</Year>
  <Company company_id="heritage">Heritage Models</Company>
</Edition>
<Description>
A medieval fantasy miniatures system, which included some
role-playing rules and notes on use with other RPGs.  
</Description>
</Game>

<Game type="rpg" game_id="knightsoftheroundtable">
<Title>Knights of the Round Table</Title>
<Edition>
  <Author>Phil Edgren</Author>
  <Year>1976</Year>
  <Company company_id="littlesolder">Little Soldier Games</Company>
  <Pages>64</Pages>
</Edition>
<Description>
A miniature system and RPG set in Arthurian Camelot.  Each figure has 
a single stat, Prowess, which starts at 1d10 but can be raised to 100.  
It could be improved with experience.   The rules suggested 1-7 points 
per adventure, although it could be reduced through unchivalrous 
behavior and temporarily lowered by wounds.  The game had three
related combat systems: jousting, hand-to-hand, and melee.  Combat 
resolution worked by both players secretly selecting one of 10
maneuver cards.  Comparing cards gave a target number to hit on 1d100,
where the figure with higher Prowess adds the difference to his roll.  
Damage is based on the action and the difference between the roll and
target.  The game also included a description of the code of chivalry, 
some encounter tables, and rules for falling in love. The campaign
section suggested that PCs could found baronies, learn magic or
develop spiritual power, although very few details were provided. 
</Description>
</Game>

<Game type="rpg" game_id="knowyourrole">
<Title>Know Your Role! - World Wrestling Entertainment Roleplaying Game</Title>
<Edition>
  <Author>Tony Lee</Author>
  <Author>Cynthia Celeste Miller</Author>
  <Author>Eddy Webb</Author>
  <Author>Christopher McGlothin</Author>
  <Author>Marcelo Figueroa</Author>
  <Year>2005</Year>
  <Company company_id="comicimages">Comic Images, Inc.</Company>
</Edition>
<Description>
A professional wrestling RPG using a variant of the D20 System of third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It has six 
classes, one for each primary ability: Aerial Superstar (Dexterity), 
Power Superstar (Strength), Rough Superstar (Constitution), 
Savvy Superstar (Charisma), Technical Superstar (Intelligence), and 
Manager (Wisdom).  Each has appropriate talent trees as in D20 Modern. 
Combat is handled by separate damage to Endurance (which increases 
with level) and Trauma (equal to Constitution).  The game includes a 
system for developing unique maneuvers, and character limits on maneuvers. 
</Description>
</Game>

<Game type="rpg" game_id="koboldsatemybaby">
<Title>Kobolds Ate My Baby!</Title>
<Edition>
  <Author>Christopher O'Neill</Author>
  <Author>Daniel Landis</Author>
  <Year>1998</Year> 
  <Company company_id="9thlevel">9th Level Games</Company>
</Edition>
<Description>
A humorous beer-and-pretzels RPG about playing kobolds sent on a
mission to steal as many babies they can from the humans.  It
uses a very simple skill-based system including a Kobold Gruesome
Death Chart and a magic system with 12 spells.  There are several 
supplements for this game, including "More Things to Eat and Kill!". 
</Description>
</Game>

<Game type="rpg" game_id="kouzlemamecem" language="Czech">
<Title>Kouzlem a me&amp;#269;em</Title>
<Edition>
  <Author>Ji&amp;#345;&amp;iacute; Reiter</Author>
  <Year>2010</Year>
  <Company company_id="mytago">MYTAGO</Company>
</Edition>
<Description>
A Czech-language old-school fantasy game focused on compact rules 
that cover fighting goblins, skeletons, and other monsters in 
underground labyrinths.  
</Description>
</Game>

<Game type="rpg" game_id="krysztalyczasu" language="Polish">
<Title>Kryszta&amp;#322;y Czasu</Title>
<Edition>
  <Author>Artur Szyndler</Author>
  <Year>1999</Year> 
  <Company company_id="mag">Wydawnictwo MAG</Company>
</Edition>
<Description>
A Polish-language fantasy RPG set in an original world called Orchia. 
The title translates as "Jewels of Time".  It uses a complex rules 
system, particularly in character generation.  Before the book 
edition, it was published in parts in "Magia i Miecz" 
("Sword and Sorcery") magazine, being really the first set of 
true role-playing rules published in Polish. 
</Description>
</Game>

<Game type="rpg" game_id="kult" language="Swedish,English">
<Title>Kult</Title>
<Edition>
  <EdName>1st [Swedish]</EdName>
  <Author>Gunilla Jonsson</Author>
  <Author>Michael Petersen</Author>
  <Year>1991</Year>
  <Company company_id="target">Target Games AB</Company>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Year>1993</Year>
  <Company company_id="metropolis">Metropolis, Ltd</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Nils Gullikson</Author>
  <Author>Stefan Ljungqvist</Author>
  <Author>Terry K. Amthor</Author>
  <Year>2004</Year>
</Edition>
<Description>
A surreal modern-day horror RPG, where the horrific underlying 
reality is a gnostic fable.  
</Description>
</Game>

<Game type="rpg" game_id="kuninkaidenaika" language="Finnish">
<Title>Kuninkaiden Aika</Title>
<Edition>
  <Author>Piia Makkonen</Author>
  <Author>Pasi Silander</Author>
  <Year>1993</Year> 
  <Company>Lastenkeskus Publishing</Company>
</Edition>
<Description>
A Finnish-language Biblical RPG, whose title translates as 
"Time of the Kings".  It is published by a Lutheran church for
the purposes of fun and entertainment regarding how the world was 
during the time of the kings (Saul, David, Solomon).  It uses 
a rules-lite system, with no stats were for weapons.  
</Description>
</Game>

<Game type="rpg" game_id="kuro" language="French">
<Title>Kuro</Title>
<Edition>
  <Author>Willy Favre</Author>
  <Author>J&amp;eacute;r&amp;ocirc;me Larr&amp;eacute;</Author>
  <Author>Neko</Author>
  <Author>Christophe Valla</Author>
  <Author>Julien Heylbroeck</Author>
  <Year>2007</Year>
  <Company company_id="7emecercle">7&amp;egrave;me Cercle</Company>
  <Pages>158</Pages>
</Edition>
<Description>
A post-apocalyptic science fantasy RPG set in Japan in the year 2046, 
after a mysterious event (the "Kuro Incident") has cut Japan off from 
the rest of the world and re-awakened elements from Japanese mythology. 
It uses an original system.  
</Description>
</Game>

<Game type="rpg" game_id="laberinto" language="Spanish">
<Title>Laberinto</Title>
<Edition>
  <Author>Irma Am&amp;eacute;zquita</Author>
  <Author>Tonatiuh Moreno</Author>
  <Year>1999</Year> 
  <Company>Editorial Gr&amp;aacute;fica Nuevo</Company>
</Edition>
<Description>
Laberinto is a sci-fi anime/manga RPG, the first Mexican RPG. 
The tagline for the book translates to: "A new and original game 
to live adventures in a magic and dangerous world. Is fantasy and 
science fiction.  (A) Roleplaying game located within an anime-manga 
world. Into dungeons or in cities, with robots and dragons... 
martial artists, ninjas, psychics, monks, magic girls, knights, 
thieves and aliens live fantastic adventures.  You are the hero.  
Walk the mind labyrinths."  
</Description>
</Game>

<Game type="rpg" game_id="laborinthus" language="French">
<Title>Laborinthus</Title>
<Edition>
  <Author>Patrick Savary</Author>
  <Author>Laurent Gabella</Author>
  <Year>1988</Year> 
  <Company>&amp;Eacute;ditions ECG</Company>
</Edition>
<Description>
A French-language fantasy RPG -- the first Swiss RPG.  It
features onirism, symbols, and psycho-analysis.  The book is
illustrated with original engravings and eau-fortes, and 
extremely expensive. 
</Description>
</Game>

<Game type="rpg" game_id="labyrinthlord">
<Title>Labyrinth Lord</Title>
<Edition>
  <Author>Daniel Proctor</Author>
  <Year>2007</Year> 
  <Company company_id="goblinoid">Goblinoid Games</Company>
  <Pages>138</Pages>
</Edition>
<Description>
A variant of the original 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; game, 
mimicking the original basic game circa 1980 based on the third 
edition rules released under the Open Gaming License.  
</Description>
</Game>

<Game type="rpg" game_id="labyrinthsandlycanthropes">
<Title>Labyrinths &amp;amp; Lycanthropes</Title>
<Edition>
  <Author>Joe J. Prince</Author>
  <Year>2009</Year>
  <Company company_id="princeofdarkness">Prince of Darkness Games</Company>
  <Pages>86</Pages>
</Edition>
<Description>
A tongue-in-cheek dungeon crawl RPG, featuring random labyrinth generation 
and a rotating GM.  The emphasis is on comedy and fast play, with 
streamlined combat and magic with no spell lists.  Character creation 
is class-based, with the three classes being Fighter, Ninja, and Mage.  
</Description>
</Game>

<Game type="rpg" game_id="laceandsteel">
<Title>Lace and Steel</Title>
<Edition>
  <Author>Paul Kidd</Author>
  <Year>1989</Year>
  <Company company_id="tagg">TAGG</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year> 
  <Company company_id="pharos">Plainlabel / Pharos</Company>
</Edition>
<Description>
A swashbuckling fantasy RPG set in an alternate world parallel to
our 1640's, populated with humans and civilized centaurs.  It
uses a skill-based system which uses cards in addition to dice.
Tarot cards modify character creation (which is mixed random-roll
attributes and point-bought skills), and special cards are used
in combat.  
</Description>
</Game>

<Game type="rpg" game_id="lacunaparti">
<Title>Lacuna Part I: The Creation of the Mystery and the Girl from Blue City </Title>
<Edition>
  <Author>Jared A. Sorensen</Author>
  <Year>2004</Year>
  <Company company_id="mementomori">Memento Mori Theatricks</Company>
  <Pages>40</Pages>
</Edition>
<Description>
An experimental roleplaying game set in modern-day psychic world of black-suited Mystery Agents and shadowy spidermen.  The PCs are "Mystery Agents" in the modern day, who go into a dream-state where they can explore a collective unconscious.  This go to a place called the Blue City.  Characters have four abstract attributes: Force, Access, Instinct, and Talent.  These are rated in a five-step scale: 2d6, lowest 3 of 4d6, 3d6, highest 3 of 4d6, 4d6.  There is a reward (Challenge Points) equal to difficulty for a successful roll that can be used to increase attributes.  Since all action is psychic, there is no damage but PCs heart rates will rise with every roll.  Character generation has random-roll age and mentor, freeform strength/weakness keywords, and optional picking a proficient/deficient attribute.
</Description>
</Game>

<Game type="rpg" game_id="lamentationsoftheflameprincess">
<Title>Lamentations of the Flame Princess: Weird Fantasy Role-Playing</Title>
<Edition>
  <EdName>Deluxe</EdName>
  <Author>James Edward Raggi IV</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>Grindhouse</EdName>
  <Author>James Edward Raggi IV</Author>
  <Year>2011</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A variant of the original 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; game, 
part of the "Old School Renaissance", that mimics the original basic 
game with a focus on emulating weird pulp fantasy.  It has a simple 
skill system along with classes of wizard, cleric, fighter, specialist, 
elf, dwarf, and halfling.  
</Description>
</Game>

<Game type="rpg" game_id="landoftherisingsun">
<Title>Land of the Rising Sun</Title>
<Edition>
  <Author>Lee Gold</Author>
  <Year>1980</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A fantasy RPG set in medieval Japan, using a variant of the
original &lt;a href="GAME#chivalryandsorcery"&gt;Chivalry and Sorcery&lt;/a&gt;
system.  
</Description>
</Game>

<Game type="rpg" game_id="landsofadventure">
<Title>Lands of Adventure</Title>
<Edition>
  <Author>Lee Gold</Author>
  <Year>1983</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A generic fantasy RPG, with "culture packs" for specific
settings.  A short booklet covering mythic Greece and medieval
England was included with the game.  The system is percentile
skill-based, with complex sub-systems for combat, encumbrance,
movement, etc.  Characters track Energy Points (EP, lost by
fatigue), Body Points (BP, lost by wounds), and Life Points (lost
by bleeding).  
</Description>
</Game>

<Game type="rpg" game_id="laserburn">
<Title>Laserburn</Title>
<Edition>
  <Author>Bryan Ansell</Author>
  <Author>Richard Halliwell</Author>
  <Author>Tony Ackland</Author>
  <Year>1980</Year>
  <Company>Tabletop Games</Company>
</Edition>
<Description>
A sci-fi miniatures combat system: not really an RPG, but an
ancestor of &lt;u&gt;Warhammer 40K&lt;/u&gt; by the same authors.  It
features power armour, dreadnought armour, hand flamers, needle
weapons, "sunguns", conversion beam projectors, bolt rifles and
so forth.  
</Description>
</Game>

<Game type="rpg" game_id="lastexodus">
<Title>The Last Exodus</Title>
<Edition>
  <Author>Nicholas Van Zandt</Author>
  <Author>Jaz Michele</Author>
  <Year>2001</Year>
  <Company company_id="synister">Synister Creative</Company>
</Edition>
<Description>
A modern-day magical/religious apocalypse RPG.  It is set shortly after 
the millenium, where the PC's are all "Scions" -- powerful miracle-
performer who act as either Messiahs or Antichrists.  The rules system 
uses a standard playing deck and difficulty numbers for action 
resolution.  Character creation is limited point based, with players 
spending points on four qualities: Mental, Physical, Cultural, and
Spiritual, along with various other choices.  
</Description>
</Game>

<Game type="rpg" game_id="lasttrainoutofwarsaw">
<Title>Last Train Out of Warsaw</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A roleplaying/storytelling game based on a historical fiction scenario. 
It is designed for a single, short session with 2-8 players - with 
included rules based on the free rule system Archipelago II, by 
Matthijs Holter.  There is a Guide with no main character and a 
pre-determined sequence of ten scenes.  In each scene, players take 
turns narrating what happens.  The current narrator may use mechanics 
to draw from three sets of custom cards: Fate cards, Setting Element 
cards, and Resolution cards.  The scenario is Warsaw in 1939 on the 
eve of the German encirclement- with players taking the roles of people 
on the very last train out of the city: the Conductor, the Quiet Man, 
the Engineer, the Fireman, the Adjutant, the Countess, the Old Man, 
and the Pretty Girl.  
</Description>
</Game>

<Game type="rpg" game_id="laundry">
<Title>The Laundry</Title>
<Edition>
  <Author>Jason Durall</Author>
  <Author>Gareth Hanrahan</Author>
  <Author>John Snead</Author>
  <Year>2010</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
  <Company company_id="alephtar">Alephtar Games</Company>
</Edition>
<Description>
A modern-day horror RPG based on the "Laundry Files" series of novels 
by Charles Stross.  Players take on the roles of British intelligence 
agents tasked with fighting from supernatural horrors.  It uses a variant 
of the &lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt; 
system.  
</Description>
</Game>

<Game type="rpg" game_id="lawnmowerman">
<Title>Lawnmower Man</Title>
<Edition>
  <Author>Barry Nakazano</Author>
  <Author>David McKenzie</Author>
  <Year>1993</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Description>
A cyberpunk RPG based on the 1992 movie about a treatment of drugs 
and virtual reality which unlocks genius intelligence and psychic
powers in a retarded man, loosely based on a novel by Stephen
King.  The system has an extremely simplified version of the combat 
rules in &lt;a href="GAME#phoenixcommand"&gt;Phoenix Command&lt;/a&gt;, 
which is still quite complex.  It includes cybernetic enhancement 
rules.  
</Description>
</Game>

<Game type="rpg" game_id="lef" language="Danish">
<Title>LEF: DE SAMLEDE V&amp;AElig;RKER</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Jacob Octavius Jarlskov</Author>
  <Year>1991</Year>
  <Company company_id="caligula">Caligula Forlag</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2003</Year>
</Edition>
<Description>
A Danish-language fantasy game, whose title translates as 
"LEF: The Collected Works".  "LEF" is an acronym for "Levende Eventyr 
og Fantasi" -- meaning "Living Adventure and Fantasy".  It is set in 
the world of Valhel, a medieval fantasy world with humans along with 
elves, dwarfs and trolls.  It uses a d6-based rules system, where 
action resolution is skill plus 2d6 vs difficulty (with some 
complications for combat).  Character creation is point-based: 
pick one of two broad classes ("learned" and "practical"), and 
then spend starting experience points on attributes and skills.  
Attributes range from 1 to 3 dice, with 1 being the default (except 
for magic which starts at 0).  Skills range from 1 to 6.  The cost 
varies depending on skill and class, and starting rank is randomly 
determined as a 1d6 roll.  There is a magic system with five types 
of magic, each of which work differently.  The core rulebook is a 
oversize black hardback (30 by 19 by 3 cm), with a bookmark ribbon 
sewn in, and embossed logo of a crowned horse on the spine and back.  
There is a picture at the 
&lt;a href="http://alexandria.dk/data?system=80"&gt;
Danish Alexandria site&lt;/a&gt;.  The original system concept was 
from 1981 -- with first publication in 1991, second in 1999, third 
in 2003.  
</Description>
</Game>

<Game type="rpg" game_id="legacy_blackgate">
<Title>Legacy: War of Ages</Title>
<Edition>
  <Author>Brandon Blackmoor</Author>
  <Author>Susan Blackmoor</Author>
  <Year>1993</Year>
  <Company company_id="blackgate">Black Gate Publishing</Company>
</Edition>
<Description>
A modern-day occult RPG in the "Techno-Gothic" genre, about
secret immortal beings the 21st century (in the style of the 
movie &lt;u&gt;Highlander&lt;/u&gt;). 
</Description>
</Game>

<Game type="rpg" game_id="legacy_discordian">
<Title>Legacy</Title>
<Edition>
  <Author>J.D. Frazer</Author>
  <Year>1992</Year> 
  <Company company_id="discordian">Discordian Games</Company>
</Edition>
<Description>
A "hard science" sci-fi RPG.  
</Description>
</Game>

<Game type="rpg" game_id="legacy_legacy">
<Title>Legacy</Title>
<Edition>
  <Author>David A. Feldt</Author>
  <Year>1978</Year>
  <Company>Legacy Press</Company>
</Edition>
<Description>
A universal RPG system, which uses a complex skill system 
where the GM creates statistics for the civilization.  
</Description>
</Game>

<Game type="rpg" game_id="legacyofzorro">
<Title>The Legacy of Zorro</Title>
<Edition>
  <Author>Mark Arsenault</Author>
  <Year>2001</Year>
  <Company company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Description>
A swashbuckling action game based on the popular series of books 
and film.  This uses the "Instant Fuzion" game system, and is 
intended for beginning players.  It includes four pre-made characters,
an introductory adventure, and cut-out cardstock figures. 
</Description>
</Game>

<Game type="rpg" game_id="legend_mongoose">
<Title>Legend</Title>
<Edition>
  <Author>Lawrence Whitaker</Author>
  <Author>Pete Nash</Author>
  <Year>2011</Year> 
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>250</Pages>
</Edition>
<Description>
A generic fantasy RPG based on Mongoose's version of the 
&lt;a href="GAME#runequest"&gt;RuneQuest&lt;/a&gt; rules.  
</Description>
</Game>

<Game type="rpg" game_id="legend_ruleofcool">
<Title>Legend</Title>
<Edition>
  <Author>Jacob Kurzer</Author>
  <Author>Chris Campbell</Author>
  <Year>2011</Year> 
  <Company company_id="ruleofcool">Rule of Cool Gaming</Company>
  <Pages>179</Pages>
</Edition>
<Description>
A generic fantasy RPG using a streamlined variant of the 
D20 System from 3.5th edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
The core classes are Barbarian, Monk, Paladin, Ranger, Rogue, 
Sage, Shaman, and Tactician.  It uses standard attributes and 
resolution using a D20, but gives each class three distinct tracks 
of special abilities - with one gained each level.  Skills are binary, 
with any trained skill getting a bonus equal to level.  
</Description>
</Game>

<Game type="rpg" game_id="legendarylives">
<Title>Legendary Lives</Title>
<Edition>
  <Author>Kathleen Williams</Author>
  <Author>Joe Williams</Author>
  <Year>1990</Year> 
  <Company company_id="sagelore">Sage Lore Productions, Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
  <Company company_id="marquee">Marquee Press</Company>
</Edition>
<Description>
A fantasy-genre RPG, set in a light-hearted Celtic-flavored world
thick with faeries.  The system uses a universal Action
Resolution Table (ART), included on the character sheet.  You
find the row for skill (modified by difficulty) and rolling
percentile dice to find degree of success/failure (5 levels
each).  Character creation is largely random-roll with a choice
of profession, developing a random "life-path" of the character's 
history.  
</Description>
</Game>

<Game type="rpg" game_id="legendes" language="French,English">
<Title>L&amp;eacute;gendes</Title>
<Edition>
  <Author>St&amp;eacute;phane Daudier</Author>
  <Author>Marc Deladerri&amp;egrave;re</Author>
  <Author>Philippe Mercier</Author>
  <Author>Jean Marc Montel</Author>
  <Author>Guillaume Rohmer</Author>
  <Year>1983</Year>
  <Company company_id="jeuxdescartes">Jeux Descartes</Company>
</Edition>
<Edition>
  <EdName>L&amp;eacute;gendes des 1001 Nuits</EdName> 
  <Author>Jean Marc Montel</Author>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>L&amp;eacute;gendes Celtiques</EdName>
  <Author>Philippe Mercier</Author>
  <Author>St&amp;eacute;phane Daudier</Author>
  <Author>Guillaume Rohmer</Author>
  <Author>Jean Marc Montel</Author>
  <Author>Marc Deladerri&amp;egrave;re</Author>
  <Year>1985</Year>
</Edition>
<Edition>
  <EdName>Premi&amp;egrave;res L&amp;eacute;gendes</EdName>
  <Author>unknown</Author>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>De La Table Ronde</EdName>
  <Author>Anne Vetillard</Author>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>Vall&amp;eacute;e des Rois</EdName>
  <Author>Christian Caroli</Author>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>Des Cit&amp;eacute;s</EdName> 
  <Author>Didier Franque</Author>
  <Year>1993</Year>
  <Company>Antre du Dragon</Company>
</Edition>
<Description>
A French-language historical fantasy RPG system, released as
several games focusing on different time periods.  "L&amp;Eacute;gendes
Celtique" was also released in English as "Celtic Legends".  
The original game has complex rules and focuses on very 
detailed historical/legendary background.  "1001 Nights" also
uses these rules.  A simplified version of the rules
("Premi&amp;egrave;res L&amp;eacute;gendes") was later released, which 
the later supplements use.  The simplified version has 3 basic attributes,
each of which has 3 sub-attributes.  There are 8 Gifts, each of which 
govern a set of skills.  Action resolution uses a d20.  The official 
settings included "L&amp;Eacute;gendes Celtique" (pre-Roman Celtic 
civilization); "L&amp;Eacute;gendes de la Table Ronde" (Arthurian 
Britain); "L&amp;Eacute;gendes Mille et Une Nuits" (based on 1001 
Arabian Nights); and "L&amp;Eacute;gendes de la Vall&amp;eacute;e des Rois" 
(ancient Egypt).  There was also a third-party supplement for ancient 
Greece, "L&amp;eacute;gendes des Cit&amp;eacute;s".  
</Description>
</Game>

<Game type="rpg" game_id="legendesdescontreesoubliees" language="French">
<Title>L&amp;eacute;gendes des Contr&amp;eacute;es Oubli&amp;eacute;es</Title>
<Edition>
  <Author>G.E. Ranne</Author>
  <Author>Stephane Bura</Author>
  <Year>1995</Year>
  <Company>Delcourt</Company>
</Edition>
<Description>
A French-language heroic fantasy RPG, adapted from a serie of
French comic books of the same name. 
</Description>
</Game>

<Game type="rpg" game_id="legendmaker">
<Title>Legendmaker</Title>
<Edition>
  <Author>Howard I. Scott III</Author>
  <Year>1998</Year>
  <Company company_id="chaosent">Chaos Enterprises, Inc.</Company>
</Edition>
<Description>
A traditional fantasy-genre RPG.  It uses a percentile skill based
system, also using Xd10 for damage and other rolls.  Character
creation is by random-roll attributes, and choice of race and
class.  Class (Fighter/ Thief/ Cleric/ Mage) determines your
central skill -- increase in that skill brings you up a level
which improves saving throws and hit points.  
</Description>
</Game>

<Game type="rpg" game_id="legendoftheages">
<Title>Legend of the Ages</Title>
<Edition>
  <Author>William WR Ozier</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A generic fantasy system, which includes rules on creating cultures and civilizations, original monsters, and major houses and guilds, as well as magical items and spells.
</Description>
</Game>

<Game type="rpg" game_id="legendoftheburningsands">
<Title>Legend of the Burning Sands</Title>
<Edition>
  <Author>Jed Carlton</Author>
  <Author>Shawn Carman</Author>
  <Author>Dan Comrie</Author>
  <Author>Douglas Sun</Author>
  <Author>Lucas Twyman</Author>
  <Author>Brian Yoon</Author>
  <Year>2008</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Description>
A stand-alone variant of the 
&lt;a href="GAME#legendofthefiverings"&gt;Legend of the Five Rings&lt;/a&gt; 
game, set in an alternate desert region of that world.  
It details major factions such as the warlike Yodotai, the mystical 
Ashalan, and the scholarly Qabal.  It includes a new magic system 
with dueling rules (ta-haddi) as well as rules for summoning and 
creating jinn. 
</Description>
</Game>

<Game type="rpg" game_id="legendofthefiverings">
<Title>Legend of the Five Rings</Title>
<Edition>
  <Author>John Wick</Author>
  <Author>D. Williams</Author>
  <Year>1997</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Ree Soesbee</Author>
  <Year>2000</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Rich Wulf</Author>
  <Author>Shawn Carman</Author>
  <Author>Brian Yoon</Author>
  <Author>Seth Mason</Author>
  <Author>Fred Wan</Author>
  <Year>2005</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Shawn Carman</Author>
  <Author>Robert Hobart</Author>
  <Author>Jim Pinto</Author>
  <Year>2010</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Description>
A medieval fantasy-genre RPG, set in the world of Rokugan where
clans struggle for dominance.  The names, appearance, and other
features are Japanese-based, but there are also European
influences.  The "five rings" are the elements of Air, Earth,
Fire, Water, and Void which group the basic attributes.  It uses 
a dice pool system where you roll a number of d10s equal to 
attribute + skill, keep a number equal to attribute, and sum them.  
This is modified: rolls of ten add an extra roll, and in contests 
you throw out dice less than the opposing attribute.  Character 
creation is skill-based, with a choice of 7 clans and 2 professions: 
bushi (warrior) or shugenja (mage).  
</Description>
</Game>

<Game type="rpg" game_id="legendofyore">
<Title>The Legend of Yore</Title>
<Edition>
  <Author>Brennan Taylor</Author>
  <Year>1997</Year>
  <Company company_id="galileo">Galileo Games</Company>
</Edition>
<Description>
A fantasy-genre RPG, which allows PC's of giants, goblins, and 
trolls as well as elves, dwarves, and humans.  It uses a simple
skill-based percentile system: roll under (skill * 5) +
attribute.  Character creation has random-roll of race and
attributes, followed by selecting a career (1 of 30) and picking
skills from that career's list.  
</Description>
</Game>

<Game type="rpg" game_id="legendquest">
<Title>Legend Quest</Title>
<Edition>
  <Author>John Josten</Author>
  <Year>1991</Year> 
  <Company company_id="board">Board Enterprises</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
</Edition>
<Description>
A generic fantasy genre RPG system, including rules for magic and
"mentalism", but no background material.  It uses a simple
skill-based percentile system (roll under attribute*10 +
Skill*5) for all tasks.  Character creation, however, is
point-bought and time-consuming.  
</Description>
</Game>

<Game type="rpg" game_id="legendsofanglerre">
<Title>Legends of Anglerre</Title>
<Edition>
  <Author>Sarah Newton</Author>
  <Author>Chris Birch</Author>
  <Author>Marc Reyes</Author>
  <Author>Tom Miskey</Author>
  <Author>Mike Olson</Author>
  <Year>2010</Year> 
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
  <Pages>384</Pages>
</Edition>
<Description>
An RPG based on a fantasy series of British comic books that appeared 
in the Starblazer Adventures series.  It includes two settings: 
Anglerre and the Hither Kingdoms.  Anglerre is a swords-and-sorcery 
setting, where the kingdom of Anglerre are stoic, salt-of-the-earth 
people at war with the neighboring kingdom of wizards, Suvethia.  
In the Hither Kingdoms, an alliance of men, elves and dwarves fell a 
thousand years ago, and only the city of Selantium now holds out 
against the forces of darkness.  The game uses a variant of the 
FATE system (version 3.0) from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;, 
similar to the variant in 
&lt;a href="GAME#starblazeradventures"&gt;Starblazer Adventures&lt;/a&gt;. 
Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="legendsofkralis">
<Title>Legends of Kralis</Title>
<Edition>
  <Author>Levi Davis</Author>
  <Year>2005</Year> 
  <Company company_id="fantasymakers">Fantasy Makers Industries, LLC</Company>
  <Pages>358</Pages>
</Edition>
<Description>
A fantasy genre game with some science fiction elements, set on an 
original world ("Kralis").  There are fifteen races: Acires, Aelwyn, 
Ba-liyan, Centaur, Dwarves, Elves, Firbogs, Gnomes, Humans, Jakara, 
Kanus, Manax, Minotaurs, Sprites, and Trolls.  The world is late 
Renaissance with the addition of magical war machines, airships, and 
related elements.  It uses a percentile skill-based system (the 
"Talarius Gaming System").  Action resolution is roll under skill 
on d100 where successes (skill - roll / 10) must be greater than 
Target Successes.  Character creation is limited point-based.  
Distribute 200 points plus racial modifiers among eight attributes:
four Physical (Strength, Stamina, Agility and Perception) and four 
Mental (Intelligence, Wits, Willpower and Charisma).  
</Description>
</Game>

<Game type="rpg" game_id="legendswalk">
<Title>Legends Walk!</Title>
<Edition>
  <Author>Tim Gray</Author>
  <Year>2002</Year> 
  <Company company_id="silverbranch">Silver Branch Games</Company>
</Edition>
<Description>
An electronically-published superhero RPG set in a near-future world 
in the year 2020 where certain people have become empowered by 
creatures of popular myth.  Each hero represents a single being 
from legend: a God like Thor or Athena; an Angel like Michael or 
Gabriel; a Hero like Hercules; or a Monster like Fenrir or a Spriggan.  
The setting is described, but the true reasons behind the event are 
left up to the group.  It uses a dice-pool system, 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, i.e. a pre-define mythic source which provides your 
powers.  The core rulebook includes Greek, Norse, Celtic, and 
Angelic sources, plus there is a supplement for Aztec, Maya, 
Sumerian and Babylonian sources.  
</Description>
</Game>

<Game type="rpg" game_id="legione" language="Italian">
<Title>Legione</Title>
<Edition>
  <Author>Danilo Moretti</Author>
  <Year>1994</Year>
  <Company>Beholder</Company>
</Edition>
<Description missinginfo="all">
An Italian-language superhero RPG. 
</Description>
</Game>

<Game type="rpg" game_id="legiovii" language="Italian">
<Title>Legio VII</Title>
<Edition>
  <Author>Marco Donadoni</Author>
  <Year>1980</Year>
  <Company>International Team</Company>
</Edition>
<Description>
An Italian-language sci-fi boardgame, only marginally an RPG. 
It is set in a vast galactic empire along Roman lines, where 
players go exploring the galaxy.  The title is Latin for "7th Legion".  
It is a strictly table-driven game, where the GM only rolls dice 
and reads results on tables.  
</Description>
</Game>

<Game type="rpg" game_id="lejendaryadventures">
<Title>Lejendary Adventures</Title>
<Edition>
  <Author>Gary Gygax</Author>
  <Year>1999</Year>
  <Company company_id="hekaforge">Hekaforge</Company>
</Edition>
<Description>
A fantasy RPG, packaged in several volumes ("Lejendary Rules",
"Lejend Master's Lore", and "Lejendary Earth").  It uses a
fairly rules-lite percentile skill-based system.  Character
creation is point-bought attributes.  Skills are picked and then
ranked in order of importance -- the picks add to attributes, and
then attributes and rank determine individual skill values.  
There are class-like packages ("Orders") which enhance your picks
if you qualify.  
</Description>
</Game>

<Game type="rpg" game_id="leluelo" language="Finnish">
<Title>Leluelo</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Author>Hans Zenjuga</Author>
  <Year>2000</Year>
  <Company>Artic Ranger Production</Company>
</Edition>
<Description>
A small-press Finnish-language RPG in which the PC's are live toys 
(as in the Disney film "Toy Story").  It uses a fast d6-based system, 
and allows you play with real toys (cars, trains, dolls, soldiers..) 
as props.  
</Description>
</Game>

<Game type="rpg" game_id="lemuria">
<Title>Lemuria</Title>
<Edition>
  <Author>Anders Blixt</Author>
  <Author>Krister Sundelin</Author>
  <Year>2004</Year>
  <Company company_id="ravspel">R&amp;auml;vspel</Company> 
</Edition>
<Description>
A Swedish-language action-oriented "dieselpunk" game, set on the lost 
continent of Lemuria in the 1930s.  This is a sourcebook for use with the 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt; system, and is 
the first D20 game made in Swedish.  
</Description>
</Game>

<Game type="rpg" game_id="leverage">
<Title>Leverage: The Role Playing Game</Title>
<Edition>
  <Author>Cam Banks</Author>
  <Author>Rob Donoghue</Author>
  <Author>Matt Forbeck</Author>
  <Author>Laura Anne Gilman</Author>
  <Author>Ryan Macklin</Author>
  <Author>Clark Valentine</Author>
  <Year>2010</Year> 
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
</Edition>
<Description>
A modern-day espionage game based on the television series from the 
TNT network, where the player characters are a specialized group of 
con artists, criminals, and crooks who are trying to redeem themselves 
by using their skills to protect the victims of corporations, mobsters, 
and corrupt politicians.  This uses a version of the 
&lt;a href="GAME#cortex"&gt;Cortex System&lt;/a&gt; mechanics.  
</Description>
</Game>

<Game type="rpg" game_id="lexarcana" language="Italian">
<Title>Lex Arcana</Title>
<Edition>
  <Author>Leo Colovini</Author>
  <Author>Dario De Toffoli</Author>
  <Author>Marco Maggi</Author>
  <Author>Francesco Nepitello</Author>
  <Year>1993</Year> 
  <Company>Dal Negro</Company>
</Edition>
<Edition>
  <EdName>"Essential Rules"</EdName>
  <Year>1998</Year>
  <Company company_id="nexus">Nexus Editrice</Company>
</Edition>
<Description>
An Italian-language alternate-history RPG with magic, set in 
an alternate history 476 A.D. where the Western Roman Empire survived 
rather than fell.  Players take the role of Custodes, members of the 
Cohors Auxiliaria Arcana, a special branch of the Praetorian Guard 
devoted to search deep into the mysteries of the known world.
In the late 90's, Nexus Editrice bought the game from Dal Negro and 
distributed the remaining copies.  They also published a new geographical 
supplement called "Italia", by Andrea Angiolino and Francesca Garello. 
However, the "Essential Rules" edition is really an 8-page introduction 
to the original game, published in #54 of the magazine "Kaos".  
</Description>
</Game>

<Game type="rpg" game_id="liquidcrystal">
<Title>Liquid Crystal</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2006</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>29</Pages>
</Edition>
<Description>
A post-apocalyptic mini-RPG set a hundred years after robot wars wiped 
the Earth clean.  The survivors live with little technology in the 
city of New Olympus.  The player characters are robots whose minds 
have been wiped clean, in the hope that they can help the struggling 
city - despite their violent history.  
</Description>
</Game>

<Game type="rpg" game_id="littlefears">
<Title>Little Fears</Title>
<Edition>
  <Author>Jason L. Blair</Author>
  <Author>Greg Oliver</Author>
  <Year>2001</Year>
  <Company company_id="key20">Key 20 Publishing</Company>
</Edition>
<Edition>
  <EdName>Nightmare</EdName>
  <Author>Jason L. Blair</Author>
  <Year>2009</Year>
  <Company company_id="funsized">FunSizedGames</Company>
</Edition>
<Description> 
An RPG of childhood terror, set in a world of bullies, curfews, tattle-tales, 
werewolves, vampires, and things much worse.  The PC's are children 
below the age of 13, who have the gift of Innocence which monsters 
hunger for.  Upon passing 13, they lose their Innocence and are safe 
from the monsters -- but they become blind to the terrors of their 
youth.  The "Nightmare Edition" features a complete new system, the 
"Top 3" System.  
</Description>
</Game>

<Game type="rpg" game_id="livesystem">
<Title>Live System: Modernised OGL System</Title>
<Edition>
  <Author>James Desborough</Author>
  <Year>2004</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>124</Pages>
</Edition>
<Description>
An electronically-published universal RPG system, intended to be 
a more free-flowing variant of the D20 System of third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  Character 
creation replaces classes with packages of skills and feats.  
</Description>
</Game>

<Game type="rpg" game_id="livinglegends">
<Title>Living Legends</Title>
<Edition>
  <Author>Jeff Dee</Author>
  <Author>Jack Herman</Author>
  <Year>1999</Year>
  <Company company_id="unigames">Unigames</Company>
</Edition>
<Description>
A superhero RPG, a 3rd edition / revision of the classic
&lt;a href="GAME#villiansandvigilantes"&gt;Villians and Vigilantes&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="livingsteel">
<Title>Living Steel</Title>
<Edition>
  <Author>Barry Nakazono</Author>
  <Author>David McKenzie</Author>
  <Year>1987</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year>
</Edition>
<Description>
A sci-fi post-apocalyptic RPG, set on an alien world called Rhand
in 2349.  Alien "Spectrals" assaulted the corrupt human Imperium,
and invaded the isolated tourist world of Rhand.  The invasion
craft was destroyed, but chaos reigns after the devastation.  The
PC's are human champions equipped with power armor called "Living
Steel", dedicated to restoring civilization.  The game focuses
on realistic powered-armor combat, using a version of the system 
from &lt;a href="GAME#phoenixcommand"&gt;Phoenix Command&lt;/a&gt;.  
The second edition featured a simplified version of the rules, 
which is still quite complex.  
</Description>
</Game>

<Game type="rpg" game_id="lodland" language="German">
<Title>LodlanD: Ein Rollenspiel in den Tiefen des Meeres</Title>
<Edition>
  <Author>Andr&amp;eacute; Wiesler</Author>
  <Year>2003</Year> 
  <Company company_id="image3033">Image 3033</Company>
  <Pages>228</Pages>
</Edition>
<Description>
A German-language post-apocalyptic RPG, set in a future where the 
Earth's surface has become uninhabitable and humanity survives in 
domed cities beneath the oceans, complete with farms of genetically 
engineered algae.  See www.lodland.de for more information.  
</Description>
</Game>

<Game type="rpg" game_id="lonewolf">
<Title>Lone Wolf the Roleplaying Game</Title>
<Edition>
  <Author>August Hahn</Author>
  <Year>2004</Year> 
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>304</Pages>
</Edition>
<Description>
A fantasy genre RPG, based on the Lone Wolf series of gamebooks 
and novels.  The original gamebooks were co-authored by Paul Barnett 
(aka John Grant) and Joe Dever.  The game is set in the kingdom of 
Sommerlund, grandest nation on the world of Magnamund.  There, Kai 
monks with mystical powers defend the land against the Darklords of 
the west.  The RPG is officially set some 50 years before the plot 
of the gamebooks (wherein all but one the Kai monks are killed in 
a war with the Darklords).  It is a standalone RPG, while the rules 
are a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
Combat has been made faster by the elimination of Attacks of 
Opportunity and Feats, and there is special magic appropriate to 
the setting.  
</Description>
</Game>

<Game type="rpg" game_id="longlivetheking">
<Title>Long Live the King</Title>
<Edition>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Author>Stewart Wieck</Author>
  <Author>Dale Cook</Author>
  <Author>John Dashler</Author>
  <Year>2006</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A strategic live-action role-playing game for five or more players, 
which uses cards and three sets of points (Gold, Status, and Favor).  
It is set in a generic historical kingdom where the prince is dead, 
and a new heir must be chosen by the ailing king.  There are eight 
named characters: the King, Queen, Royal Bastard, Archbishop, Steward, 
Ambassador, Baron, and Treasurer.  Each has a card with stats provided 
for it.  The game is played with formal rounds for diplomacy and 
council.  
</Description>
</Game>

<Game type="rpg" game_id="lordoftherings">
<Title>Lord of the Rings Roleplaying Game</Title>
<Edition>
  <Author>Steven S. Long</Author>
  <Author>Christian Moore</Author>
  <Author>John Rateliff</Author>
  <Author>Matt Forbeck</Author>
  <Year>2002</Year> 
  <Company company_id="decipher">Decipher</Company>
  <Pages>304</Pages>
</Edition>
<Description>
A fantasy RPG based on the novels by J.R.R. Tolkien.  It uses a 
version of the "CODA" system (also used by Decipher's 
&lt;a href="GAME#startrek_decipher"&gt;Star Trek&lt;/a&gt; RPG).  
Action resolution is by attribute + skill + 2d6 versus difficulty. 
Character creation uses random-roll attributes (with a point-bought 
option), and chosen skills -- taking 'picks' of skills from racial
background and selecting an 'order' (i.e. warrior, wizard, rogue).  
There are also Edges and Flaws (advantages/disadvantages).  
</Description>
</Game>

<Game type="rpg" game_id="lordsofcreation">
<Title>Lords of Creation</Title>
<Edition>
  <Author>Tom Moldvay</Author>
  <Year>1984</Year> 
  <Company company_id="avalonhill">Avalon Hill</Company>
</Edition>
<Description>
A dimension-hopping game about characters rising to become
masters of their own dimension.  
</Description>
</Game>

<Game type="rpg" game_id="lordsofolympus">
<Title>Lords of Olympus</Title>
<Edition>
  <Author>The RPG Pundit</Author>
  <Year>2012</Year> 
  <Company company_id="precisintermedia">Precis Intermedia Games</Company>
  <Pages>234</Pages>
</Edition>
<Description>
A diceless RPG using a variant of the system from 
&lt;a href="GAME#amber"&gt;Amber Diceless Role-playing&lt;/a&gt;, 
and set in a version of the world of Greek myth.  The player characters 
are children of Olympian Gods, Titans, or Primordials - travelling 
between dimensions such as Olympus, Atlantis, and Hades. The core 
book includes many detailed listings of the divine family including 
many obscure deities and beings. Resolution uses a similar system 
of GM adjudication with four attributes (Ego, Might, Prowess, and 
Fortitude), but the resolution rules are written independently. 
</Description>
</Game>

<Game type="rpg" game_id="loreorigins">
<Title>Lore: Origins</Title>
<Edition>
  <Author>Troye W. Gerard</Author>
  <Author>Bryan P. Donihue</Author>
  <Author>Jeremy L. Huffman</Author>
  <Author>Daniel E. Beatty</Author>
  <Year>2001</Year>
  <Company company_id="lore">Lore Roleplaying</Company>
</Edition>
<Description>
A small press fantasy-genre RPG with the usual elements of
elves, dwarves, orcs, and dragons.  It is not yet released.  
</Description>
</Game>

<Game type="rpg" game_id="lostroadsoflociam">
<Title>Lost Roads of Lociam</Title>
<Edition>
  <Author>Rasmus Strand</Author>
  <Year>1991</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A fantasy RPG, set on the world of Lociam - populated by elves, 
dwarves, giants, and animal-peoples (the First People) as well as 
humans (the Second People).  Both are locked in struggle with creatures 
of Chaos (the Third People).  The rules are based on percentile skills 
for most activities, and binary skills for knowledges.  There are 
eight attributes, including four physical (Strength, Dexterity, Speed, 
Constitution) and four mental (Wisdom, Perception, Charisma, Mana). 
Experience is gained on individual skills based on use.  
A self-publishing site is available at 
&lt;a href="http://lociam.com/"&gt;lociam.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="lostsouls">
<Title>Lost Souls</Title>
<Edition>
  <Author>Kathleen Williams</Author>
  <Author>Joe Williams</Author>
  <Year>1991</Year>
  <Company company_id="sagelore">Sage Lore Productions, Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1992</Year>
  <Company company_id="sagelore">Sage Lore Productions, Inc.</Company>
  <Company company_id="marquee">Marquee Press</Company>
</Edition>
<Description>
A supernatural RPG of playing ghosts trying to reincarnate,
fighting evil ghosts and other creatures to improve their karma.
It uses a variant of the system from &lt;a href="GAME#legendarylives"&gt;
Legendary Lives&lt;/a&gt;.  The system is percentile-based, with degree
of success indicated by a universal chart printed on the character sheet.
There are five degrees of failure (from Catastrophic to Poor) and 
five degrees of success (from Passable to Awesome).  Character 
creation has many random rolls, but the key selections are profession 
in life and lost soul type -- which may be either rolled or chosen.  
Creation begins with generating appearance, then profession, then 
how you died, and then the type of ghost you become (which determines 
your powers).  There are 22 types of ghosts, including Bansee, 
Doppelganger, Haunt, Shade, and Spook.  There are also 12 attributes, 
each of which has 4 associated skills.  Ghosts have "will-to-live" 
points, which when you run out of you have a chance to reincarnate.  
Experience is via karma, which grants powers as well as improving 
your luck in reincarnation.  
</Description>
</Game>

<Game type="rpg" game_id="lostworldjurassicpark">
<Title>'The Lost World: Jurassic Park' Role-Playing Game Book</Title> 
<Edition>
  <Author>Greg Farshtey</Author>
  <Year>1997</Year>
  <Company>Putnam Publishing Group</Company>
</Edition>
<Description>
This is a card-based RPG for young children (ages 7 and up).  
The book contains three interactive adventures, which use 24 punch-out 
cards.  Some cards portray characters from the film, while others 
contain facts about dinosaurs or the Jurassic era.  Each character 
has four attributes (agility, strength, perception, and mind) which 
are used with a d6 roll to determine action resolution.  
</Description>
</Game>

<Game type="rpg" game_id="loveinthetimeofseid">
<Title>Love in the Time of Sei&amp;eth;</Title> 
<Edition>
  <Author>Jason Morningstar</Author>
  <Author>Matthijs Holter</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A low-prep, quick-playing story game that includes five pre-generated characters along with locations and events.  It is set in a Norse-themed fantasy kingdom on the brink of ruin.  The old King has no male heir, and he seeks to marry his daughter to the Earl of Gardarike - a rival kingdom to the East.  It uses a version of the free rules system Archipelago II.  
</Description>
</Game>

<Game type="rpg" game_id="luftwaffe1946">
<Title>Luftwaffe 1946 Role Playing Game</Title>
<Edition>
  <Author>Jonathan M. Thompson</Author>
  <Year>2003</Year>
  <Company company_id="battlefield">Battlefield Press</Company>
</Edition>
<Description>
An RPG set in alternate-history Europe of 1946, based on 
Ted Nomura's comic book series of the same name.  It uses a 
variant of the &lt;a href="GAME#action"&gt;Action! System&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="luttedesgemmes" language="French">
<Title>La Lutte des Gemmes</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1995</Year>
  <Company>Presses du Midi</Company>
</Edition>
<Description missinginfo="all">
A French-language medieval fantasy RPG. 
</Description>
</Game>

<Game type="rpg" game_id="lyonesse" language="French">
<Title>Jack Vance's Lyonesse</Title>
<Edition>
  <Author>Philippe Genequand</Author>
  <Author>Raphael Kissling</Author>
  <Author>Boris Leu</Author>
  <Author>Didier Salzmann</Author>
  <Year>1999</Year> 
  <Company>Men-in-Cheese</Company>
</Edition>
<Description missinginfo="rules">
A French-language fantasy RPG based on the trilogy of novels by Jack 
Vance.  It is set in the kingdom of Lyonesse, within an imaginary 
archipelago ("Isles Anciennes") between Spain, France and Ireland.  
The background has a strong Celtic flavor mixed with historical 
medieval background.  
</Description>
</Game>

<Game type="rpg" game_id="machinegunsandmagic">
<Title>Machineguns and Magic</Title>
<Edition>
  <Author>William L. McCord, Jr.</Author>
  <Year>1992</Year>
  <Company>M.G. Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
</Edition>
<Description>
A fantasy RPG about modern-day soldiers stranded in a medieval 
fantasy world by some spacewarp.  It includes an original magic
system with 30 spells, where spellcasters can cast as many spells
as they like until they fail a roll.  The 1st edition has a paper 
cover, while the 2nd edition has the usual softcover and better art.
</Description>
</Game>

<Game type="rpg" game_id="machowomenwithguns">
<Title>Macho Women With Guns</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Greg Porter</Author>
  <Year>1988</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1994</Year>
  <Company company_id="btrc">BTRC</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>James Desborough</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A hilarious parody RPG which features the battle of "macho women with 
guns" against over-the-top post-apocalyptic strangeness.  The background 
is that in the nineties, the world began to collapse due to "male 
chauvinist leadership".  The fabric of society collapsed, the states 
and nations crumbled, and Hell itself vomited forth a plague of lawyers 
and tax collectors to ravage the land.  The 3rd edition incorporates two 
sequels to the original: "Renegade Nuns on Wheels", and "Bat-Winged 
Bimbos from Hell".  It uses a simple system of roll under skill on 3d6, 
with a hex-based combat system.  It has point-based character creation, 
including ads/disads like "Look good in armor" and "Top-Heavy".  
The 4th edition was completely rewritten by a different author, and 
uses the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="machtemythenmoddermonster" language="German">
<Title>M&amp;auml;chte, Mythen, Moddermonster</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1989</Year>
  <Company>Edition Einhorn</Company>
</Edition>
<Description>
A small-press German-language fantasy RPG, similar to 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It includes a range of classes including slave, prostitute,  
and combat mage -- plus races such as half-trolls.  
</Description>
</Game>

<Game type="rpg" game_id="machthefirstcolony">
<Title>Mach: The First Colony</Title>
<Edition>
  <Author>Michael Lange</Author>
  <Year>1983</Year>
  <Company>Alliance Publications Ltd.</Company>
</Edition>
<Description>
A science fantasy RPG, in a universe where humankind in the
1980's is "rescued" from a pending supernova and deposited on an
alien planet, which they share with 3 other refugee races.  They
are then left to fend for themselves with weapons smuggled in. 
The game takes place after 200 years of war and technical
atrophy.  PC's can be of one of the refugee races, native Machs 
or a very non-humanoid alien race who made it to Mach on their
own with unknown intent.  It uses a skill-based system, with
attributes and races similar to
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt;.
Experience is based on adventuring, practice, or study. 
Reviewed in "The Space Gamer" #69.  
</Description>
</Game>

<Game type="rpg" game_id="maelstrom">
<Title>Maelstrom: The Turbulent Role-playing Game of Thieves, Rogues, Magick, and Mayhem</Title>
<Edition>
  <Author>Alexander Scott</Author>
  <Year>1984</Year>
  <Company>Puffin Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2008</Year>
  <Company company_id="arion">Arion Games</Company>
</Edition>
<Description>
A historical RPG about life in 16th century England, in 
pocket book format (in a line of "Adventure Books", 
ISBN 0-14-031811-9).  The system uses percentile rolls as well as d6's.  
It has limited point-bought character creation, with packages for
chosen profession.  The 10 attributes each has a base of 30, you
could distribute 50 points among them plus bonuses from your 
profession package.  Witchcraft was handled as semi-freeform 
Willpower roll vs difficulty, with an extensive chapter on herbs.  
The second edition was published electronically via 
&lt;a href="http://www.rpgnow.com/product_info.php?products_id=54233"&gt;
RPGNow&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="maelstromstorytelling">
<Title>Maelstrom Storytelling</Title>
<Edition>
  <Author>Christian Aldridge</Author>
  <Author>Seth Lindberg</Author>
  <Year>1998</Year> 
  <Company company_id="hubris">Hubris</Company>
</Edition>
<Description>
A fantasy RPG of pseudo-science, Leonardan magic and gunpowder
set in a different reality which constantly shifts as a magical
storm passes over it.  The system ("&lt;a href="GAME#storyengine"&gt;
Story Engine&lt;/a&gt;") is a cinematic dice pool system which has no
numerical stats.  Instead, the size of the pool depends on the
number of textual "descriptors" (like "strong") the character has
that apply.  Success is determined by the number of odd numbers
rolls ("Odds") vs the difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="magetheascension">
<Title>Mage: The Ascension</Title>
<Edition>
  <Author>Stewart Wieck</Author>
  <Year>1993</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
</Edition>
<Description>
A modern-day game of secret magic, where magicians from nine rebellious 
traditions struggle against the Technocracy -- a group of magicians who 
are trying to control all magic within reality, enforcing the limits 
of mundane science for everyone except themselves.  It uses a variant 
of the "Storyteller" system originally used in 
&lt;a href="GAME#vampirethemasquerade"&gt;Vampire: The Masquerade&lt;/a&gt;. 
It has a magic system with effects in several broad spheres, where due 
to the Technocracy, magic is made more dangerous if the effects visibly 
break physical laws -- but are allowed if there is a plausible mundane 
explanation.  
</Description>
</Game>

<Game type="rpg" game_id="magethesorcererscrusade">
<Title>Mage: The Sorcerers Crusade</Title>
<Edition>
  <Author>Phil Brucato</Author>
  <Year>1998</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A companion RPG to &lt;a href="GAME#magetheascension"&gt;Mage: The Ascension&lt;/a&gt; 
set in 1430 to 1550, prior to the founding of the Technocracy.  The
rules are similar, but the magic system is significantly altered
to reflect the different mystic laws (i.e. "Paradox" is changed).
In this time period, the "Daedalans" (predecessors of the
Technocracy) are innovators who seek to change the old ways, with
strong religious beliefs.  
</Description>
</Game>

<Game type="rpg" game_id="magicfrontiers">
<Title>Magic Frontiers Explorer Edition</Title>
<Edition>
  <Author>Wyant</Author>
  <Year>1999</Year>
  <Company company_id="eventhorizon">Event Horizon Productions</Company>
  <Pages>330</Pages>
</Edition>
<Description>
A science fantasy genre RPG with no setting per se but provides support 
for both magic and advanced technology side-by-side.  Character
creation uses random-roll attributes, but assumes each character 
is from a unique race.  Race is created by a number of selections 
of abilities and templates.  Skills are based on character class.  
There are also rules for magic in three varieties (Arcana, Elementa, 
and Mindra) as well as robots and cyborgs and special powers.  
</Description>
</Game>

<Game type="rpg" game_id="magikon" language="Italian">
<Title>Magikon</Title>
<Edition>
  <Author>Marco Donadoni</Author>
  <Year>unknown</Year>
  <Company>International Team</Company>
</Edition>
<Description>
An Italian-language fantasy boardgame / RPG, using a very simple
system for limited dungeon-delving. 
</Description>
</Game>

<Game type="rpg" game_id="magius" language="Japanese">
<Title>MAGIUS</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>Suzaku Games</Company>
</Edition>
<Description missinginfo="all">
A Japanese-language universal RPG system.  
It's vaguely similar to Big Eyes, Small Mouth, actually, 
except the 3 attributes are Body, Mental and Technique.  
There are about 8 skills that are written on the included 
character sheet, and they include winners like "Booze", 
"Cooking", and "Love-Related".
</Description>
</Game>

<Game type="rpg" game_id="magus" language="Hungarian">
<Title>M.A.G.U.S.</Title>
<Edition>
  <Author>Csan&amp;aacute;d Nov&amp;aacute;k</Author>
  <Author>Zsolt Nyul&amp;aacute;szi</Author>
  <Year>1993</Year>
  <Company>Valhalla P&amp;aacute;holy LLC</Company>
</Edition>
<Edition>
  <EdName>2nd "SUMMARIUM"</EdName>
  <Year>1996</Year>
</Edition>
<Edition>
  <EdName>3rd "Els&amp;#337; T&amp;ouml;rv&amp;eacute;nyk&amp;ouml;nyv"</EdName>
  <Year>1997</Year>
</Edition>
<Edition>
  <EdName>4th "&amp;uacute;j Tekercsek"</EdName>
  <Year>1999</Year>
</Edition>
<Edition>
  <EdName>5th "M.a.g.u.s. d20"</EdName>
  <Year>2004</Year>
  <Company>INOMI Publishing</Company>
</Edition>
<Edition>
  <EdName>6th "&amp;uacute;j T&amp;ouml;rv&amp;eacute;nyk&amp;ouml;nyv"</EdName>
  <Year>2007</Year>
  <Company>"Mazsola" H&amp;uacute;s&amp;aacute;ru &amp;eacute;s Delik&amp;aacute;t Trade LLC</Company>
  <Company>Tuan Publishing</Company>
</Edition>
<Description>
A popular Hungarian-language fantasy RPG, based on a series of popular 
fantasy novels by various authors.  It is set on the world of Ynev, 
that closely resembles Renaissance Europe, full of political intrigue.  
The PCs are adventurers, often dragged into political schemes by corrupt 
local officials by money, blackmail, or other means -- influenced by 
cyberpunk genre tropes as much as traditional fantasy.  The world is 
dominated by humans, but is also inhabited by "aquirs" -- a powerful, 
dying race of demon-like entities.  The 1st and 2nd edition use a system 
similar to &lt;a href="GAME#advanceddungeonsanddragons"&gt;
AD&amp;amp;D&lt;/a&gt;, including ability cores, races, and classes.  
Distinctive elements include new classes such as knights, headhunters, 
martial artists, and gladiators.  There are six different magic systems, 
including the black magic of warlocks, the seduction of witches, and 
the "mosaic-magic" of wizards who assemble their spells from smaller 
components.  There are also three schools of psionics available 
to all classes.  The original system includes two-level skills 
(basic and master levels), but there is no general resolution 
system for these.  The combat system uses percentile rolls, and 
includes critical hits and armor that reduces damage.  The 2nd and 
3rd editions add various options.  The 4th edition provides complicated 
point-buy character generation options and a detailed five-stage 
skill system, but still no general task resolution.  The 5th edition 
is based on the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
Characters start out in a base class (warrior, rogue, novice and 
aristocrat) and enter regular "adventurer" classes on 4th level. 
The 6th edition reverted to the original percentile system.  
Characters creation uses skill and background options in a 
point buy system, but the traditional classes are also present 
in the form of premade packages.
</Description>
</Game>

<Game type="rpg" game_id="maid" language="Japanese,English">
<Title>Maid RPG</Title>
<Edition>
  <Author>Ryo Kamiya</Author>
  <Year>2004</Year>
  <Company company_id="sunset">Sunset Games</Company>
</Edition>
<Edition>
  <EdName>"which you love"</EdName>
  <Year>2005</Year>
  <Company company_id="sunset">Sunset Games</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Author>Ryo Kamiya</Author>
  <Author>Ewen Cluney</Author>
  <Year>2008</Year>
  <Company>Kuroneko Designs</Company>
</Edition>
<Description>
A humorous Japanese-language RPG about women cleaning the house of a
master where wacky events occur.  There is no physical combat system,
but there is a conflict system where the loser accumulates Stress
points.  When a maid has greater Stress than her Spirit rating, she
has a Stress Explosion.  Maids also gain points of Favor from the
master, which can be used to boost rolls, reduce Stress, to raise
attributes, or invoke random events.  There are three charts of random
events for Outer Space, Modern, and Fantasy -- including many 
game-changing events.  There are two supplements: Koi Suru Maid RPG
and Yume Miru Maid RPG.   
Koi Soru Maid RPG has an introduction and errata, rules for 
playing a head maid or butler, rules for generating a master, 
tables for designing a mansion, rules for "romance and enticement," 
comforting (to reduce someone else's Stress), costume changes 
(a table of 36 alternate costumes, each with a Favor cost and 
special rules), items (in a D666 table of 216 of them!), and 
a total of 13 different random event tables.  
Yume Miru Maid RPG is mostly a scenario collection, but it also has
rules for complexes and apprentices, tables for two new settings (Old
West and Old Edo), a second table of costume changes (including
plugsuits, Gundam uniforms, and hero suits), and a weather table.  
</Description>
</Game>

<Game type="rpg" game_id="maitresmondes" language="French">
<Title>Les Ma&amp;icirc;tres-Mondes</Title>
<Edition>
  <Author>Ivan Strobino</Author>
  <Year>1992</Year>
  <Company>L'Arkalance</Company>
</Edition>
<Description>
A French-language generic fantasy RPG system, intended for a
variety of fantasy worlds. 
</Description>
</Game>

<Game type="rpg" game_id="malefices" language="French">
<Title>Mal&amp;eacute;fices</Title>
<Edition>
  <Author>Michel Gaudo</Author>
  <Author>Guillaume Rohmer</Author>
  <Year>1985</Year>
  <Company company_id="jeuxdescartes">Jeux Descartes</Company>
</Edition>
<Description>
A French-language Victorian horror RPG, set around 1880-1920
with various witch doctors and occult sorcerers in the
background. One of the 5 top-selling RPGs in France at one
time.  
</Description>
</Game>

<Game type="rpg" game_id="mangaworld" language="French">
<Title>Manga World</Title>
<Edition>
  <Author>Koneko</Author>
  <Year>unknown</Year> 
  <Company>self-published</Company>
</Edition>
<Description>
A French-language generic manga RPG (Japanese comic-book), aimed 
at allowing easy adaptations of Manga settings.  
</Description>
</Game>

<Game type="rpg" game_id="manhunter">
<Title>Manhunter</Title>
<Edition>
  <Author>Ramon P. Moore</Author>
  <Year>1987</Year>
  <Company>Kingslayer Publications</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
  <Company company_id="myrmidon">Myrmidon</Company>
</Edition>
<Description>
A sci-fi adventure RPG in a multi-species interstellar federation
(the Aglio-Terran Planetary Defense System).  It uses a complex
system: skills are percentile rolls under rating, combat is
(attack stat+d20) vs (defense stat+d20), with table-driven
damage.  Character creation is random-roll attributes and
point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="manmythandmagic">
<Title>Man, Myth, and Magic</Title>
<Edition>
  <Author>Herbie Brennan</Author>
  <Year>1982</Year>
  <Company company_id="yaquinto">Yaquinto</Company>
</Edition>
<Description>
A mythic fantasy RPG ostensibly drawing from 4000 B.C. to 1000
A.D. Earth legends.  The game mixes many elements from this wide
period.  Character nationality and class are determined randomly,
so a party might have an African witch-docter, a Greek sybil, and
an Oriental shaman.  It uses a class-based percentile system, 
where you roll and add stat to beat 100.  The basic game includes
a starting adventure set in a gladiator school. 
</Description>
</Game>

<Game type="rpg" game_id="manualoftheeternalsages">
<Title>Manual of the Eternal Sages</Title>
<Edition>
  <Author>Scott J. Compton</Author>
  <Year>1993</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A small-press fantasy RPG, published as a spiral-bound 
book of photocopies.  It uses a percentile system, with a 
complex tree structure of attributes.  
</Description>
</Game>

<Game type="rpg" game_id="marauder2107">
<Title>Marauder 2107</Title>
<Edition>
  <Author>Christina Laird</Author>
  <Author>Delbert Laird</Author>
  <Year>1994</Year> 
  <Company company_id="maelstrom">Maelstrom Hobby</Company>
</Edition>
<Description>
A post-nuclear-apocalypse anime-genre sci-fi RPG, set in a chaotic
Japan filled with Nomads, Newlords, a great Citystate and
Breeders (humans mutated into creatures resembling both demons
and conventional fantasy monsters). 
</Description>
</Game>

<Game type="rpg" game_id="mars">
<Title>Mars: A Roleplaying Game of Planetary Romance</Title>
<Edition>
  <Author>Gareth-Michael Skarka</Author>
  <Year>2007</Year>
  <Company company_id="adamant">Adamant Entertainment</Company>
</Edition>
<Description>
A retro science fantasy RPG based on the Barsoom stories of Edgar Rice 
Burroughs and other early sci-fi authors.  It uses a variant of the 
D20 System as found in &lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="marscolony">
<Title>Mars Colony</Title>
<Edition>
  <Author>Tim C Koppang</Author>
  <Year>2010</Year>
  <Company company_id="tckroleplaying">TCK Roleplaying</Company>
</Edition>
<Description>
A sci-fi roleplaying game designed specifically for two players around 
a particular scenario, to be played out in 2-3 hours.  It is set in a 
future where a Mars colony has been created by a coalition of Earth 
governments, which is now dying after years of incompetence and disaster.  
One player takes on the role of the colony's appointed savior, while 
the other player is responsible for all the various problems that are 
plaguing the citizens of Mars.  
</Description>
</Game>

<Game type="rpg" game_id="marvelsuperheroes">
<Title>Marvel Superheroes</Title>
<Edition>
  <Author>Jeff Grubb</Author>
  <Author>Steve Winter</Author>
  <Year>1984</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year>
</Edition>
<Description>
The first superhero RPG licensed from Marvel comics.  This used
a simple system based on a universal table and attributes rated
in broad worded categories (from "Typical" to "Unearthly").  The 
complete original rules are available online at 
&lt;a href="http://www.classicmarvelforever.com/cms/"&gt;
classicmarvelforever.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="marvelsuperheroesadventuregame">
<Title>Marvel Superheroes Adventure Game</Title>
<Edition>
  <Author>Mike Selinker</Author>
  <Author>Michele Carter</Author>
  <Author>Bill Olmesdahl</Author>
  <Author>Steven Schend</Author>
  <Author>Steven Brown</Author>
  <Year>1998</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A superhero RPG on the same subject, but an unrelated system (the
"SAGA" system).  The system uses a special 96-card deck rather
than dice.  Each player has a hand of cards, and actions are
resolved by attribute+(card) vs difficulty.  Wounds reduce the
size of your hand (so the number of cards you hold is also your
hit points).  
</Description>
</Game>

<Game type="rpg" game_id="marveluniverse">
<Title>Marvel Universe Roleplaying Game</Title>
<Edition>
  <Author>Dan Gelber</Author>
  <Author>Jeffrey Simons</Author>
  <Author>Evan Jones</Author>
  <Year>2003</Year>
  <Company company_id="marvel">Marvel Publishing Group</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A superhero RPG set in the universe of Marvel Comics, unrelated to 
the two earlier RPGs published by TSR.  It uses a diceless system, 
where players spend "stones" of effort out of a pool.  Action 
resolution is by stat plus stones of effort vs difficulty.  
Character creation is point-based.  
</Description>
</Game>

<Game type="rpg" game_id="masterbook">
<Title>MasterBook</Title>
<Edition>
  <Author>Ed Stark</Author>
  <Author>Bill Smith</Author>
  <Year>1994</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A generic RPG system, packaged with various worldbooks but not
as a standalone product.  The system is a variant of the
&lt;a href="GAME#torg"&gt;Torg&lt;/a&gt; system, using 2d10 instead of 1d20 on
the bonus chart and a modified drama deck.  Worldbooks include
&lt;a href="GAME#worldofindianajones"&gt;Indiana Jones&lt;/a&gt; (1994)
&lt;a href="GAME#worldofbloodshadows"&gt;Bloodshadows&lt;/a&gt; (1994),
&lt;a href="GAME#worldoftankgirl"&gt;Tank Girl&lt;/a&gt; (1995),
&lt;a href="GAME#worldofnecroscope"&gt;Necroscope&lt;/a&gt; (1995),
&lt;a href="GAME#talesfromthecrypt"&gt;Tales from the Crypt&lt;/a&gt; (1996),
&lt;a href="GAME#worldofspecies"&gt;Species&lt;/a&gt; (1995), and
&lt;a href="GAME#worldofaden"&gt;Aden&lt;/a&gt; (1995).  
</Description>
</Game>

<Game type="rpg" game_id="mastersoftheuniverse">
<Title>Masters of the Universe</Title>
<Edition>
  <Author>L. Ross Babcock</Author>
  <Author>Jack C. Harris</Author>
  <Year>1985</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Description>
A fantasy RPG/boardgame presented in comic book format, 
based on the animated children's TV series.  It uses pre-generated
characters ("He-man", "Teela", etc.) only. 
</Description>
</Game>

<Game type="rpg" game_id="meanstreets">
<Title>Mean Streets</Title>
<Edition>
  <Author>Mark Bruno</Author>
  <Author>Todd Downing</Author>
  <Year>2002</Year>
  <Company company_id="deep7">Deep7</Company>
  <Pages>58</Pages>
</Edition>
<Description>
A film noir RPG, using the "XPG" rules system published in electronic 
PDF format.  It is a very simple system designed to immediately jump 
into play.  The default setting is New York City in the 1940's, 
during WWII.  The basic game includes a sample adventure, "A Tangled Web".  
</Description>
</Game>

<Game type="rpg" game_id="mecha">
<Title>Mecha</Title>
<Edition>
  <Author>Chris Perrin</Author>
  <Year>2010</Year>
  <Company company_id="heroicjourney">Heroic Journey Publications</Company>
</Edition>
<Description>
A sci-fi RPG based on Japanese anime about giant robot combat.  It has 
no single official setting, but the core book features three sample 
settings: a surreal post-modern setting (inspired by The Big O), 
a standard sci-fi setting (inspired by Gundam), and a tongue-in-cheek 
high school mecha setting.  Game sessions are broken into short 
Episodes that take about a half hour.  Each Episode starts with a 
role-playing scene centered on a single player who makes a roll, 
where success grants a bonus in the coming battle.  This is followed 
by a mecha battle conducted on a bullseye map.  If a player faces defeat, 
retreat is automatically successful unless the player chooses to risk 
their character's life.  
</Description>
</Game>

<Game type="rpg" game_id="mechaaces">
<Title>Mecha Aces</Title>
<Edition>
  <Author>Anthony Ford</Author>
  <Year>2005</Year>
  <Company company_id="comstar">ComStar Media, LLC</Company>
</Edition>
<Description>
A mecha anime RPG built using a variant of the 
&lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt; system.  It includes 
rules for mecha treated as characters on a different scale from 
human characters.  
</Description>
</Game>

<Game type="rpg" game_id="mechanicaldream">
<Title>Mechanical Dream</Title>
<Edition>
  <Author>Benjamin Paquette</Author>
  <Author>Francis Larose</Author>
  <Year>2002</Year>
  <Company company_id="steamlogic">SteamLogic Editions, Ltd</Company>
  <Pages>368</Pages>
</Edition>
<Description>
An "industrial fantasy" RPG, set on Kainaas, a circle of light nearly
30,000 miles in diameter surrounded by a mysterious black wall.  There
is a mix of modern technology for the elite, while in slums and 
far-flung villages life is still in the medieval stage.  It 
uses a dice pool system where attribute determines the type of die 
rolled (d4,d6,...) and skill determines the number of dice.  The 
highest roll is the result.  Character creation is open point-based. 
</Description>
</Game>

<Game type="rpg" game_id="mechanoid">
<Title>The Mechanoid Invasion</Title>
<Edition>
  <Author>Kevin Siembieda</Author>
  <Year>1981</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
</Edition>
<Description>
A sci-fi game about invasion by evil aliens with robotic bodies. 
This introduced the basic Palladium RPG system, later used by 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium Fantasy&lt;/a&gt; 
and a number of other games.  It uses random-roll attributes and 
class-based character creation, with advancement based on levels.  
Action resolution is by d20 (combat and saving throws) or d100 (skills), 
similar to AD&amp;amp;D.
</Description>
</Game>

<Game type="rpg" game_id="mechwarrior">
<Title>Mechwarrior</Title>
<Edition>
  <Author>L. Ross Babcock</Author>
  <Author>Jordan Weisman</Author>
  <Author>Walter H. Hunt</Author>
  <Author>Evan Jamieson</Author>
  <Author>William Keith</Author>
  <Author>Patrick Larkin</Author>
  <Author>Richard K. Meyer</Author>
  <Author>Kevin Stein</Author>
  <Year>1986</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Brian Nystul</Author>
  <Author>Lester W. Smith</Author>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Brian Nystul</Author>
  <Year>1999</Year> 
</Edition>
<Edition>
  <EdName>"Classic Battletech RPG"</EdName>
  <Year>2004</Year> 
  <Company company_id="fanpro">FanPro</Company>
</Edition>
<Description>
A sci-fi RPG in the world of the &lt;u&gt;Battletech&lt;/u&gt; boardgame, 
set in a 31st century where constant wars are fought by giant robots
("mechs").  The 1st and 2nd editions focuses on PC's as pilots
and crew of battlemechs, while the 3rd edition expands the scope.  
The 2nd edition system uses 2d6, roll over target number (based 
on attribute) minus skill.  The 3rd ed system uses 2d10 + skill 
vs difficulty.  Character creation is by a life path, choosing 
skills and rolling for random events for different stages.  
The 3rd edition was later reprinted by FanPro as the "Classic 
BattleTech RPG", since the title "MechWarrior" was used for a 
related collectible miniatures game.  
</Description>
</Game>

<Game type="rpg" game_id="meddlingkids">
<Title>Meddling Kids: An Introductory Role-Playing Experience</Title> 
<Edition>
  <Author>Allysson Brooks</Author>
  <Year>2004</Year>
  <Company>Meddling Games</Company>
  <Company company_id="pandahead">Pandahead Productions</Company>
</Edition>
<Description>
A humorous RPG inspired by "Scooby Doo" and similar cartoons from the 
1970s.  Character creation is based on picking one of 7 archetype: 
Jock, Fluff, Brain, Goof, Temper, Sidekick, Innocent.  There are 
4 attributes: Strength, Moves, Smarts, Health.  Players spend 
24 attribute points and 26 points on abilities.  Resolution is based 
on 3d6 + stat + skill vs. difficulty.  It has a non-lethal combat 
system, and various options for the genre such as a quirky "Wild Card" 
character and optional "Kids' Points" that can be spent by anyone 
in the group to modify rolls.  
</Description>
</Game>

<Game type="rpg" game_id="medildogsvaerd" language="Danish">
<Title>Med ild og sv&amp;aelig;rd</Title> 
<Edition>
  <Author>J&amp;oslash;rn Eriksen</Author>
  <Year>1984</Year>
  <Company>self-published</Company>
</Edition>
<Description missinginfo="all">
A Danish-language fantasy mini-RPG, whose title translates as "With fire 
and sword".  It claims to be "the first fantasy roleplaying game in the 
history of Denmark" which is probably correct.  The rulebook is 20 A4 
pages with a sketched cover.  It is essentially a basic system 
focused on miniatures combat, with no explanation of what role-playing 
is.  There was only one edition and no supplements.  
</Description>
</Game>

<Game type="rpg" game_id="mediterraneo" language="Italian">
<Title>Mediterraneo</Title> 
<Edition>
  <Author>Andrea Angiolino</Author>
  <Year>1992</Year>
  <Company>Giochi del 2000</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description>
An Italian-language fantasy-genre mini-RPG, set in the Europe of 
classical myth, among Greek and Roman deities, demigods, and monsters. 
The first edition was an independent booklet and came out as 
supplement of "E Giochi" magazine #5 in January/February 1992. 
The 2nd edition from Qualitygame was released as part of the 
"I Giochi del 2000" collection. 
</Description>
</Game>

<Game type="rpg" game_id="mega" language="French">
<Title>MEGA</Title>
<Edition>
  <Author>Didier Guiserix</Author>
  <Author>Michel Brassinne</Author>
  <Year>1984</Year>
  <Company>Jeux &amp;amp; Strategie magazine</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1986</Year> 
  <Company>Jeux &amp;amp; Strategie magazine</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1992</Year>
  <Company>Casus Belli magazine</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1993</Year>
  <Company>Descartes</Company>
</Edition>
<Description>
A French-language time-travel / alternate-worlds RPG (MEGA is
short for "Messagers Galactiques" or "Galactic Messengers").  The
first three editions appeared as special magazine issues (in
J&amp;S and CB).  The 4th edition (hardcover) includes the
campaign includes the campaign "Le Voleur d'Ygol" by Tristan
Lhomme. 
</Description>
</Game>

<Game type="rpg" game_id="mega_mega">
<Title>MEGA Role-Playing System</Title>
<Edition>
  <Author>Allon</Author>
  <Author>Brakas</Author>
  <Year>1987</Year>
  <Company>Mega Games</Company>
</Edition>
<Description>
An heroic fantasy RPG, English-language published in Norway.
It uses a complex system with numerous tables.  Players are 
required to write up a character background, and the GM then 
assigns skill development levels based on the background.  It 
had a single adventure module: "Ogre Forest".  
</Description>
</Game>

<Game type="rpg" game_id="meikyukingdom" language="Japanese">
<Title>Meikyu Kingdom (&amp;#65279;&amp;#36855;&amp;#23470;&amp;#12461;&amp;#12531;&amp;#12464;&amp;#12480;&amp;#12512;)</Title>
<Edition>
  <Author>Touichirou Kawashima</Author>
  <Year>2004</Year>
  <Company company_id="adventureplanningservice">Adventure Planning Service</Company>
  <Company company_id="hobbybase">Hobby Base</Company>
</Edition>
<Description>
Miekyu Kingdom (lit. "Labyrinth Kingdom") is a Japanese fantasy role-playing 
game.  The player characters, called Landmakers, are members of a tiny 
kingdom's royal court: king, knights, viziers, oracles, ninjas, and servants. 
A magical force called "Dungeon Hazard" made the whole world (mountains, 
rivers, plains, etc.) into dungeons.  Landmakers explore and conquer 
dungeons for their kingdom.  The English title, "Make you kingdom!!", 
is broken English, but has a double-meaning because it is pronounced 
similarly to the Japanese title ''Meikyu Kingdom''.  It's setting is 
cynically tongue-in-cheek.  For example, it includes a "vorpal bunny" 
drawn from the computer game Wizardry's famous monster (itself based on 
Monte Python and the Holy Grail), but its illustration is a bunny girl. 
</Description>
</Game>

<Game type="rpg" game_id="meksnmekanoids">
<Title>Meks 'n' Mekanoids</Title>
<Edition>
  <Author>Denton R. Elliot</Author>
  <Year>1987</Year>
  <Company company_id="docs">Doc's Games</Company>
</Edition>
<Description>
A sci-fi mini-RPG from the publisher of &lt;a href="GAME#dinkydungeons"&gt;
Dinky Dungeons&lt;/a&gt;, published in a 3''x5'' ziplock bag(!).
There were three supplements, all written by Stu Wagner: 
"Beasts 'n' Bots" (animal forms for robots), "Weapons Wastebucket"
(new weapons and other features), and "Chaotic Combiners" (mega-robots 
formed from smaller robots).  
</Description>
</Game>

<Game type="rpg" game_id="mekton">
<Title>Mekton</Title>
<Edition>
  <Author>Mike Pondsmith</Author>
  <Year>1985</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
</Edition>
<Edition>
  <EdName>Mekton II</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>Mekton Zeta</EdName>
  <Author>Mike Pondsmith</Author>
  <Author>Mike MacDonald</Author>
  <Author>Benjamin Wright</Author>
  <Year>1995</Year>
</Edition>
<Description>
A far future sci-fi RPG, in the Japanese anime giant mecha
genre.  It includes a brief mecha-genre far-future setting
(Algol) and GM notes on running anime adventures, but the
dominant part is treatment of the mechs themselves.  The first
edition was predated by a earlier Mekton game in 1984 which 
was not really role-playing.  Editions "II" and "Zeta"
use a variant of the "Interlock" system, which is skill based
with actions resolved by attribute+skill+d10 vs difficulty.
Character creation is limited point-based, with a random number
of points (distribute 10d10 points to attributes, skill points
determined by your "Education" attribute).  Various random-roll
"life path" tables add background color to the character.  
</Description>
</Game>

<Game type="rpg" game_id="melanda">
<Title>Melanda: Land of Mystery</Title>
<Edition>
  <Author>Lee McCormick</Author>
  <Author>John Corradin</Author>
  <Year>1980</Year>
  <Company company_id="wilmark">Wilmark Dynasty</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1981</Year>
</Edition>
<Description>
A fantasy genre RPG set in an original fantasy world.  The
character creation system has attributes determined by the 
character's childhood studies.  The magic system has spells
which are cast by combining runes, each of which has a different 
purpose: nouns, prepositions, and adjectives.  The fewer number of 
words used, the better chance of success but the more general the 
effect.  The more words used, the more precise the effect, but the 
less chance of success.  It has a few supplements (including an 
adventure module) made before it went out of print. 
</Description>
</Game>

<Game type="rpg" game_id="meninblack">
<Title>Men in Black</Title>
<Edition>
  <Author>George Strayton</Author>
  <Author>Nikola Vrtis</Author>
  <Year>1997</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A humorous alien-conspiracy RPG based on the movie.  The game
background and source material concentrates on silliness and
slapstick elements.  It uses the "D6" system from the 
&lt;a href="GAME#starwars"&gt;Star Wars&lt;/a&gt; game.  
It adds "Cue Cards", given to each player with an action or line 
of dialogue written on them.  If the PC can do or say what's on 
the card in the context of the adventure, they get a bonus.  
</Description>
</Game>

<Game type="rpg" game_id="merc">
<Title>Merc</Title>
<Edition>
  <Author>Paul D. Baader</Author>
  <Author>Walter Mark</Author>
  <Author>Lawrence Sangee</Author>
  <Year>1981</Year> 
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A military action RPG. 
</Description>
</Game>

<Game type="rpg" game_id="merc2000">
<Title>Merc: 2000</Title>
<Edition>
  <Author>Loren Wiseman</Author>
  <Year>1990</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Description>
Not a standalone RPG, but rather an alternative campaign
supplement for &lt;a href="GAME#twilight2000"&gt;Twilight: 2000&lt;/a&gt;,
featuring a world where the big ugly nuclear war never came, but
brushfire wars, rebellions and other minor conflicts are fought
all over the world, thus offering plentiful employment for PCs. 
</Description>
</Game>

<Game type="rpg" game_id="mercenaires" language="French">
<Title>Mercenaires</Title>
<Edition>
  <Author>Francois Perrinel</Author>
  <Year>1991</Year>
  <Company company_id="fleo">FLEO</Company>
  <Pages>108</Pages>
</Edition>
<Description>
A French-language modern-day action RPG.  It uses a system intent on 
realism, including extensive weapon tables.  Character creation is 
skill-based, with modifiers depending on whether you choose a civilian 
or military career.  
</Description>
</Game>

<Game type="rpg" game_id="mercenariesspiesandprivateeyes">
<Title>Mercenaries, Spies, and Private Eyes</Title>
<Edition>
  <Author>Michael A. Stackpole</Author>
  <Year>1983</Year>
  <Company company_id="flyingbuffalo">Blade (a division of Flying Buffalo)</Company> 
</Edition>
<Description>
A generic modern-day mystery and espionage game.  Uses a simple
skill system with level-based advancement.  Action resolution by 
attribute plus skill plus 2d6 (re-rolling doubles open-endedly)
vs difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="messager" language="French">
<Title>Le Messager</Title>
<Edition>
  <Author>Christoph Guillermet</Author>
  <Year>1991</Year>
  <Company>&amp;Eacute;ditions Role'Mag</Company>
</Edition>
<Description>
A French-language space opera RPG, published by the game magazine
"Role'Mag".  It is set among seven worlds created by gods, complete 
with magic and demigods and various powerful organizations.  
It includes three booklets: a 76-page rulebook, a 26-page universe 
book, and an 18-page scenario book.  The rules include 14 races 
ranging from cat-men and bird-men, to more exotic races like the 
Levyx (who are legless but levitate and have "hyper-vision").  
Stats are based on a mix of random-roll and profession choices.  
Attributes are tested on 1d20, while skills are percentile.  
</Description>
</Game>

<Game type="rpg" game_id="messiah">
<Title>Messiah</Title>
<Edition>
  <EdName>Ashcan</EdName>
  <Author>Chris Perrin</Author>
  <Year>2008</Year>
  <Company company_id="knrpg">KNRPG Productions</Company>
</Edition>
<Description>
A short GMless game where different factions vie for power in a world 
gone wild after the coming of the Messiah, playable in roughly 2 hours.  
Each player controls an entire faction, competing against each other 
and the Messiah (who no one controls) in a strategic contest.  
</Description>
</Game>

<Game type="rpg" game_id="metabarons">
<Title>The Metabarons Roleplaying Game</Title> 
<Edition>
  <Author>Peter Schweighofer</Author>
  <Year>2001</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A space opera RPG based on the French series of graphic novels
written by Alexandro (El Topo) Jodorowsky and illustrated by Juan
Gimenez.  The series is a galaxy-spanning space opera focused on
a clan of powerful warriors.  The RPG uses the "D6Legend" variant 
of the &lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt;.  It uses special 
six-sided dice where 3-6 is a success.  You roll dice equal to your 
stat, count the number of successes, and compare to the difficulty.
</Description>
</Game>

<Game type="rpg" game_id="metalface">
<Title>Metalface</Title>
<Edition>
  <Author>R. Wallace Garner</Author>
  <Year>2001</Year>
  <Company company_id="eternaltempest">Eternal Tempest</Company>
</Edition>
<Description>
A scifi RPG set on a far-future Earth where people are able to
transfer their souls into robotic bodies known as 'metalfaces.'
Past wars have ravaged the planet and reduced the population,
and free-enterprise now rises and battles for control of the
solar system.  The game uses a six-sided dice system and a free 
version of the rules can be downloaded in Adobe PDF format.
</Description>
</Game>

<Game type="rpg" game_id="metamorphosisalpha">
<Title>Metamorphosis Alpha: Fantastic Role-Playing Game </Title>
<Edition>
  <Author>James Ward</Author>
  <Author>Brian Blume</Author>
  <Year>1976</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>James Ward</Author>
  <Author>Slade Henson</Author>
  <Year>1994</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2002</Year>
  <Company company_id="fastforward">Fast Forward Entertainment</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>2006</Year>
  <Company company_id="mudpuppy">Mudpuppy Games</Company>
</Edition>
<Description>
A sci-fi game set on a 30-mile long generation starship ("The
Warden") gone awry.  A radiation storm causes mutations to occur
to its occupants creating outlandish mutated humans and animals.
The concept was wandering around the interior encountering
strange creatures in a dungeon-like way -- including many
concepts that would later surface in &lt;a href="GAME#gammaworld"&gt;
Gamma World&lt;/a&gt;.  The second edition in 1994 was a universe
book of this setting for the 
&lt;a href="GAME#amazingengine"&gt;Amazing Engine&lt;/a&gt; 
game system.  The third and fourth edition use their own system, 
referred to as the 3d6 system.  Resolution uses a universal table 
of attribute with difficulty to find a target number for a 3d6 roll. 
Combat also uses a table that compares weapon class number 
(from 21 to 3) and armor class number (from 21 to 2).  Character 
creation is primarily random roll, with varying rules for 
robots, androids, and humans.  
</Description>
</Game>

<Game type="rpg" game_id="metascape">
<Title>MetaScape</Title>
<Edition>
  <Author>Blake Mobley</Author>
  <Author>David Webb</Author>
  <Author>Anthony Pryor</Author>
  <Year>1993</Year>
  <Company company_id="gamelords">The Game Lords, Ltd.</Company>
</Edition>
<Description>
A space opera RPG.  Its background is the "GuildSpace" setting,
which mixes far-future technology with medieval elements of
sorcery, psionics, swordplay, knighthood, and evil supernatural
villains.  There are six character races, none of which is
strictly human.  Each has focuses in one special ability: 
psionics, the Sorce, psychosomatics, high-tech powered armor,
bioware, and cybernetics.  The base mechanic uses a "doubling
die" which open-ends on a 16. 
</Description>
</Game>

<Game type="rpg" game_id="methodedudocteurchestel" language="French">
<Title>La M&amp;eacute;thode du Docteur Chestel</Title>
<Edition>
  <Author>Daniel Danjean</Author>
  <Year>1991</Year>
  <Company>Presses du Midi</Company>
  <Pages>52</Pages>
</Edition>
<Description>
A French-language sci-fi RPG, where the PC's are psychiatrists
who telepathically enter people's dreams to help them.  The catch
is that mistakes can leave the doctor dead or brain-dead, or the
patient in worse shape than before. 
</Description>
</Game>

<Game type="rpg" game_id="mforce">
<Title>M-Force: Monster Hunting in the 21st Century</Title>
<Edition>
  <Author>Leighton Connor</Author>
  <Year>2002</Year>
  <Company company_id="hex">Hex</Company>
</Edition>
<Description>
A modern-day monster-hunting RPG, set in an alternate Earth where 
horrific monsters have been around throughout history.  The PCs 
are agents for a modern-day monster-hunting organization called 
M-Force, founded as a non-profit organization in 1952.  The rules 
are based on Hex Games' 
&lt;a href="GAME#qags"&gt;QAGS&lt;/a&gt; system, adding 
character design rules, and skills.  There are three attributes 
(Body, Brain, and Nerve) along with three traits (Job, Gimmick, 
and Weakness): all rated 1-10.  Action resolution is to roll 
under attribute + skill on 1d20, while contests require rolling 
higher than the opponent's 1d20 roll but still under attribute +
skill.  It also includes a hero point mechanic (called "Yum-Yums").  
</Description>
</Game>

<Game type="rpg" game_id="mhar">
<Title>Mh&amp;acirc;r Fantasy RPG</Title>
<Edition>
  <Author>Greg Older</Author>
  <Year>2008</Year>
  <Company company_id="foolsmoon">Fool's Moon Entertainment</Company>
</Edition>
<Description>
A fantasy genre RPG based around an original setting, the Kingdom of 
An&amp;aelig;land.  It uses a straightforward system that handles 
resolution by rolling under skill plus modifiers on 1d20.  
Character creation is a point-buy system, including the option of 
flaws for additional points.  Seven races are available: human, dwarf, 
gnome, halfling, goblin, Hood (fox-people) and Nicila (cat-people). 
Several pre-built character archetypes are provided.  It includes a 
magic system, divided into faith (used by priests) and magic 
(used by wizards, alchemists, and spellweavers).  Faith is more 
reliable but more structured, where each faith has a few rituals 
that are unique to it.  Magic is more flexible but more dangerous.  
</Description>
</Game>

<Game type="rpg" game_id="middleearth">
<Title>Middle Earth Role Playing</Title>
<Edition>
  <Author>S. Coleman Charlton</Author>
  <Year>1984</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
</Edition>
<Description>
A game set in the world of J.R.R. Tolkien's fantasy series.  The
adventures are set prior to the trilogy, around the year 1640 of
the Third Age. This is before Sauron had re-established himself
at Dol Guldur in Mirkwood and the Dwarves had awakened the Balrog
in Moria.  It uses a simplified version of the 
&lt;a href="GAME#rolemaster"&gt;Rolemaster&lt;/a&gt; mechanics: open-ended
percentile die rolls, resolved on extensive tables.  
</Description>
</Game>

<Game type="rpg" game_id="midgard" language="German">
<Title>Midgard - Das Fantasy-Rollenspiel</Title>
<Edition>
  <Author>Juergen E. Franke</Author>
  <Year>1981</Year>
  <Company company_id="vfsf">Verlag f&amp;uuml;r Fantasy und SF-Spiele</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year> 
  <Company company_id="vfsf">Verlag f&amp;uuml;r Fantasy und SF-Spiele</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1989</Year> 
  <Company company_id="klee">Klee Spiele</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>2001</Year> 
  <Company company_id="klee">Klee Spiele</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>2005</Year> 
  <Company company_id="vfsf">Verlag f&amp;uuml;r Fantasy und SF-Spiele</Company>
  <Company company_id="pegasus">Pegasus Spiele</Company>
</Edition>
<Description>
A German-language medieval fantasy RPG, set in a Norse-themed 
fantasy world ("Midgard") with giant, dragons, elfs, and dwarfs.  
It is mid- to low-level fantasy.  The rules system is class- and
level-based.  Character creation has random-roll attributes 
but point-based skill development.  This was the first German-language 
role-playing game to be published, and has since had several new 
editions and two spin-off RPGs: the Victorian RPG 
&lt;a href="GAME#midgard1880"&gt;Midgard 1880&lt;/a&gt; and the  
licensed sci-fi RPG 
&lt;a href="GAME#perryrhodan_vfsf"&gt;Perry Rhodan&lt;/a&gt; (2004).  
</Description>
</Game>

<Game type="rpg" game_id="midgard1880" language="German">
<Title>Midgard 1880</Title>
<Edition>
  <Author>Heinrich Glumpler</Author>
  <Year>1994</Year>
  <Company company_id="klee">Klee Spiele</Company>
</Edition>
<Description> 
A variant of the German-language fantasy game 
&lt;a href="GAME#midgard"&gt;Midgard&lt;/a&gt;, set in Victorian times.  
It features master criminals, anarchists, and conspiracies as well as 
mummies, werewolves, vampires, and so forth.  Support for the game was 
later taken over by &lt;a href="COMPANY#pegasus"&gt;Pegasus Spiele&lt;/a&gt;
and &lt;a href="COMPANY#vfsf"&gt;
Verlag f&amp;uuml;r Fantasy und SF-Spiele&lt;/a&gt;.  
There were at least 14 adventures published for the game as well, along 
with the long-titled sourcebook, "Doctor Nagelius' wohlfeiles und 
weitschweifiges, exzentrisches und eklektisches Enzcyclopaedisches 
Compendium der bekannten Welt"  (Doctor Nagelius' ... Encyclopedic 
Compendium of the Known World).  
</Description>
</Game>

<Game type="rpg" game_id="midian">
<Title>Midian Dark Fantasy Roleplaying Game</Title>
<Edition>
  <Author>Golgotha Kinslayer</Author>
  <Year>2003</Year>
  <Company>Lost Souls Publishing</Company>
  <Pages>212</Pages>
</Edition>
<Description>
A dark fantasy genre RPG, where the PCs include humans, dwarves, 
elves, trolls, and gaijin (a sort of barbaric human).  
It uses a skill-based system, with optional classes purchased 
with skill points.  Character creation is a mix of random-roll 
and point-based, including ads and disads.  Action resolution 
uses 1d20. 
</Description>
</Game>

<Game type="rpg" game_id="midnightatthewellofsouls">
<Title>Midnight at the Well of Souls</Title>
<Edition>
  <Author>Timothy R. Green</Author>
  <Year>1985</Year>
  <Company>TAG Industries</Company>
</Edition>
<Description>
A sci-fi RPG based on the eponym Jack L. Chalker's novel series.
It features 150 character races and a partial map of "Well
World".  
</Description>
</Game>

<Game type="rpg" game_id="midwaycity">
<Title>Midway City</Title>
<Edition>
  <Author>Eddy Webb</Author>
  <Year>2005</Year>
  <Company company_id="spectrum">Spectrum Game Studios</Company>
  <Company company_id="zman">Z-Man Games</Company>
</Edition>
<Description>
An RPG set in a far future on a space colony 50 miles diameter where the dictator mandated that everyone live in what he calls "the Golden Age of humanity" -- meaning pre-World War II America.  The dress, speech and technology are strictly regulated by the government to conform to this.  This has been the status quo for roughly 120 years, and most people just accept what is going on and lead their normal lives out.  Besides normal humans there are aliens (the Kyrhee), rare psychic half-breed aliens (known as "Gazers"), androids (known as "Blanks"), and mutants (known as "Flips").  Further, wounded people are sometimes given cyberware replacements.  It uses a variant of the rules from &lt;a href="GAME#cartoonactionhour"&gt;Cartoon Action Hour&lt;/a&gt;.  Character creation features an open-ended system for designing special abilities including steelware, flips, and psychic powers.  Action resolution uses stat + 2d6 vs difficulty. 
</Description>
</Game>

<Game type="rpg" game_id="miekkajamagia" language="Finnish">
<Title>Miekka ja Magia</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Year>1987</Year>
  <Company>Ultimate Oy</Company>
  <Pages>62</Pages>
</Edition>
<Description>
A small-press Finnish-language fantasy RPG, whose title translates 
as "Sword and Magic".  It is a rules-lite version of 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
The classes include "barbaari" (barbarian), "taistelija" (fighter), 
"seikkailija" (adventurer), "mets&amp;auml;l&amp;auml;inen" (ranger), "velho" 
(wizard) and "kerubi" (cherub -- something that can turn into 
a spirit at will).  This was the successor to a generic RPG 
adventure entitled "The Secret Treasure of Raguoc in the Acirema 
Dungeons".  
</Description>
</Game>

<Game type="rpg" game_id="miekkamies" language="Finnish">
<Title>Miekkamies</Title>
<Edition>
  <Author>Ville Vuorela</Author>
  <Year>1994</Year> 
  <Company company_id="burger">Burger</Company>
</Edition>
<Description>
A Finnish-language baroque fantasy RPG, with heavy swashbuckling 
elements.  The title translates as "swordsman".  It is set on an 
original fantasy world called Arleon, a cross-breed between the 
Roman Empire and 17th century Europe with supernatural elements. 
The PC's are swashbuckling heroes, facing an evil magical force 
known as the Darkfire which spawns monsters and is worshipped by 
cultists.  Areas that had fallen under its influence turned into 
representations of hell.  There are witches with powerful magic, 
although they rely on numerous ingredients for their spells to 
work. 
</Description>
</Game>

<Game type="rpg" game_id="mileschristi" language="French">
<Title>Miles Christi</Title>
<Edition>
  <Author>Benoit Clerc</Author>
  <Year>1995</Year>
  <Company>Sans Peur et Sans Reproche</Company>
</Edition>
<Description>
A French-language historical RPG set in the era of the crusades.
The PC's are Templar Knights, although supplements cover other
character types.  The system uses playing cards (i.e. Ace thru
King).  
</Description>
</Game>

<Game type="rpg" game_id="milikk" language="Spanish">
<Title>Mili KK: El Juego de rol de la puta mili;  </Title>
<Edition>
  <Author>Ricard Ib&amp;aacute;&amp;ntilde;ez</Author>
  <Author>Jordi Cabau</Author>
  <Year>2003</Year>
  <Company>Proyectos Editoriales Crom</Company>
  <Pages>82 paperback</Pages>
</Edition>
<Description>
A Spanish-language humorous RPG about modern-day military service. 
"Mili" is the name for Military Service, and "K K" sounds like 
"caca", a word for shit.  In this humourous game the PCs are youths 
in the Military Service, with a rich popular culture of humour and 
bad taste, drugs, jokes and characters as the Fascist Sargeant, 
the Pacifist Joint-Smoker and the Rambo-like Soldier. 
Based on mythical comic strips of the brilliant Iv&amp;aacute;.
</Description>
</Game>

<Game type="rpg" game_id="milleniumsend">
<Title>Millenium's End</Title>
<Edition>
  <Author>Charles Ryan</Author>
  <Year>1992</Year>
  <Company company_id="chameleoneclectic">Chameleon Eclectic</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
</Edition>
<Description>
A techno-thriller RPG, in the style of novels by Michael Crichton
and Tom Clancy.  It uses a percentile skill-based system.  
The damage system uses a transparent overlay on silhouette figures 
for hit location, and a table which includes determines blood loss 
and stun from location, damage type, and amount.  
</Description>
</Game>

<Game type="rpg" game_id="mimetis" language="French">
<Title>Mim&amp;eacute;tis</Title>
<Edition>
  <Author>Gilles Candotti</Author>
  <Year>1990</Year>
  <Company company_id="editionsdesseptpierres">&amp;Eacute;ditions des Sept Pierres</Company>
</Edition>
<Description>
A French-language RPG, subtitled "The Game of Adaptation".
Players play themselves, mysteriously transported to an unknown
world, with only a pocket knife and a hangover.  It includes a
detailed background for this world. 
</Description>
</Game>

<Game type="rpg" game_id="mindjammer">
<Title>Mindjammer - The Roleplaying Game</Title>
<Edition>
  <EdName>Fate Core</EdName>
  <Author>Sarah Newton</Author>
  <Year>2014</Year>
  <Company company_id="mindjammer">Mindjammer Press</Company>
  <Company company_id="modiphius">Modiphius Entertainment</Company>
</Edition>
<Description>
A transhuman science-fiction RPG setting. The first edition is a setting book released in 2010 
for the FATE-based &lt;a href="GAME#starblazeradventures"&gt;Starblazer Adventures&lt;/a&gt; RPG. 
The second edition is a stand-alone game using the Fate Core rules. The setting takes place after 
thousands of years of expansion from Earth to other systems via slower-than-light colony ships. 
The New Commonality of Humankind is using faster-than-light planeships to find the lost colonies 
and bring them back into the transhuman community. Character types include humans, xenomorphs 
(uplifted non-human species), and synthetics (sentient copies of personalities within the 
virtual reality Mindscape). 
</Description>
</Game>

<Game type="rpg" game_id="minisix">
<Title>Mini Six</Title>
<Edition>
  <EdName>Bare Bones</EdName>
  <Author>Phil Morris</Author>
  <Author>Ray Nolan</Author>
  <Year>2009</Year>
  <Company company_id="antipaladin">AntiPaladin Games</Company>
  <Pages>38</Pages>
</Edition>
<Description>
A universal system based on the open-license version of West End Games' 
&lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt;.  Character creation is 
limited point-bought, spending 12 dice among the four attributes
(Might, Agility, Wit and Charm); and 7 dice on skills and special 
abilities (called Perks).  Resolution is by rolling d6s equal to 
attribute plus skill, and comparing the total to the difficulty.  
The "Bare Bones" edition includes brief vehicle and magic rules.  
</Description>
</Game>

<Game type="rpg" game_id="miserybubblegum">
<Title>Misery Bubblegum</Title>
<Edition>
  <Author>Anthony Lower-Basch</Author>
  <Year>2009</Year>
  <Company company_id="museoffire">Muse of Fire Games</Company>
</Edition>
<Description>
A short-term (30-60 minutes) roleplaying game about high school 
relationships, contained entirely in a custom deck of cards - 
such as "Need for Authority - Discard this card and the GM narrates 
a decision that needs to be made".  
</Description>
</Game>

<Game type="rpg" game_id="mission">
<Title>M.I.S.S.I.O.N.</Title>
<Edition>
  <Author>Ernest T. Hams</Author>
  <Year>1982</Year>
  <Company company_id="kabal">Kabal Gaming Systems</Company>
  <Pages>16</Pages>
</Edition>
<Description>
A modern espionage RPG, using a complex system and including
detailed floorplans.  It includes a secret base design system 
where the GM spends a fixed budget of money on guard dogs, 
steel doors, laser eyes, guards, etc.  The PC's then attempt 
to break into the installation and get to the protected secret.  
The basic game includes seven 17.5" x 23" full-color maps 
and four 15.5" x 23" building interiors.  
</Description>
</Game>

<Game type="rpg" game_id="misspentyouth">
<Title>Misspent Youth: A sci-fi game of teenaged rebellion</Title>
<Edition>
  <Author>Robert Bohl</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
  <Pages>16</Pages>
</Edition>
<Description>
A storytelling game of playing teenagers rebelling against authority 
in a player-defined future.  The setting is collectively created by 
the players, including defining The Authory - the antagonist.  Each 
play session is broken into seven scenes.  It uses a special conflict 
resolution system where players roll 2d6 and claim that number on the 
Conflict Map, where possible GM numbers are defined by what scene it is.  
If a player rolls an already-claimed number, they win - but if they hit 
a GM-controlled number they lose.  
</Description>
</Game>

<Game type="rpg" game_id="mistborn">
<Title>Mistborn Adventure Game</Title>
<Edition>
  <Author>Brandon Sanderson</Author>
  <Author>Alex Flagg</Author>
  <Author>Patrick Kapera</Author>
  <Author>John Snead</Author>
  <Year>2011</Year>
  <Company company_id="crafty">Crafty Games</Company>
  <Pages>500</Pages>
</Edition>
<Description>
A fantasy steampunk RPG based on the novel series by Brandon Sanderson, 
set in a region called Skadrial of the dystopic Final Empire - controlled 
for the last thousand years by a dictator with divine powers.  The player 
characters are thieving "Crews" who use magical metallurgic arts.  
It uses an original dice pool system, where action resolution is by 
rolling up to ten d6s (based on stats) and looking for the highest 
match from 1 to 5.  Rolled 6s or stats above ten give nudges, where 
a nudge can be spent for a +1 to margin of success or 3 nudges can 
be spent for an additional action.  Character creation is limited 
point-based, assigning a strong, average, and weak area to each of 
Powers, Attributes and Influences.  
</Description>
</Game>

<Game type="rpg" game_id="mistrobedgate">
<Title>Mist-Robed Gate</Title>
<Edition>
  <Author>Elizabeth Shoemaker</Author>
  <Author>Shreyas Sampat</Author>
  <Year>2008</Year>
  <Company company_id="summerbird">Summerbird</Company>
</Edition>
<Description>
A martial arts action RPG based on modern Chinese wuxia films.  It uses 
game mechanics involving a prop knife that can be in one of four states: 
covered, sheathed, open, and bloody.  In play, players fill out 
character cards, and then take turns framing scenes.  The player 
framing a scene either fills out a new set card or chooses one that 
is already filled out.  The knife begins covered, and there is little 
conflict in scenes.  When the knife is sheathed, players can hand it to 
other players, and they have to respond by entering wirework, escalating 
(making the knife open), or passing it back to present the same options.  
When it is open, a player can make explicit demands when passing the 
knife, and the target can respond by entering wirework, meeting the 
demand (and putting the knife down), elaborating the demand and passing 
it to someone else, or stabbing another player's character sheet (making 
the knife bloody).  The character whose sheet is stabbed will die by the 
end of the scene.  The player can stab another character, do what was 
asked, or enter wirework. 
</Description>
</Game>

<Game type="rpg" game_id="mobjustice">
<Title>Mob Justice</Title>
<Edition>
  <Author>Malcom Craig</Author>
  <Year>2006</Year>
  <Company company_id="contestedground">Contested Ground Studios</Company>
</Edition>
<Description>
A game of modern crime, set amidst mafia violence in America during
the time of Prohibition (the 1920s).  It uses a playing-card based
system where you assemble poker hands after drawing a number of cards
based on skill.  In addition, each player has "story chips" which can
be used to manipulate the scene and bet on success.  Character
creation is limited point-based.  Two key stats, Reputation and
Stature, are chosen freely.  There is also a Loyalty rating and 
a Code which has both a numerical rating and a description (such as
"All of the crew on my jobs come back alive").  There are also broad
skills bought using points.  
</Description>
</Game>

<Game type="rpg" game_id="mod" language="German">
<Title>MOD RPG System</Title>
<Edition>
  <Author>Sebastian Dietz</Author>
  <Year>2000</Year>
  <Company company_id="nimbleogre">Nimble Ogre Games</Company>
</Edition>
<Description>
A German-language universal RPG system, designed to be a modular game 
with genre modules for Fantasy, Magic, and Guns (modern-day firearms 
and explosives).  There are currently no predesigned settings, however.  
Action resolution is by rolling under skill on 1d20 + modifiers.  
There are also drama points which may be used to influence die rolls 
and prevent damage, but they are single-use and can only be replenished 
with new experience points.  Character creation is open point based, 
using a single pool of points for attributes, skills, race, advantages, 
and disadvantages.  &lt;br&gt;
In combat, characters have a number of short, long and very long actions 
to spend (long and very long actions are multiples of a short action). 
A character may defend himself by parrying or dodging without spending 
actions, but every subsequent defense is more difficult than the 
previous. A character may spend actions to improve his defense.
The damage system uses six hit locations, each with its own hit 
points and armor points. 
</Description>
</Game>

<Game type="rpg" game_id="modern20">
<Title>Modern 20</Title>
<Edition>
  <Author>Charles Rice</Author>
  <Year>2008</Year>
  <Company company_id="rpgobjects">RPG Objects</Company>
</Edition>
<Description>
An electronically-published standalone system based on 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  The variant 
aims to make the base system smoother and faster-playing.  
It replaces the Basic, Advanced and Prestige Classes with six 
Core Classes.  The skill list has been changed, along with new 
rules for backgrounds, occupations, and hobbies.  Wealth is used, 
but is not used to roll wealth checks.  Critical hits are replaced 
by a hit location system that modifies damage.  
</Description>
</Game>

<Game type="rpg" game_id="moffetbabies" language="Spanish">
<Title>Moffet Babies: el juego de rol de los bebes mofetas</Title>
<Edition>
  <Author>Miguel Garcia Fernandez</Author>
  <Year>2002</Year>
  <Company company_id="cocoguawa">La Cocoguawa</Company>
</Edition>
<Description>
A humorous RPG where you play a baby and other players are your 
roommates or your playmates.  It incorporates a "good nanny manual".
</Description>
</Game>

<Game type="rpg" game_id="mondagor" language="German">
<Title>Mondagor</Title>
<Edition>
  <Author>Christian Neff</Author>
  <Year>2004</Year>
  <Company company_id="fivestorms">fiveSTORMS Productions</Company>
</Edition>
<Description>
A German-language fantasy genre RPG, set in an original fantasy world 
of the same name.  Player characters can be from 10 races (including 
humans, elves, and dwarves) and 16 sub-races (including 3 human, 4 
elven, and 2 dwarven).  Character creation is limited point-based, 
starting with choosing a race (and sub-race) if any, then spending 
attribute points, skill points, and combat/magic talent points.  
The experience system emphasizes "learning by doing".  It includes 
a magic system with three spheres of magic.  
</Description>
</Game>

<Game type="rpg" game_id="mondesetheros" language="French">
<Title>Mondes et Heros</Title>
<Edition>
  <Author>[the "Migou" team]</Author>
  <Year>1995</Year>
  <Company>Gallimard</Company>
</Edition>
<Description>
A French-language RPG line.  It is an attempt at an easy RPG by
putting players in pre-generated roles as characters lifted from
novels.  It had several books released: "Marid Audran" (from the
books by G.A. Effinger); "Odysseus" (from Homer's Oddessey);
"Orlando"; and "Sherlock Holmes".  
</Description>
</Game>

<Game type="rpg" game_id="monkeyninjapiraterobot">
<Title>Monkey, Ninja, Pirate, Robot: the Roleplaying Game</Title>
<Edition>
  <Author>Chad Underkoffler</Author>
  <Year>2004</Year>
  <Company company_id="atomicsockmonkey">Atomic Sock Monkey Press</Company>
  <Pages>64</Pages>
</Edition>
<Description>
A tongue-in-cheek RPG based on a board game where cartoon-like 
characters try to foil the plots of cow-napping aliens, gain Mojo, 
and lay their hands on the all-powerful sweet, sweet Uranium!
Mojo is the peculiar power of being cool and funkily awesome, and 
is used to be cool, and gained by being cool -- as well as by 
eating uranium (naturally).  The game uses a variant of the 
Prose Descriptive Qualities (PDQ) system introduced in 
&lt;a href="GAME#deadinside"&gt;Dead Inside&lt;/a&gt;. 
Character creation is by choosing race, a Goal, 2 to 4 freeform 
keywords which give bonuses, and a weakness.  Action resolution 
is by 2d6 + bonus vs difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="monsterhearts">
<Title>Monsterhearts</Title>
<Edition>
  <Author>Joe McDonald</Author>
  <Year>2012</Year> 
  <Company company_id="buriedwithoutceremony">Buried Without Ceremony</Company>
</Edition>
<Description>
A modern-day horror RPG inspired by teenage dramatic stories such as 
Stephanie Meyer's Twilight, using rules adapted from 
&lt;a href="GAME#apocalypseworld"&gt;Apocalypse World&lt;/a&gt;. 
Each PC is an archetypal monster with its own playbook of distinct 
Moves - including Vampire, Werewolf, Witch, Ghost, etc. 
</Description>
</Game>

<Game type="rpg" game_id="monsterhorrorshow">
<Title>Monster Horrorshow</Title>
<Edition>
  <Author>J.H. Brennan</Author>
  <Year>1987</Year>
  <Company>Armada</Company>
</Edition>
<Description>
A humorous horror RPG, written by the British author of the 
GrailQuest and DemonSpawn fantasy adventure books.  The GM is 
called the "WereWizard", and must qualify for the position by 
passing through a solo adventure entitled the "Labyrinth of Squat". 
The book includes a simple system, monster cards, and the 
adventure.  
<!-- ISBN 0-00-692860-9, Canadian $5.95 -->
</Description>
</Game>

<Game type="rpg" game_id="monsterisland">
<Title>Monster Island: The Game of Giant Monster Combat</Title>
<Edition>
  <Author>Bruce Harlick</Author>
  <Author>Patrick Sweeney</Author>
  <Year>2002</Year>
  <Company company_id="firefly">Firefly Games</Company>
  <Pages>32</Pages>
</Edition>
<Description>
A miniatures/role-playing game of giant monster combat.  
</Description>
</Game>

<Game type="rpg" game_id="monstersandmagiers" language="Dutch">
<Title>Monsters &amp;amp; Magi&amp;euml;rs</Title>
<Edition>
  <Author>Foob</Author>
  <Author>Koen De Waele</Author>
  <Author>David Van Dijck</Author>
  <Author>Dirk Vandenheuvel</Author>
  <Year>1989</Year>
  <Company company_id="wisetree">The Wise Tree</Company>
  <Pages>72</Pages>
</Edition>
<Description>
A Dutch-language fantasy RPG: &quot;Monters &amp;amp; Magicians&quot;.
This is a shorter 72-page introductory version of 
&lt;a href="GAME#schimmenandschaduwen"&gt;Schimmen &amp;amp; Schaduwen
&lt;/a&gt;.  It is a simple but complete RPG with different characters,
magic spells cards, monsters and an introductory scenario. 
</Description>
</Game>

<Game type="rpg" game_id="monstersandotherchildishthings">
<Title>Monsters and Other Childish Things</Title>
<Edition>
  <Author>Benjamin Baugh</Author>
  <Year>2007</Year>
  <Company company_id="arcdream">Arc Dream Publishing</Company> 
  <Pages>48</Pages>
</Edition>
<Description>
A horror RPG about kids who each have a monster that does things for 
them.  It uses a simplified variant of the One-Roll Engine rules found 
in &lt;a href="GAME#wildtalents"&gt;Wild Talents&lt;/a&gt; and 
&lt;a href="GAME#godlike"&gt;Godlike&lt;/a&gt;.  As in other games, 
the d10 dice pool is used to resolve conflicts, looking for number of 
matching faces.  Character creation is limited point-based.  There are 
five attributes (Feet, Wits, Hands, Guts, and Attention) and related 
skills.  Character also have rated relationships, which could be to 
parents, friends, or even stuffed animals.  Lastly, they create their 
monster according to another limited point system.  
</Description>
</Game>

<Game type="rpg" game_id="monstersandslayers">
<Title>Monsters &amp;amp; Slayers</Title>
<Edition>
  <Author>Clifford Raymond Fagan</Author>
  <Year>1991</Year>
  <Company>Atlantis Enterprises</Company>
</Edition>
<Description>
An RPG set in a mythic version of the British Isles in
527&amp;nbsp;A.D. (with faeries and monsters).  It uses a d6 based
system: roll 3d6 under attribute, or roll 2d6 under 8+mods for
combat.  Characters have 7 attributes (Strength, Endurance,
Dexterity, Intelligence, Luck, Persuasiveness, and
Attractiveness). 
</Description>
</Game>

<Game type="rpg" game_id="monstersmonsters">
<Title>Monsters! Monsters!</Title>
<Edition>
  <Author>Ken St. Andre</Author>
  <Year>1976</Year>
  <Company company_id="flyingbuffalo">Flying Buffalo</Company>
</Edition>
<Description>
A fantasy RPG spin-off from &lt;a href="GAME#tunnelsandtrolls"&gt;
Tunnels and Trolls&lt;/a&gt;.  This is a traditional fantasy game
reversed with players play the monsters fighting human heroes. 
</Description>
</Game>

<Game type="rpg" game_id="monteooksworldofdarkness">
<Title>Monte Cook's World of Darkness</Title>
<Edition>
  <Author>Monte Cook</Author>
  <Author>Luke Johnson</Author>
  <Author>Sean K. Reynolds</Author>
  <Year>2007</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A modern dark fantasy/horror RPG, a variation of the 
&lt;a href="GAME#worldofdarkness"&gt;World of Darkness&lt;/a&gt; 
setting where extra-dimensional horrors known as the Inconnu opened 
a gate hundreds of miles wide in the central United States.  Now 
one year later, the U.S. has collapsed into dealing with its internal 
problems, and horrors stalk the fringes.  The Inconnu create vampires, 
werewolves, and demons -- while there are also mages and the Awakened 
(extraordinary humans).  It uses a rules variant based on the D20 
system, where character type (such as vampire or werewolf) functions 
as both a race and a class.  
</Description>
</Game>

<Game type="rpg" game_id="montsegur1244">
<Title>Montsegur 1244</Title>
<Edition>
  <Author>Frederik J. Jensen</Author>
  <Year>2009</Year>
  <Company company_id="thoughtful">Thoughtful Games</Company>
</Edition>
<Description>
A storytelling game where players take characters from the historical 
siege of Montsegur where the sect of Cathars were assaulted as heretics 
by forces backed by the Catholic Church.  It uses a diceless system of 
narration rules, where play is divided into a number of predefined turns 
leading up to the inevitable defeat of the Cathars, where each character 
must choose whether to burn themselves alive (as many historical Cathars 
did).  There are a number of special cards that define elements to 
potentially include in the story.  
</Description>
</Game>

<Game type="rpg" game_id="moros">
<Title>Moros Role-Playing Game</Title>
<Edition>
  <Author>Jurjen Stellingwerff</Author>
  <Year>2006</Year>
  <Company>self-published</Company>
  <Pages>94</Pages>
</Edition>
<Description>
A fantasy genre RPG using a simple dice pool system.  It is set in a 
medieval world, where mystical powers can be obtained easily but has 
side effects and is often illegal.  The book is self-published via 
print-on-demand service 
&lt;a href="http://www.lulu.com/content/226582"&gt;Lulu.com&lt;/a&gt;.  
An earlier free version is available on a 
&lt;a href="http://www.geocities.com/area51/Comet/8192/Moros.html"&gt;
Geocities site&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="morpheus">
<Title>Morpheus</Title>
<Edition>
  <Author>Devin Durham</Author>
  <Year>1990</Year>
  <Company company_id="rapport">Rapport Games</Company>
  <Company company_id="crunchyfrog">Crunchy Frog</Company>
</Edition>
<Description>
A virtual reality RPG set in the near-future, where PC's are
players in Morpheus Mind Park virtual reality games.  Characters
have 4 attributes (Imagination, Confidence, Ego, and Reputation), 
3 skills (Reality Control, Accuracy, and Defense), and various
virutal "powers" (which include more regular skills).  You have a
pool of dream points, which can be used to buy new powers - even
in mid-play.  It uses a percentile resolution system, which is
slightly math-heavy (i.e. damage = (100% + (Attack - Defense) *
10%) * Xd10).  
</Description>
</Game>

<Game type="rpg" game_id="morrowproject">
<Title>The Morrow Project</Title>
<Edition>
  <Author>Kevin Dockery</Author>
  <Author>Robert Sadler</Author>
  <Author>Richard Tucholka</Author>
  <Year>1980</Year>
  <Company company_id="timeline">Timeline, Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1983</Year>
  <Company company_id="timeline">Timeline, Inc.</Company>
  <Company company_id="abacusdimensions">Abacus Dimensions</Company>
</Edition>
<Description>
A realistic post-apocalyptic RPG.  The PC's are agents deliberately
frozen to rebuild the world after nuclear war, as part of a private 
project by Bruce Edward Morrow (aka "The Morrow Project").  However, 
something went wrong with the project mechanisms, and the PC's wake 
up alone 150 years after World War III.  This game has a lot of 
attention paid to detail and hardware, reflecting the survivalist 
genre.  The system is combat-focused, with other issues covered 
only after the 3rd edition.  cf. the 
&lt;a href="http://www.geocities.com/Area51/Stargate/3351/welcome.htm"&gt;
Morrow Project home&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="mortalcoil">
<Title>Mortal Coil</Title>
<Edition>
  <Author>Brennan Taylor</Author>
  <Year>2006</Year>
  <Company company_id="galileo">Galileo Games</Company>
  <Pages>94</Pages>
</Edition>
<Description>
A modern fantasy role-playing game inspired by Miyazaki's film 
"Spirited Away" and Neil Gaiman's comic "Sandman".  It allows a 
range of fantasy backgrounds.  It has a diceless mechanical system, 
where players spend from four pools of tokens: Action, Passion, Power, 
and Magic.  Characters have four attributes (calls "Faculties") named
Power, Grace, Wits, and Will; as well as player-defined aptitudes like
"Barfly".  The mechanics work by bidding tokens on conflicts.  
</Description>
</Game>

<Game type="rpg" game_id="mortalcombat">
<Title>Mortal Combat</Title>
<Edition>
  <Author>David John Morris</Author>
  <Author>Steve Foster</Author>
  <Author>Andrew Murdin</Author>
  <Year>1979</Year>
  <Company>Waynflett House Ltd (UK)</Company>
</Edition>
<Description>
A generic "historical or fantasy" RPG rules system (softcover
booklet, 64 pages).  Nine attributes: Strength, Constitution,
Manual Dexterity, Agility, Speed, Looks, Intelligence, Learning
and (magical) Talent.  Advancement is level-based.  Magic works
with spell points and success chance for spells, organised in 8
spell levels, around specialties : Alchemy, Antiquities &amp;
Languages, Demonology and Artificery. 
</Description>
</Game>

<Game type="rpg" game_id="mountainwitch">
<Title>The Mountain Witch</Title>
<Edition>
  <Author>Timothy Kleinert</Author>
  <Year>2005</Year>
  <Company company_id="timfire">Timfire Publishing</Company>
  <Pages>162</Pages>
</Edition>
<Description>
A role-playing game with a built-in adventure: a group of ronin samurai 
are hired to assault and kill O-Yanma, the dreaded Mountain Witch of 
Mount Fuji.  It uses a simple resolution system, with player-created 
Fates for their characters and a system of Trust which focuses play 
on trust and betrayals among the PCs.  
</Description>
</Game>

<Game type="rpg" game_id="mouseguard">
<Title>The Mouse Guard Roleplaying Game</Title>
<Edition>
  <Author>Luke Crane</Author>
  <Author>David Petersen</Author>
  <Year>2008</Year>
  <Company company_id="archaia">Archaia Studios Press</Company>
  <Pages>320</Pages>
</Edition>
<Edition>
  <EdName>Boxed Set</EdName>
  <Year>2011</Year>
</Edition>
<Description>
A medieval roleplaying game adapting the anthropomorphic comic book 
series of the same name.  The setting is the Mouse Territories, a 
collection of three dozen or so mouse settlements loosely unified 
under a Matriarch.  The Matriarch acts as head of the Mouse Guard, 
a group of idealistic knight errants who maintain the roads and 
deal with external threats.  While there are dangerous wild animals 
ranging from crows to snakes, the only other intelligent creatures 
are the bordering weasels.  It uses an original dice pool system 
related to &lt;a href="GAME#burningwheel"&gt;Burning Wheel&lt;/a&gt;.  
Resolution is by rolling d6s equal to stat, with bonuses dice for 
gear, help, or applicable knowledge skills ("wises") - every result 
of 4 or higher is one success.  This is modified by spending Fate and 
Persona points, or activating traits.  It has a unified conflict 
resolution mechanic similar to BW's Duel of Wits - used for arguments, 
chases, fights, journeys, etc. Each side generates a starting score, 
or Disposition, and then every round, each side chooses three actions 
in secret, continuing until one side or the other is reduced to zero 
disposition.  The PCs are always members of the Guard, generated by 
a simple step-by-step process of selecting rank, age, birthplace, 
and so forth.  
</Description>
</Game>

<Game type="rpg" game_id="msfhigh">
<Title>MSF High RPG</Title>
<Edition>
  <Author>Joseph Fanning</Author>
  <Year>2007</Year>
  <Company>self-published</Company>
  <Pages>202</Pages>
</Edition>
<Description>
A humorous anime-inspired RPG set in MSF Highschool, a training
ground for teenage superheroes, including both alien and magical
races.  The book is self-published via print-on-demand service 
&lt;a href="http://www.lulu.com/content/1007331"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="msg">
<Title>MSG</Title>
<Edition>
  <EdName>executive</EdName>
  <Author>Wood Ingham</Author>
  <Author>Becky Lowe</Author>
  <Author>Benjamin Baugh</Author>
  <Year>2008</Year>
  <Company>Firebird, Ltd.</Company>
</Edition>
<Description>
A satirical rotating-GM RPG about corporate marketing and the rat race, 
where the player characters are company representatives (reps).  Each 
turn, one player plays The Company trying to crush the reps.  
Character creation includes choosing to be Freelance or an Asset, 
along with picking expertises, perks, relationships, two attributes 
(Compassion and Self), and a "Unique Selling Point."  The players 
create their company as a group, then play through a series of 
situations in the boardroom.  After everyone has taken a turn as GM, 
the player with the most resources wins and gets to narrate the 
conclusion. 
</Description>
</Game>

<Game type="rpg" game_id="muggerhunt">
<Title>MuggerHunt</Title>
<Edition>
  <Author>Kevin Dockery</Author>
  <Year>1983</Year>
  <Company>Firebird, Ltd.</Company>
</Edition>
<Description>
A light-hearted solitaire game -- not really an RPG -- about
unting down muggers in urban "game preserves".  The only
"attribute" of hunters/muggers is what they are armed with.  
</Description>
</Game>

<Game type="rpg" game_id="multimondes" language="French">
<Title>Multimondes</Title>
<Edition>
  <Author>Michel Gaudo</Author>
  <Year>1988</Year>
  <Company company_id="oriflam">Oriflam</Company>
</Edition>
<Description>
A French-language hard science-fiction RPG, with only a few outer
colonies. 
</Description>
</Game>

<Game type="rpg" game_id="multiverser">
<Title>Multiverser</Title>
<Edition>
  <Author>E.R. Jones</Author>
  <Author>M. Joseph Young</Author>
  <Year>1997</Year>
  <Company company_id="valdron">Valdron Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year> 
</Edition>
<Description>
A dimension-hopping RPG where players play themselves with the
discovery that they reincarnate in a new universe / scenario upon
death (via personal energy known as "scriff").  The skills are
divided into "biases": Technology / Psionics / Magic / Body.
These are also the categories of rating dimensions (i.e. some
universes are high-magic, low-technology).  
</Description>
</Game>

<Game type="rpg" game_id="multiworlds" language="Italian">
<Title>Multiworlds</Title>
<Edition>
  <Author>A. Piparo</Author>
  <Author>L. de Luca</Author>
  <Year>1999</Year>
  <Company>Cuccia Editore</Company>
</Edition>
<Description>
An Italian-language universal RPG system.  It has a lengthy and
complex character creation process and simple resolution system.
</Description>
</Game>

<Game type="rpg" game_id="munchkin">
<Title>Munchkin RPG</Title>
<Edition>
  <Author>Andrew Hackard</Author>
  <Author>Steve Jackson</Author>
  <Year>2003</Year>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
</Edition>
<Description>
A humorous parody of D&amp;amp;D and other fantasy RPGs based on 
the card game "Munchkin" card game.  It uses the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
Complete rules are not provided: basic rules for character creation, 
combat, and other systems refer to the D&amp;amp;D Players Handbook.  
</Description>
</Game>

<Game type="rpg" game_id="murphysworld">
<Title>Murphy's World</Title>
<Edition>
  <Author>Kevin Davies</Author>
  <Author>David Brown</Author>
  <Year>1995</Year>
  <Company company_id="peregrine">Peregrine</Company>
</Edition>
<Description>
A humorous RPG about the world where the junk of many universes
collects, intended particularly for characters from other game 
universes to drop in for light-hearted adventures.  
</Description>
</Game>

<Game type="rpg" game_id="mushashugyo">
<Title>Musha Shugyo</Title>
<Edition>
  <Author>Luca De Marini</Author>
  <Year>2015</Year>
  <Company company_id="acchiappasogni">Acchiappasogni</Company>
</Edition>
<Description>
A martial arts game, set in a flexible setting including both modern and ancient elements. 
</Description>
</Game>

<Game type="rpg" game_id="mutant" language="Swedish">
<Title>Mutant</Title>
<Edition>
  <Author>Mikael Peters&amp;eacute;n</Author>
  <Author>Gunilla Jonsson</Author>
  <Year>1984</Year>
  <Company company_id="aventyrspel">Aventyrspel</Company>
</Edition>
<Edition> 
  <EdName>2nd</EdName>
  <Year>1989</Year>
  <Company company_id="target">Target Games</Company>
</Edition>
<Edition> 
  <EdName>"Underg&amp;aring;ngens Arvtagare"</EdName>
  <Author>Joakim Bergstr&amp;ouml;m</Author> 
  <Author>Martin Bergstr&amp;ouml;m</Author> 
  <Author>Mattias Jonsson</Author> 
  <Author>Mattias Lilja</Author> 
  <Author>Fredrik Lindregn</Author> 
  <Author>Andreas Marklund</Author> 
  <Author>Johan Normark</Author> 
  <Year>2002</Year>
  <Company company_id="jarnringen">J&amp;auml;rnringen HB</Company>
</Edition>
<Description>
A Swedish-language post-nuclear-apocalypse RPG, set many years
after world wars and great plague.  The PCs are descendants of
survivors, in a feudal Scandinavia that is slowly rebuilding.  The
rules are based on 3rd ed &lt;a href="GAME#drakarochdemoner"&gt;
Drakar och Demoner&lt;/a&gt;, with new rules for mental powers and 
mutations instead of magic.  The 2nd edition kept the rules but 
converted it to a generic cyberpunk RPG without any post-apocalyptic 
aspect.  The 3rd edition's title translates to "Mutant: The 
Heirs of the Apocalypse".  It returns to the post-apocalyptic 
world of the first edition, with some changes.  The rules have 
been simplified and streamlined.  
</Description>
</Game>

<Game type="rpg" game_id="mutantchronicles" language="Swedish,English">
<Title>Mutant Chronicles</Title>
<Edition>
  <EdName>1st [Swedish]</EdName>
  <Author>Magnus Seter</Author>
  <Author>Henrik Strandberg</Author>
  <Author>Nils Gulliksson</Author>
  <Author>Michael Stenmark</Author>
  <Author>Jerker Sojdelius</Author>
  <Author>Stefan Thulin</Author>
  <Author>Fredrik Malmberg</Author>
  <Year>1993</Year>
  <Company company_id="target">Target Games</Company>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Author>Matt Forbeck</Author>
  <Author>Paul Beakley</Author>
  <Year>1993</Year>
  <Company company_id="target">Target Games</Company>
  <Company company_id="heartbreaker">Heartbreaker Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1996</Year> 
</Edition>
<Edition> 
  <EdName>Year Zero</EdName>
  <Year>2014</Year> 
  <Author>Tomas H&amp;auml;renstam</Author> 
  <Company company_id="modiphius">Modiphius Entertainment</Company>
  <Company>Fria Ligan</Company>
</Edition> 
<Description>
A techno-fantasy RPG and miniatures system from Sweden.  It is
set in a distant future where Earth has been destroyed, and the
solar system is colonized by soulless megacorps.  A discovery on
Pluto unleashes "The Darkness", which makes computers go crazy
and throws the solar system into chaos.  The fanatical
"Brotherhood" arose to resist the taint of "Dark Symmetry" in an
Inquisition-like manner -- later leading the crusade when a tenth
planet was found, unleashing a horde of "Necromutants" which
nearly wiped out humanity. 
</Description>
</Game>

<Game type="rpg" game_id="mutantcityblues">
<Title>Mutant City Blues</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Year>2008</Year>
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
A near-future police RPG set in a future where ten years ago, 1% 
of the population gained mutant powers such as flight, telepathy, 
and energy bolts.  The PCs are members of the police Heightened 
Crime Investigation Unit that investigates crimes in the mutant 
community.  It uses a version of the "GUMSHOE" system that first appeared 
in &lt;a href="GAME#esoterrorists"&gt;The Esoterrorists&lt;/a&gt;.  
It uses diceless point-spending to resolve investigative skills, 
and die rolls modified by points for core skills.  Character creation 
</Description>
</Game>

<Game type="rpg" game_id="mutantesenlasombra" language="Spanish">
<Title>Mutantes en la Sombra</Title>
<Edition>
  <Author>Jose Felix Garzon</Author>
  <Author>Igor Arriola</Author>
  <Year>1991</Year>
  <Company>Ludoctenia</Company>
</Edition>
<Edition>
  <EdName>"G2"</EdName>
  <Author>Mikel Cabriada</Author>
  <Author>Igor Arriola</Author>
  <Author>Joseba Calle</Author>
  <Author>Carlos Monz&amp;oacute;n</Author>
  <Author>J.A. Tellaetxe Isusi</Author>
  <Year>1997</Year>
  <Company>Ludoctenia</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A Spanish-language modern-day psychic powers RPG along the lines of 
&lt;a href="GAME#psiworld"&gt;Psi World&lt;/a&gt;, where player characters 
can be either mutants or normals.  The system uses 1d20 versus a 
target number, determined by comparing skill and difficulty on a 
universal table.  The combat system is very deadly, where a rifle 
round may cause 12d6+5 damage when a strong character has 24 hit 
points.  The first edition revolves around Cold War espionage and 
politics, while the second edition deals with post-Cold War politics, 
Middle-Eastern terrorism and a second generation of mutants created 
by the Chernobyl incident. 
</Description>
</Game>

<Game type="rpg" game_id="mutantfuture">
<Title>Mutant Future</Title>
<Edition>
  <Author>Daniel Proctor</Author>
  <Author>Ryan Denison</Author>
  <Year>2008</Year>
  <Company company_id="goblinoid">Goblinoid Games</Company>
</Edition>
<Description>
A post-apocalyptic science fantasy RPG, in the style of the 
&lt;a href="GAME#gammaworld"&gt;Gamma World&lt;/a&gt; game and 
similar games of the late 1970s and early 1980s.  Player characters 
types include pure human, android, mutant human, mutant animal, 
and even mutant plant!  
</Description>
</Game>

<Game type="rpg" game_id="mutantrymd" language="Swedish">
<Title>Mutant R.Y.M.D.</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1992</Year>
  <Company company_id="target">Target Games</Company>
</Edition>
<Description missinginfo="rules">
A short-lived Swedish-language sci-fi/cyperpunk RPG, a
predecessor to Mutant Chronicles.  The system is similar
to &lt;a href="GAME#warhammerfantasy"&gt;Warhammer&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="mutantsandmasterminds">
<Title>Mutants &amp;amp; Masterminds</Title>
<Edition>
  <Author>Steve Kenson</Author>
  <Year>2002</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>192 glossy, full-color pages, hardbound</Pages>
</Edition>
<Description>
A generic superhero RPG.  The rules are a standalone system based 
on the D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It includes a point-based character creation system and an assortment 
of feats, super-feats, and powers.  The basic rulebook includes 12 
"ready to play" hero templates, aloing with sample villians and an 
introductory adventure.  The damage system is streamlined to require 
only a d20.  Damage is handled by a saving throw against the damage 
value.  Failing accumulates "hits" which incur penalties, while 
failing the save by 5 or more can stun or knock unconcious an opponent.  
</Description>
</Game>

<Game type="rpg" game_id="mutazoids">
<Title>Mutazoids</Title>
<Edition>
  <Author>Ken Whitman</Author>
  <Year>1989</Year>
  <Company company_id="whit">Whit Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Moses "Wolfy" Wildermuth</Author>
  <Year>2003</Year>
  <Company company_id="mtenterprises">MT Enterprises, LLC</Company>
</Edition>
<Description>
A post-apocalyptic RPG, set in the year 2073, sixty years after 
the world was swept by the accidental release of the man-made plague
virus.  The government is the "Second Republic", which suppresses 
the mutant majority, with political and racial overtones.  The 
PC's are "Enforcers" who hunt the dangerous mutants ("mutazoids").  
The system uses 2d6 roll vs stat on a universal table.  Character 
creation is by random-roll attributes, and semi-random lifepath 
approach for skills.  
</Description>
</Game>

<Game type="rpg" game_id="muthom" language="French">
<Title>Muthom</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>PL Productions</Company>
</Edition>
<Description missinginfo="all">
A French-language sci-fi RPG set in the near future as the Earth is 
being invaded by aliens.  
</Description>
</Game>

<Game type="rpg" game_id="muu" language="Norwegian">
<Title>Rollespillet Muu</Title>
<Edition>
  <Author>Tomas HV M&oslash;rkrid</Author>
  <Year>1989</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Norwegian-language fantasy RPG about peaceful, semi-intelligent 
creatures trying to find food, take baths, cuddle, and sleep.  
The muu have no language.  All actions in the game are initiated 
by normal playing cards.  Any conflicts are resolved by the use 
of dice.  The method involves strong techniques for transforming 
the language used in-game into poetic Muu-phrases. The aim of the 
game is to create a kind of merry harmony. 
</Description>
</Game>

<Game type="rpg" game_id="mylifewithmaster">
<Title>My Life With Master</Title>
<Edition>
  <Author>Paul Czege</Author>
  <Year>2003</Year>
  <Company company_id="halfmeme">Half-Meme Press</Company>
</Edition>
<Description>
A horror RPG where the PCs are all deformed minions of an evil, 
demented genius -- in the vein of Igor or Quasimodo.  It uses a 
set of strict rules on the dramatic progression of the story, which 
depends on the stats and rolls made.  Each minion character has two 
descriptive traits: "More than Human" and "Less than Human".  There 
are also three numeric traits: Self-Loathing, Weariness, and Love 
(though Love always starts at zero).  
</Description>
</Game>

<Game type="rpg" game_id="myranor" language="German">
<Title>Myranor: Das G&amp;uuml;ldenland</Title>
<Edition>
  <Author>Britta Herz</Author>
  <Author>J&amp;ouml;rg Raddatz</Author>
  <Author>Thomas R&amp;ouml;mer</Author>
  <Year>2000</Year>
  <Company company_id="fanpro">FanPro</Company>
</Edition>
<Description>
A fantasy-genre German-language RPG related to 
&lt;a href="GAME#dasschwarzeauge"&gt;Das Schwarze Auge&lt;/a&gt; system.  
It is set on a different continent of the same world as DSA, 
called the "Golden Land" by Aventurians.  It uses a precursor 
to the 4th edition DSA rules.  Character generation is open 
point-bought, and it includes a very open magic system.  
</Description>
</Game>

<Game type="rpg" game_id="myriaduniversal">
<Title>Myriad: A Universal RPG System</Title>
<Edition>
  <EdName>Extended</EdName>
  <Author>Ashok Desai</Author>
  <Year>2006</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>143</Pages>
</Edition>
<Description>
A universal RPG system designed to be incomplete, with some assembly 
required by the GM and players, putting together various optional parts.  
There are four core attributes: Power, Grace, Intellect and Spirit.  
It includes several options for character creation, including limited 
point-bought, random-roll, and template-based.  Resolution is by rolling 
d6s equal to attribute, adding skill level to the highest die, and 
comparing the total to difficulty or opposed roll.  The basic system 
(74 pages) is released under the Creative Commons License, with a 
free PDF available.  The print version is "extended" with additional 
material, including using stealth as a form of conflict, mass battle 
rules, a large selection of new SFX, and an additional chapter on 
designing your own game setting.  
</Description>
</Game>

<Game type="rpg" game_id="myrskynaika" language="Finnish">
<Title>Myrskyn aika</Title>
<Edition>
  <Author>Mike Pohjola</Author>
  <Year>2003</Year>
  <Company>Johnny Kniga Publishing</Company>
</Edition>
<Description>
A Finnish-language fantasy RPG aimed at immersion in character and 
emotional realism.  The text focuses on setting and GM instructions, 
with simple rules provided for both tabletop and larp.  The book 
describes the semi-medieval world of Valenor, with a spaghetti
western look and strong political themes.  The mechanics aim to 
emphasize the character's experience rather than the physical reality.
</Description>
</Game>

<Game type="rpg" game_id="mysterymen">
<Title>Mystery Men</Title>
<Edition>
  <Author>John Stater</Author>
  <Year>2011</Year>
  <Company>self-published</Company>
  <Pages>72</Pages>
</Edition>
<Description>
A simple superhero RPG based on the Swords &amp;amp; Wizardry system
by Matt Finch.  It uses character classes and levels, with the three 
classes being Adventurer, Sorcerer, or Scientist.  It includes over 
200 superpowers, with most being adapted versions of fantasy genre 
spells.  Resolution is by adding attribute + 1d20 and comparing to 
either 10 + opposing stat or calculated Defense Class (for combat).  
Released under Wizards of the Coast's Open Game License.  
</Description>
</Game>

<Game type="rpg" game_id="mysticforces">
<Title>Mystic Forces</Title>
<Edition>
  <Author>unknown</Author>
  <Year>2000</Year>
  <Company company_id="positive">Positive Roleplaying</Company>
</Edition>
<Description>
A fantasy RPG, set on an original world ("Oryathar").  The 
PC's are "Shinkai" who have been granted mystic powers by the Light 
to battle the Shadow which threatens the world.  There are five
races: the telepathic Brightlings, the stout and durable Grak,
the agile and long-armed Loremek, the cat-eyed Valkin, and the
giant and stone-skinned Warlum. 
</Description>
</Game>

<Game type="rpg" game_id="mythesetlegendes" language="French">
<Title>Mythes et L&amp;eacute;gendes</Title>
<Edition>
  <Author>A. L. Gohin</Author>
  <Year>unknown</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A French-language traditional medieval fantasy RPG. 
</Description>
</Game>

<Game type="rpg" game_id="mythic">
<Title>Mythic Role Playing</Title>
<Edition>
  <Author>Tom Pigeon</Author>
  <Year>2003</Year>
  <Company company_id="wordmill">Word Mill Publishing</Company>
</Edition>
<Description>
An universal improvisational game, which has rules for spontaneously 
generating adventures.  It uses parameters determined at the start, 
combined with randomly determined answers to yes/no questions.  
It is designed to be playable as a standalone RPG or also as a 
supplement for GM-less play using other RPG rules.  
</Description>
</Game>

<Game type="rpg" game_id="mythicrussia">
<Title>Mythic Russia: heroism and adventure in the land of the Firebird</Title>
<Edition>
  <Author>Mark Galeotti</Author>
  <Year>2006</Year>
  <Company company_id="firebird">Firebird Productions</Company>
</Edition>
<Description>
A standalone fantasy RPG, using the HeroQuest engine in the setting of 
the ancient Russia of history, legend and folktale.  The setting is a 
cinematic one where the PCs are rare magical heroes.  All magic is 
based on theism in HeroQuest, with a single Otherworld common to both 
pagan and Christian worship.  Religion is a pastiche of paganism and 
Christianity.  For example, one character might worship Volos the 
cattle god, and argue with his brother, who insists on calling him 
Saint Vlasii -- while both agreeing on many details.  The game includes 
extensive notes on the body of myth and folklore including many villains 
and heroes, as well as maps, an introductory scenario, and many 
adventure seeds. 
</Description>
</Game>

<Game type="rpg" game_id="mythworld">
<Title>Mythworld: Realistic Fantasy</Title>
<Edition>
  <Author>Paul Cardwell, Jr.</Author>
  <Year>1986</Year>
  <Company>Hippogriff Publications</Company>
</Edition>
<Description>
A generic fantasy RPG aimed mainly at playing in times of myth -- 
primarily late bronze age to early iron age.  It uses a detailed 
rule system.  The original was published as a boxed set with 
six books (Rules, Bestiary, Outfitter, Skills, Spells, and 
Robber's Cave), along with five 4-page character sheets and 
three dice (d6, d8, d20). 
</Description>
</Game>

<Game type="rpg" game_id="namekeeper" language="Spanish">
<Title>Name Keeper</Title>
<Edition>
  <Author>Jose Luis Pumarega</Author>
  <Year>2001</Year>
  <Company>La Factoria de Ideas</Company>
</Edition>
<Description>
A Spanish-language fantasy RPG.  The world is flat and falls towards 
the floor of the universe.  The gods were defeated by the demons and 
now the hell is physically in the world (i.e. on the map) and when 
people die they appear there, always.  When they were defeated the 
gods gave a magical language to the humans to allow them to survive, 
though the magicians (the Name Keepers) are not so sure.  The PCs 
are from Isla, which has the more advanced civilization of the world. 
Isla has makers of the "clocks": robots that work by clockwork 
mechanisms.
</Description>
</Game>

<Game type="rpg" game_id="namelessstreets" language="Italian,English">
<Title>Nameless Streets</Title>
<Edition>
  <Author>Charles Green</Author>
  <Year>2010</Year>
  <Company company_id="alephtar">Alephtar Games</Company>
</Edition>
<Description>
A paranormal detective RPG set in modern-day Portland, Oregon - developed 
as a setting and variant of the HeroQuest system created by Issaries, Inc.
It includes full keywords for various supernatural creatures including 
vampires and werewolves, to lamia and djinn.  It also adds rules for 
five different magical traditions, including Witchcraft, Necromancy, 
and Wizardry.  
</Description>
</Game>

<Game type="rpg" game_id="narnia">
<Title>Narnia - Das Rollenspiel</Title>
<Edition>
  <Author>Ulrich Drees</Author>
  <Author>Oliver Plaschka</Author>
  <Year>2008</Year>
  <Company company_id="brendow">Brendow Verlag</Company>
  <Pages>432</Pages>
</Edition>
<Description>
A German-language fantasy role-playing game set in the world of Narnia, 
based on the book series by C.S. Lewis.	 It uses a simple though not 
minimal set of rules aimed at beginners.  
</Description>
</Game>

<Game type="rpg" game_id="nearsideproject">
<Title>The Nearside Project</Title>
<Edition>
  <Author>Stephen Herron</Author>
  <Author>Tom Bisbee</Author>
  <Author>Barry O'Connor</Author>
  <Year>1996</Year>
  <Company company_id="nearside">Nearside Games</Company>
</Edition>
<Description>
A sci-fi RPG of parallel earths, set among 13 parallel dimensions
of the modern world caused by unknown forces.  The "variants" (as the 
dimensions are called) are traveled by people known as "Nearsiders", 
who have a neural anomaly allowing them to find and penetrate the 
doorways between variants.  
</Description>
</Game>

<Game type="rpg" game_id="nebuleon">
<Title>Nebuleon SF RPG</Title>
<Edition>
  <Author>William Corrie III</Author>
  <Year>2004</Year>
  <Company company_id="hinterwelt">HinterWelt Enterprises</Company>
</Edition>
<Description>
A spacefaring sci-fi RPG with a percentile skill-based system 
(the "Iridium System").  It is set in the RFW (Republic of Free Words) 
which establishes regular diplomatic ties, encourages trade, keeps 
shipping lanes open, protects traders, and maintains peace.  Alongside 
it, the Andromedaen Council of Guilds, the Grou-Lynn Empire, and 
the Kolkesh Empire seek to strengthen the galaxy from the threat 
of the Jiran Theocracy.  Character creation is random-roll 
attributes (best of 3d20), followed by choosing a class which 
influences skills.  
</Description>
</Game>

<Game type="rpg" game_id="neighborhood">
<Title>Neighborhood</Title>
<Edition>
  <Author>Kristan J. Wheaton</Author>
  <Year>1982</Year>
  <Company>Wheaton Publications</Company>
</Edition>
<Description>
An RPG where the PC's are kids role-playing fairly normal
childhood adventures. 
</Description>
</Game>

<Game type="rpg" game_id="nemesis">
<Title>Nemesis: A Perfect World</Title>
<Edition>
  <Author>Malcolm Harris</Author>
  <Year>2001</Year> 
  <Company company_id="maximumcng">Maximum CNG</Company>
</Edition>
<Description>
A post-apocalyptic superhero RPG, set in the modern world after a 
supernatural disaster (the "Nemesis event") which gave certain people 
supernatural powers.  It uses a skill-based system.  Action resolution 
uses 2d6.  Character creation is either an original character, or 
creating a version of yourself with powers.  There are six templates 
for superpowers.  
</Description>
</Game>

<Game type="rpg" game_id="nemundir" language="Hungarian">
<Title>Nemundir</Title>
<Edition>
  <Author>Lambert T&amp;oacute;th</Author>
  <Year>2007</Year>
  <Company>Delonaran</Company>
</Edition>
<Description>
A Hungarian-language fantasy RPG.  
</Description>
</Game>

<Game type="rpg" game_id="neotech" language="Swedish">
<Title>Neotech</Title>
<Edition>
  <Author>Marco Behrmann</Author>
  <Author>Dan H&amp;ouml;rning</Author>
  <Author>Carl Johan Str&amp;ouml;m</Author>
  <Author>Krister Sundelin</Author>
  <Year>1993</Year> 
  <Company company_id="neogames">Neogames AB</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
</Edition>
<Description>
A Swedish-language cyberpunk / technothriller RPG, set in
the year 2059.  It has a detailed background as well as
rules for netrunning and cyber implants.  The system and 
background try to be as realistic as possible regarding
weapon rules, social changes and the world as a whole.
</Description>
</Game>

<Game type="rpg" game_id="nephandum" language="Italian,English">
<Title>Nephandum</Title>
<Edition> 
  <Author>Massimo Bianchini</Author>
  <Author>Mario Pasqualotto</Author>
  <Year>2005</Year>
  <Company company_id="asterion">Asterion Press</Company>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Author>Massimo Bianchini</Author>
  <Author>Mario Pasqualotto</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>160</Pages>
</Edition>
<Description>
An Italian-language dark fantasy / horror RPG, using the D20 system, 
later translated into English and released by Mongoose Publishing.  
Set in a fantasy world where five dark cosmic entities rule over five 
different aspects of fear: Disease, Madness, Blood, Darkness and Savagery. 
</Description>
</Game>

<Game type="rpg" game_id="nephilim" language="French,English">
<Title>Nephilim</Title>
<Edition> 
  <EdName>1st [French]</EdName>
  <Author>Fabrice Lamidey</Author>
  <Author>Frederic Weil</Author>
  <Year>1991</Year>
  <Company company_id="multisim">Multisim</Company>
</Edition>
<Edition>
  <EdName>2nd [French]</EdName>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Author>Fabrice Lamidey</Author>
  <Author>Sam Shirley</Author>
  <Author>Greg Stafford</Author>
  <Author>Frederic Weil</Author>
  <Year>1994</Year> 
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
An occult RPG where characters are immortal creatures that
awaken in human form.  First edition was French-language, later
translated into English.  
</Description>
</Game>

<Game type="rpg" game_id="neuroshima" language="Polish">
<Title>Neuroshima</Title>
<Edition>
  <Author>Michal Oracz</Author>
  <Author>Ignacy Trzewiczek</Author>
  <Year>2003</Year>
  <Company company_id="portal">Portal</Company>
</Edition>
<Description>
A Polish-language post-apocalyptic game which action takes place in 
the U.S. after the rebellion of great strategic military computer. 
Cities are burn to the ground, people are fighting with machines 
and so on.  World is somehow similar to computer RPG "Fallout" or 
movie "Mad Max".  It uses a game system emphasizing speed of play. 
Action resolution uses 3d20 vs difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="neverworld">
<Title>NeverWorld </Title>
<Edition>
  <Author>Erin Laughlin</Author>
  <Year>1996</Year>
  <Company company_id="forever">ForEverWorld</Company>
</Edition>
<Description>
A fantasy-genre system, focusing on a variety of fantasy races
and cultures.  The world is one where the various races are
closed off from each other, casting the PCs as explorers.  It
uses a skill-based system with complex character generation.  
</Description>
</Game>

<Game type="rpg" game_id="newgodsofmankind">
<Title>New Gods of Mankind</Title>
<Edition>
  <Author>Richard Leon</Author>
  <Year>2007</Year>
  <Company company_id="darkskull">Dark Skull Studios</Company>
</Edition>
<Description>
A fantasy genre game where the player characters are minor new gods 
who have latched onto a struggling human tribe in a largely Bronze Age 
fantasy world.  The humans' worship of the new gods empowers them with 
Belief that allows them to stay in existence and perform miracles.  
Humans are threatened by warlike Salamanders and rampaging Jurelian 
Giants, but live at peace with the taciturn Gnomes, water-dwelling 
Undines, and knowledgeable Sylphs.  There are also Light and Dark 
breeds of Wood Nymphs, that live in forests and generally ignore humans. 
Resolution uses a step-die dice pool, where players generally roll d6s
unless incarnate in a mortal form, when they roll d10s for most actions 
except skills in their domain that they roll d12s for.  The new gods and 
their human worshipper face various threats including elder races and 
their gods, god-like beings that feed on fear called Leviathans, and 
rival gods of humanity.  Character creation is point-based, with each 
new god getting 50 belief points and 100 followers.  Player character 
also pick one primary domain - such as Birth, Death, Adventure, or 
Magic - and three secondary Domains such as Intrigue, Lightning, Cats, 
or Gambling.  Advancement is based on getting Belief Points per year 
equal to 20% of the number of worshippers for that god.  
</Description>
</Game>

<Game type="rpg" game_id="nexusliveaction">
<Title>Nexus: Live Action Roleplaying</Title>
<Edition>
  <Author>Rick Dutton</Author>
  <Author>Walter O. Freitag</Author>
  <Year>1994</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
A live-action RPG game/scenario intended for 44 players 
and 5 referees.  The scenarios is about aliens who manage to land 
their meeting right in the middle of a sci-fi convention, and 
accidentally mistake the con-goers for their comrades.  The book 
comes complete with characters, handouts, and a brief rules set. 
</Description>
</Game>

<Game type="rpg" game_id="nexustheinfinitecity">
<Title>Nexus: The Infinite City</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Author>Jose Garcia</Author>
  <Year>1990</Year>
  <Company company_id="daedalus">Daedalus Games</Company>
</Edition>
<Description>
An interdimensional action game, set in a city which extends
across dimensions and constantly changes its geography and
connections.  It uses a precursor to the system in
&lt;a href="GAME#fengshui"&gt;Feng Shui&lt;/a&gt;, with stat+1d6-1d6 
resolution and a point-bought character creation system. 
</Description>
</Game>

<Game type="rpg" game_id="ngenesis">
<Title>Ngenesis: the Trials of Flesh</Title>
<Edition>
  <Author>Justin Killam</Author>
  <Author>Damien Hunt</Author>
  <Year>2008</Year>
  <Company company_id="apocryphastudios">Apocrypha Studios</Company>
</Edition>
<Description>
A post-apocalyptic science fantasy RPG set in the far future where 
the player characters are modern gods called Ngen reawakened after 
ages of sleep to survive through the plagues of the apocalypse.  
The Ngen first appeared in the near future, using a mystic energy 
called the Pyur to become rulers of a thousand-year golden age.  
Then creatures of chaos and darkness called Hrongyr appeared, 
spreading contagion.  The Ngen and their custodians retreated 
underground and went into hibernation to wait out the plagues.  
The player characters are Ngen newly awakened after an unspecified 
time, their custodians now missing.  The game uses a dice pool system 
called the Providence system.  In resolution, the player rolls a number 
of dice equal to skill rating (0 to 6) of a type based on attribute 
rating (from d2 to d12).  The result is the highest die, modified 
by +1d6 (Fate Die) and -1d6 (Doom Die) and any modifiers for 
difficulty or other circumstances.  A positive result is a success.  
The result is used as level of success, such as for damage in combat.  
There are 12 attributes, divided into 4 each for Mind, Body, and Soul.  
There are also about 50 skills divided among controlling attributes.  
</Description>
</Game>

<Game type="rpg" game_id="nightbane">
<Title>Nightbane</Title>
<Edition>
  <Author>C.J. Carella</Author>
  <Year>1995</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A modern horror game about supernatural shape-changers who can
appear human, but are really creatures from another dimension
(the "Nightlands").  PCs are "Nightbane" who fight to protect
humanity from the "Nightlords" who are poised to take over the
world, with human sorcerors and vampires somewhere in the mix.
The system is a variant of the &lt;a href="GAME#palladiumfantasy"&gt;
Palladium Fantasy RPG&lt;/a&gt; system.  It was formerly known as 
"Nightspawn" but the name was changed for legal reasons.  
</Description>
</Game>

<Game type="rpg" game_id="nightlife">
<Title>NightLife</Title>
<Edition>
  <Author>Bradley K. McDevitt et al.</Author>
  <Year>1990</Year>
  <Company company_id="stellar">Stellar Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1991</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1992</Year>
</Edition>
<Description>
A modern-day horror game where the characters are various
monsters: vampires, werewolves, zombies, etc. 
</Description>
</Game>

<Game type="rpg" game_id="nightoftheninja">
<Title>Night of the Ninja: Reality Role Playing Game</Title>
<Edition>
  <Author>Tom Wall</Author>
  <Author>Sandford Tuey</Author>
  <Year>1986</Year>
  <Company>IIE / Mastery Manual</Company>
</Edition>
<Description>
A martial-arts RPG in a modern-day setting, with an emphasis 
on combat.  The opponents are terrorists and organized crime. 
</Description>
</Game>

<Game type="rpg" game_id="nightprowler" language="French">
<Title>Night Prowler</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1995</Year>
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Description>
A French-language medieval fantasy RPG, set in the world of the
Seven Cities, a giant megalopolis where crime is everpresent.
PC's are thieves who fight machiavelian authorities to earn their 
livings.  It includes detailed background on the Seven Cities.  
Character generation is class-based, with a wide variety of
classes and races.  Races include dwarves and elves but also many
other varieties.  
</Description>
</Game>

<Game type="rpg" game_id="nightsblackagents">
<Title>Night's Black Agents</Title>
<Edition>
  <Author>Kenneth Hite</Author>
  <Author>Robin D. Laws</Author>
  <Year>2012</Year>
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
A modern-day supernatural spy thriller RPG, combining inspiration from 
movies like Ronin and The Bourne Identity with classic supernatural 
horror like Bram Stoker.  It uses a variant of the GUMSHOE that first 
appeared in  
&lt;a href="GAME#esoterrorists"&gt;The Esoterrorists&lt;/a&gt; - 
expanded to include more combat options along with chases and 
high-tech espionage operations.  
</Description>
</Game>

<Game type="rpg" game_id="nightwitches">
<Title>Night Witches</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2015</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
</Edition>
<Description>
A historical RPG about the Soviet 588th Night Bomber Regiment in World War Two, which 
consisted entirely of women. It uses rules adapted from Vincent Baker's 
&lt;a href="GAME#apocalypseworld"&gt;Apocalypse World&lt;/a&gt;. 
Play alternates between day and night scenes, with different Moves available for each. 
</Description>
</Game>

<Game type="rpg" game_id="nil" language="French">
<Title>Nil</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1985</Year>
  <Company>Fondation du Strat&amp;egrave;ge</Company>
  <Pages>68</Pages>
</Edition>
<Description missinginfo="rules">
A French-language historical RPG set in ancient Egypt.  The
is diceless, using order sheets with wargame-like overtones.
</Description>
</Game>

<Game type="rpg" game_id="nineworlds">
<Title>Nine Worlds</Title>
<Edition>
  <Author>Matt Snyder</Author>
  <Year>2004</Year>
  <Company company_id="chimeracreative">Chimera Creative</Company>
</Edition>
<Description>
A science fantasy RPG with an original setting, a fantasy solar system 
with elements of Greek mythology where aetherships traverse the 
swirling mists of space between the nine planets, each ruled by the 
Eternals (Aphrodite ruling Venus, etc.).  The rules use playing cards, 
where each player has a deck of cards to draw from.  Characters draw 
based on their Arete or Hubris attribute, with bonuses for related 
Muses; then select a number of cards of the same suit.  Winning 
conflicts results in the accumulation of Tricks.  
</Description>
</Game>

<Game type="rpg" game_id="ninjaburger">
<Title>Ninja Burger: The Role-playing Game</Title>
<Edition>
  <Author>Michael Fiegel</Author>
  <Author>Kenshiro Aette</Author>
  <Author>Christopher O'Neill</Author>
  <Year>2001</Year>
  <Company company_id="9thlevel">9th Level Games</Company>
  <Company>Aetherial Forge</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2006</Year>
</Edition>
<Description>
A humorous RPG system where the PC's are ultra-powerful ninjas who 
have taken day jobs as fast food deliverers.  They go on missions to 
deliver the food in 30 minutes or less (even to inside a high 
security installation) without being seen by the customer.  If they fail, 
they must commit seppuku.  It uses a very simple system.  Four stats 
are generated by rolling 3d6 (Strength, Agility, Ki, and Endurance). 
Resolution is by rolling under your stat on a multi-d6 roll, with 
more dice rolled for more difficult tasks.  The second edition uses 
a variant of the Prose Descriptive Qualities (PDQ) system introduced 
in &lt;a href="GAME#deadinside"&gt;Dead Inside&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="ninjasandsuperspies">
<Title>Ninjas and Superspies</Title>
<Edition>
  <Author>Eric Wujcik</Author>
  <Year>1988</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A cinematic modern action/adventure game, using a variant of the
&lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;.  
Most of the book is dedicated to combat of one form or another, 
especially martial arts.  
</Description>
</Game>

<Game type="rpg" game_id="nobilis">
<Title>Nobilis</Title>
<Edition>
  <Author>R. Sean Borgstrom</Author>
  <Year>1999</Year>
  <Company company_id="pharos">Plainlabel / Pharos</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>2011</Year>
  <Company company_id="eos">EOS Press</Company>
</Edition>
<Description>
A game of theological conflict, where the characters are Powers
each set to defend some aspect of reality (like Joy, or Duels, or
Calenders Days, etc.).  They are fighting "Excrucians" who are
trying to destroy all of the larger reality, of which our world
is only a small part.  It uses a diceless system where players
spend "miracle points" to accomplish their actions.  The second 
edition greatly expands the text with examples of play and GM 
advice.  
</Description>
</Game>

<Game type="rpg" game_id="noctum">
<Title>Noctum</Title>
<Edition>
  <Author>Mischa L. Thomas</Author>
  <Year>2005</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Swedish-language modern horror game similar to the earlier game Kult.
cf. &lt;a href="http://www.ad-noctum.com/"&gt;
http://www.ad-noctum.com/&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="nodice">
<Title>No Dice - Pure Role Playing</Title>
<Edition>
  <Author>Leo Stableford</Author>
  <Author>Suzanne Jordan</Author>
  <Year>2009</Year>
  <Company company_id="nodice">No Dice RPG Team</Company>
  <Pages>248</Pages>
</Edition>
<Description>
A universal minimalist RPG, concentrating on advice for players and GM. 
The base mechanic uses playing cards - drawing from a deck against a 
difficulty from 1 to 10 set by the GM.  A Jack is an automatic failure; 
a Queen is an automatic success; a King is kept by the player to be 
traded in for a future redraw.  
</Description>
</Game>

<Game type="rpg" game_id="noir">
<Title>noir</Title>
<Edition>
  <Author>Jason Inglert</Author>
  <Author>Jack Norris</Author>
  <Author>Curtis Werner</Author>
  <Year>1997</Year>
  <Company>Archon Gaming Inc.</Company>
</Edition>
<Description>
A film noir RPG (i.e. pulp-era mystery and intrigue).  It uses a
free point-build character creation, with an additive dice pool
resolution (roll d6's equal to trait plus skill and total them vs
difficulty).  The combat system is fairly involved.  
</Description>
</Game>

<Game type="rpg" game_id="nopressanthology">
<Title>No Press Anthology</Title>
<Edition>
  <Author credit="Editor">Luke Crane</Author>
  <Author>Alexander Cherry</Author>
  <Author>Michael S. Miller</Author>
  <Author>Kirt Dankmyer</Author>
  <Author>Daniel Solis</Author>
  <Author>Matt Machell</Author>
  <Author>Jeffrey Schecter</Author>
  <Author>Mike Holmes</Author>
  <Author>Ben Lehman</Author>
  <Year>2004</Year>
  <Company company_id="key20">Key 20 Publishing</Company>
</Edition>
<Description>
A collection of eight short roleplaying games published as a single
volume, edited by Luke Crane.  "Snowball", by Alexander Cherry, 
is a variant of the free RPG "The Pool" which works backwards in 
time from a strong image.  "Discernment", by Michael S. Miller, 
is an RPG where the players puts someone in differing situations
in order to discern the overall soul quality of the one being 
examined.  "Pretender", by Kirt Dankmyer, is fantasy game about 
supernatural beings hidden as normal people in the 1980s.  
"WTF", by Daniel Solis, is a surreal game with many GMs and only 
one player.  "The Agency", by Matt Machell, is about characters 
fighting  the supernatural in the 1960s.  "Pagoda", by Jeffrey
Schecter, is a game of Chinese wuxia (kung fu fantasy).  
"Cell Gamma", by Mike Holmes, is a game where the PCs start out 
in prison cells, with no memory.  (The rules are GM-only.)  
"Over the Bar", by Ben Lehman, is a combined RPG and drinking game.  
</Description>
</Game>

<Game type="rpg" game_id="norwegianstyle">
<Title>Norwegian Style</Title>
<Edition>
  <Author>Erlend Sand Bruer</Author>
  <Author>Tor Kjetil Edland</Author>
  <Author>Arvid Falch</Author>
  <Author>Ole Peder Gi&amp;aelig;ver</Author>
  <Author>Martin Gudmundsen</Author>
  <Author>Matthijs Holter</Author>
  <Author>Magnus Jakobsson</Author>
  <Author>H&amp;aring;ken Lid</Author>
  <Author>Lasse Lundin</Author>
  <Author>Anders Nygaard</Author>
  <Author>Tomas HV M&amp;oslash;rkrid</Author>
  <Author>Erling Rognli</Author>
  <Author>Margrete Somerville</Author>
  <Author>&amp;Oslash;yvind Stengrundet</Author>
  <Author>Even T&amp;oslash;mte</Author>
  <Author>Rune Valle</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A collection of 17 short role-playing games by Norwegian designers.  They vary in length, form and content from 15-minute "game poems" to year-long campaigns, from GM-less freeform to competitive resource management games, from light-hearted fantasy slapstick to grimly realistic stories of patricide. 
</Description>
</Game>

<Game type="rpg" game_id="noumenon">
<Title>Noumenon</Title>
<Edition>
  <Author>Caias Ward</Author>
  <Author>Chris Welsh</Author>
  <Author>Darren Maclennan</Author>
  <Author>Darwin Leary</Author>
  <Author>Jens Rushing</Author>
  <Author>Josh Benton</Author>
  <Author>Khairul Hisham</Author>
  <Author>Lee Foster</Author>
  <Author>Monica Valentinelli</Author>
  <Author>Nathan Hill</Author>
  <Author>Nick Bousfield</Author>
  <Author>Robert Hansen</Author>
  <Author>Thomas Eliot</Author>
  <Year>2006</Year>
  <Company company_id="abstractnova">Abstract Nova Entertainment</Company>
</Edition>
<Description>
A strange fantasy role-playing game of mystery and abstraction.
Players assume the roles of the Sarcophagi --  strange insect-like 
creatures trapped within the Silhouette Rouge, who encounter bizarre 
entities and explore strange locations.  It uses a domino-based task 
resolution system that enables players to build upon each other's 
successes, emphasizing player cooperation.  
</Description>
</Game>

<Game type="rpg" game_id="nova" language="German">
<Title>Nova</Title>
<Edition>
  <Author>Daniel Schuler</Author>
  <Year>1997</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A German-language sci-fi RPG, set at the end of the 27th 
century.  It is set in a vast galactic set of empires both human 
and alien.  The system is similar to &lt;a href="GAME#dasschwarzeauge"&gt;
Das Schwarze Auge&lt;/a&gt;.  cf. the 
&lt;a href="http://www.nova-rpg.de"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="novus">
<Title>Novus Fantasy Roleplaying Game</Title>
<Edition>
  <Author>Tim Dugger</Author>
  <Year>2012</Year>
  <Company company_id="firehawk">Firehawk Games</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A fantasy RPG, set in an original fantasy world on the large island 
of Tyrlon.  Originally inhabited by semi-barbarian Halflings and 
a peaceful spider-folk, it began being colonized a hundred years 
ago by other races.  The game includes six races (Human, Elves, 
Dwarves, Halflings, Half-Elf and Half-Orc) and eight classes 
(including Archer, Fighter, Martial Artist, Minstrel, and 
Dual Mage).  Resolution uses an open-ended 2d10 roll.  There are 
Fate Points that modify resolution, and combat uses Action Points.  
</Description>
</Game>

<Game type="rpg" game_id="nowplaying">
<Title>Now Playing: Roleplaying the World of Television</Title>
<Edition>
  <Author>Bradford Younie</Author>
  <Year>2004</Year>
  <Company company_id="carnivore">Carnivore Games</Company>
</Edition>
<Description>
A universal system for roleplaying which adapts from a television 
series, or just emulates the style.  The mechanics are a variant 
of &lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt;.  The core rulebook 
includes a sample series (the "Foundation for Paranormal Investigation") 
and a sample episode.  
</Description>
</Game>

<Game type="rpg" game_id="nylonangel">
<Title>Nylon Angel</Title>
<Edition>
  <Author>Cary Lenehan</Author>
  <Year>2006</Year>
  <Company company_id="whitemice">White Mice Games</Company>
</Edition>
<Description>
A cyberpunk role-playing game based on the books by Marianne de Pierres.
It is set in a near-future cyberpunk Australia.  
</Description>
</Game>

<Game type="rpg" game_id="obsidian">
<Title>Obsidian: The Age of Judgement</Title>
<Edition>
  <Author>Micah Skaritka</Author>
  <Author>Dav Harnish</Author>
  <Author>Frank Nolan</Author>
  <Year>1999</Year>
  <Company company_id="apophis">Apophis</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year>
</Edition>
<Description>
A mystic post-daemonic-apocalypse science-fantasy RPG, set in the
year 2299, after the manifestation of Hell upon the Earth Plane
in 2029.  It is set within the "Zone", a massive monolithic structure 
housing the remains of Humanity.  They are threatened by "Daemons" 
from outside which feed on sin, and sympathetic "Kultist" within. 
Characters have the option to play heavenly characters imbued 
by the Divinity, daemonic characters who serve the daemon hordes, 
or neutral characters that serve only themselves or the 
megacorporations within the Zone.  It uses a skill-based dice-pool
system: total (attribute + skill) d6's  vs. difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="octane">
<Title>octaNe</Title> 
<Edition>
  <Author>Jared A. Sorensen</Author>
  <Year>2002</Year>
  <Company company_id="mementomoritheatriks">Memento Mori Theatricks</Company>
</Edition>
<Description>
A post-apocalyptic RPG set amidst "trash-culture" America.
It uses a dramatic system based around Plot Points, though it also 
uses die rolls.  There is one supplement, "Against the Reich", which 
adapts the game for two-fisted pulp serials fighting Hitler, 
including 30 new character Roles.  
</Description>
</Game>

<Game type="rpg" game_id="odysseus">
<Title>Odysseus</Title>
<Edition>
  <Author>Marshall Rose</Author>
  <Year>1980</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A fantasy RPG set in an indeterminate period of ancient Greece.
Includes brief rules for warships and naval rule.  
</Description>
</Game>

<Game type="rpg" game_id="oemprime">
<Title>Oem Prime</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1997</Year> 
  <Company company_id="omnimarcus">Omnimarcus</Company>
</Edition>
<Description>
A fantasy RPG system.  The system uses the special icon-marked
12-sided dice ("Success Dice", "Battle Dice", and "Body Dice")
that it uses.  
</Description>
</Game>

<Game type="rpg" game_id="officialsuperhero">
<Title>The Official Superhero Adventure Game</Title>
<Edition>
  <Author>Brian Phillips</Author>
  <Year>1981</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A generic superhero RPG, focusing mainly on combat. 
</Description>
</Game>

<Game type="rpg" game_id="ofgodsandmen">
<Title>Of Gods and Men</Title>
<Edition>
  <Author>Jeffrey Konkol</Author>
  <Year>1997</Year>
  <Company>Non-Sequitor Productions</Company>
</Edition>
<Description>
An epic fantasy RPG.  The system is level-based with some skill
templates and only human characters.  During character creation, 
the player draws three divinity cards with the "divine power"
their character has (Skill Gain, Flight, etc.).  Character creation 
uses random-roll attributes (take 5 highest of 7d10 for each of six 
attributes) and point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="og">
<Title>Og: The Role-Playing Game</Title>
<Edition>
  <Author>Aldo Ghiozzi</Author>
  <Year>1995</Year>
  <Company company_id="wingnut">Wingnut Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
</Edition>
<Edition>
  <Author>Robin D. Laws</Author>
  <EdName>Unearthed</EdName>
  <Year>2007</Year>
</Edition>
<Description>
A humorous beer-and-pretzels mini-RPG about cavemen vs dinosaurs.  
Players choose 1 of 5 types of cavemen: strong caveman, smart
caveman, fast caveman, hitting caveman, or healthy caveman.  
The twist is that players are limited to a 17 word vocabulary at
all times: you, me, rock, water, fire, tree, hair, bang, sleep,
smelly, small, cave, food, thing, big, sun, and go.  
</Description>
</Game>

<Game type="rpg" game_id="oglancients">
<Title>OGL Ancients</Title>
<Edition>
  <Author> Adrian Bott</Author>
  <Year>2004</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A game covering the broad genre of ancient history and legend, 
focusing on the Egyptians and Greeks before the rise of the 
Roman Empire.  It uses a variant of the D20 System from third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is, 
however, a complete core rulebook released using 
Wizards of the Coast's Open Gaming License (OGL).  
</Description>
</Game>

<Game type="rpg" game_id="oglcybernet">
<Title>OGL Cybernet - Cyberpunk Roleplaying</Title>
<Edition>
  <Author>August Hahn</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A game covering the broad genre of cyberpunk and netrunning, 
using a variant of the D20 System from third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is, 
however, a complete core rulebook released using 
Wizards of the Coast's Open Gaming License (OGL).  
</Description>
</Game>

<Game type="rpg" game_id="oglhorror">
<Title>OGL Horror</Title>
<Edition>
  <Author>Gareth Hanrahan</Author>
  <Year>2003</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A game covering the broad genre of horror, using a variant of the 
D20 System of third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is, 
however, a complete core rulebook released using 
Wizards of the Coast's Open Gaming License (OGL).  
</Description>
</Game>

<Game type="rpg" game_id="oglsteampunk">
<Title>OGL Steampunk</Title>
<Edition>
  <Author>Alejandro Melchor</Author>
  <Year>2004</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A game covering the broad genre of steam-age science fiction, 
using a variant of the D20 System of third edition
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is, 
however, a complete core rulebook released using 
Wizards of the Coast's Open Gaming License (OGL).  
</Description>
</Game>

<Game type="rpg" game_id="oglwildwest">
<Title>OGL Wild West</Title>
<Edition>
  <Author>Gareth Hanrahan</Author>
  <Year>2004</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A game covering the broad genre of wild west action, using a variant 
of the D20 System of third edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; and 
&lt;a href="GAME#d20modern"&gt;D20 Modern&lt;/a&gt;.  It is, 
however, a complete core rulebook released using 
Wizards of the Coast's Open Gaming License (OGL).  
</Description>
</Game>

<Game type="rpg" game_id="okahoshin" language="Japanese">
<Title>Okahoshin</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>unknown</Company>
</Edition>
<Description>
A Japanese-language fantasy RPG, set in mythic China (Oka).
Roughly translated: "Immortals of the Middle Kingdom".  The PC's
are immortals who fight various monsters and demons.  Character
creation is random-roll attributes and class-based special
abilities.  
</Description>
</Game>

<Game type="rpg" game_id="okoyrrhedesa" language="Polish">
<Title>Oko Yrrhedesa</Title>
<Edition>
  <Author>Andrzej Sapkowski</Author>
  <Year>1995</Year>
  <Company company_id="mag">Wydawnictwo MAG</Company>
</Edition>
<Description>
A Polish-language fantasy RPG, written by a best-selling fantasy 
writer.  The title translates as "Eye of Yrrhedes".  
The rules were originally a magazine article, then later 
published as a book (in 1995).  The system is simple and aimed 
at beginning players. 
</Description>
</Game>

<Game type="rpg" game_id="omnifray">
<Title>Omnifray</Title>
<Edition>
  <Author>Matt West</Author>
  <Year>2008</Year>
  <Company company_id="omnifray">Omnifray</Company>
</Edition>
<Description>
A fantasy genre RPG set in an original quasi-medieval fantasy world 
called the Enshrouded Lands.  Outwardly the world is populated only 
by ordinary humans and animals - but there are many magical secrets. 
Resolution uses a universal table, that gives percentile chances 
when comparing opposing ability scores.  Other aspects of the game 
use a full range of polyhedral dice.  Character abilities are split 
between ordinary traits and feats that require energy points of a 
particular type such as physical energy, concentration energy, 
or fate points.  Character creation is limited point-based, using 
character generation points for your attributes and traits, and 
versatility points for feats.  
</Description>
</Game>

<Game type="rpg" game_id="omnigon">
<Title>Omnigon</Title>
<Edition>
  <Author>Dennis Craig</Author>
  <Author>Scott Groves</Author>
  <Author>Alan P. Widtmann</Author>
  <Author>Glenn Zaroski</Author>
  <Year>1989</Year>
  <Company>Omnigon Games Inc.</Company>
</Edition>
<Description>
A sci-fi RPG system.  It uses a simple class-based system with
six classes: warrior, rogue, infiltrator, scout, psionicist, and
alpha knight (semi-psionic warrior).  
</Description>
</Game>

<Game type="rpg" game_id="onceuponatimeinthewest">
<Title>Once Upon a Time in the West</Title>
<Edition>
  <Author>Beck</Author>
  <Author>Spencer</Author>
  <Year>1978</Year>
  <Company>Tabletop Games</Company>
</Edition>
<Description>
A western-genre skirmish combat game which came in 3 booklets,
which was officially developed into an RPG with the fourth
booklet ("Return of OUATITW").  
</Description>
</Game>

<Game type="rpg" game_id="onecanhaveher">
<Title>One Can Have Her</Title>
<Edition>
  <Author>Jonas Ferry</Author>
  <Year>2007</Year>
  <Company>self-published</Company>
  <Pages>56</Pages>
</Edition>
<Description>
A game inspired by film noir, designed for play in a single evening 
for a GM and two or more players.  Each character is guilty of a 
crime, and they are competing to get what they want done before 
their time is up.  It uses a resolution system based on playing 
cards, where hands of cards are played off against each other one 
at a time.  Character creation begins picking one of 10 character 
types (including Politician, War veteran, Journalist, Gangster) and 
one of 10 attributes (including Paranoid, Depressed, Idealistic, 
Hardboiled).  The player then decides upon their character's life 
goal (what they hope to achieve before they die).  The GM then 
chooses who each character's enemy is, and introduces the femme 
fatale, the one woman each player wants, but only one can have. 
</Description>
</Game>

<Game type="rpg" game_id="onering">
<Title>The One Ring: Adventures over the Edge of the Wild</Title>
<Edition>
  <Author>Francesco Nepitello</Author>
  <Author>Marco Maggi</Author>
  <Author>Amado Angulo</Author>
  <Author>Dominic McDowall-Thomas</Author>
  <Year>2011</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
  <Pages>336</Pages>
</Edition>
<Description>
A fantasy roleplaying game set in the world of Middle Earth by 
J.R.R. Tolkien five years after the events narrated in The Hobbit 
in the area of Wilderland (the region visited by Bilbo in his journey 
to the Lonely Mountain).  Resolution is by 1d12 (the Feat Die) with 
1d6 for each level of skill.  Success is measured by the number of 
sixes rolled.  Characters have 3 attributes (Body, Heart and Wits) - 
each with six associated skills for a total of 18 skills.  There 
are also Valor and Wisdom social stats along with Hope points (used 
for extra dice for rolls along with other effects) and Corruption 
(used for the influence of evil).  The set comes with an 192 page 
Adventurer's Book and 144 page Loremaster's Book.  
</Description>
</Game>

<Game type="rpg" game_id="onhermajestysarcaneservice">
<Title>On Her Majesty's Arcane Service</Title>
<Edition>
  <Author>clash bowley</Author>
  <Year>2009</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Company company_id="precisintermedia">Precis Intermedia Games</Company>
  <Pages>234</Pages>
</Edition>
<Description>
A historical fantasy RPG, set in the reign of Queen Elizabeth I in 
16th century England.  The players characters are part of Her Majesty's 
Arcane Service, a secret force headed by John Dee to protect England 
from mystical attack.  It uses a dice pool system, the StarPool dice 
mechanic, also used in later editions of the 
&lt;a href="GAME#starcluster"&gt;Starcluster&lt;/a&gt; RPG.  The game 
includes rules for creating a branch of the service, including capital, 
base, type, and various resources.  Character creation is via a lifepath 
system, with various options including Half-angel, Changeling, Hunter, 
Esotericist, Magus, Templar, Savant, Warlock, and Minstrel.  There are 
magic rules similar to those in 
&lt;a href="GAME#bloodgames"&gt;Blood Games II&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="onmightythews">
<Title>On Mighty Thews</Title>
<Edition>
  <Author>Simon Carryer</Author>
  <Year>2011</Year>
  <Company company_id="simoncarryer">Simon Carryer Games</Company>
  <Pages>51</Pages>
</Edition>
<Description>
A sword and sorcery fantasy game based on Robert E. Howard's Conan stories.
It uses a simple scene-based system using step-die resolution.  Character 
creation starts by assigning a d4, d8, and d12 to three base attributes - 
Warrior, Sorcerer, and Explorer.  Players then choose two freeform 
attributes assigned a d6 and a d10 as well as a single-word d20 trait. 
After character creation, players and GM collectively create the setting 
by drawing a map and marking it with each character's d20 trait and 
adding features related to these.  Play proceeds by scenes that the 
GM creates and the players add details to.  Resolution is by taking 
the highest result of rolling all dice that apply, compared to a 
difficulty (default 4) or opposed roll.  Foregoing a d20 roll can 
earn the player a reroll token.  
</Description>
</Game>

<Game type="rpg" game_id="onstage" language="Italian">
<Title>On Stage!</Title>
<Edition>
  <Author>Luca Giuliano</Author>
  <Year>1995</Year>
  <Company>DaS Productions</Company>
</Edition>
<Description>
An Italian-language acting game.  The original game assumes that 
the players take on the role of the main characters in various 
Shakespeare plays.  It uses cards to determine events.  The basic 
rules include a scenario based on Hamlet.  Supplements and other 
works have extended it to other genres.  Official supplements 
include "Sogno di una notte di mezza estate" (Shakespeare's 
A Midsummer Night's Dream); "Biancaneve e i tre porcellini" 
("Snow White and the Three Little Pigs") a mixing of traditional 
fairy tales); "Fagioli dollari e polvere da sparo" 
("Beans, dollars and gunpowder") about Sergio Leone's Western 
movies; and "On Stage! Epico" about King Arthur's knights. 
</Description>
</Game>

<Game type="rpg" game_id="opencore">
<Title>Open Core Role Playing System</Title>
<Edition>
  <Author>Christopher Helton</Author>
  <Author>Jamie Borg</Author>
  <Author>Ewen Cluney</Author>
  <Author>Richard Gazley</Author>
  <Author>Tim Huntley</Author>
  <Author>Jonathan M. Thompson</Author>
  <Year>2004</Year> 
  <Company company_id="battlefield">Battlefield Press</Company>
  <Pages>190</Pages>
</Edition>
<Description>
An open-license system based on the D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
It eliminates class mechanics, replacing it with open point-based 
character generation.  Action resolution uses 3d6 + Attribute + Skill 
vs. target number.  
</Description>
</Game>

<Game type="rpg" game_id="openingthedark">
<Title>Opening the Dark</Title>
<Edition>
  <Author>Malcolm Sheppard</Author>
  <Year>2007</Year> 
  <Company company_id="mobunitedmedia">Mob United Media</Company>
  <Pages>27</Pages>
</Edition>
<Description>
A modern dark fantasy/horror RPG, closely based on White Wolf's 
&lt;a href="GAME#worldofdarkness"&gt;World of Darkness&lt;/a&gt; 
games, with the core mechanics released under an open gaming license.  
The player characters may be investigators of dark mysteries, 
or monsters at the heart of the secrets.  The basic game includes 
guidelines for set powers, freeform magic and spirits.  
It uses a dice pool system, rolling d10s equal to attribute 
plus skill, where every result from 7 to 9 is one success, and 
every result of 10 is two successes.  Total successes are compared 
to difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="openquest">
<Title>OpenQuest: D100 Gaming Made Easy</Title>
<Edition>
  <Author>Newt Newport</Author>
  <Year>2009</Year>
  <Company company_id="d101">D101 Games</Company>
  <Pages>170</Pages>
</Edition>
<Edition>
  <EdName>"Con-Quest"</EdName>
  <Year>2010</Year>
  <Pages>180</Pages>
</Edition>
<Description>
A generic fantasy role-playing game, based on Mongoose Games' RuneQuest 
SRD with ideas from previous editions of Chaosium's RuneQuest and 
Stormbringer 5th.  Magic is divided into Battle Magic, Divine Magic, 
and Sorcery.  The basic game includes a sample setting ("The Empire 
of Gatan") and a sample adventure ("The Road Less Travelled"). 
The content is entirely open gaming content released under Wizards 
of the Coast's Open Gaming License.  
</Description>
</Game>

<Game type="rpg" game_id="openversatileanime">
<Title>Open Versatile Anime RPG</Title>
<Edition>
  <Author>Clay Gardner</Author>
  <Year>2005</Year>
  <Company company_id="wiseturtle">Wise Turtle Publishing</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A universal RPG which aims at broadly emulating Japanese anime
genres.  It uses a rules-lite dice pool system, the "Richochet" 
system.  Character creation is by simply picking a number of 
freeform traits and flaws, rated numerically.  For action 
resolution, you roll a number of d6s based on which freeform 
traits apply to an action.  You add together doubles or take 
the highest die and compare to a GM-set difficulty number.  
</Description>
</Game>

<Game type="rpg" game_id="opera" language="Portuguese">
<Title>Opera RPG 'Beholders Lost in Alternative Realities'</Title>
<Edition>
  <Author>Leonardo Andrade</Author>
  <Author>Rog&amp;eacute;rio Godoy</Author>
  <Year>2004</Year>
  <Company company_id="comicstorecomercialltda">Comic Store Comercial Ltda</Company>
  <Pages>208</Pages>
</Edition>
<Description>
A Portuguese-language universal system, billed as "The Ultimate 
Guide to RPG Worlds Creation".  There is also an English-language 
shareware version and upcoming print version.  Action resolution 
is roll under stat on 2d6, or stat + 2d6 for contests.  Character 
creation is open point-bought.  The basic game includes world-building 
system, martial arts, psychic powers, magic, and superpowers rules.  
</Description>
</Game>

<Game type="rpg" game_id="operationfallenreich">
<Title>Operation: Fallen Reich</Title>
<Edition>
  <Author>Mikael Reidal</Author>
  <Year>2009</Year>
  <Company company_id="fallen">Fallen Publishing</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A historical occult mystery game - subtitled 
"Can Evil Be Stopped In Time For Tea?" - where the player characters 
are ordinary but colorful British citizens who come to fight the 
strange forces behind the Nazi party on the eve of World War II.  
These are supernatural creatures called the Fallen, who have plagued 
mankind for millenia.  The game uses a simple system with detailed 
skills but no attributes.  Resolution is by 1d20 + skill vs. difficulty.  
Character creation in the full game is by a separate physical board 
game (the Life Board).  The player draws four cards from a custom 
deck (Start Cards), each with a profession and a personality trait.  
They select the profession from one card and take the personality 
traits from the others.  The profession defines a starting spot on 
the Life Board, and the player then plays 16 rounds on the board, 
rolling a die to move to different squares each time and collecting 
a Destiny Card.  
</Description>
</Game>

<Game type="rpg" game_id="oraculo" language="Spanish">
<Title>Or&amp;aacute;culo</Title>
<Edition>
  <!-- 1st ed by Joaquim Monzo (1992) Joc Internacional -->
  <Author>Joaquim Mic&amp;oacute;</Author>
  <Year>1994</Year>
  <Company company_id="joc">Joc Internacional</Company>
</Edition>
<Description>
A Spanish-language RPG about mythic-age Greece.  It uses a
simple rule system with roughly 20 pre-defined profession templates.
You roll from 1d4 to 2d6 depending on your profession and the task,
plus percentile special abilities.  Combat is handled in one 
roll, add attacker bonus and subtracting defender bonus to find
damage.  It has several supplements.  
</Description>
</Game>

<Game type="rpg" game_id="orbit">
<Title>Orbit</Title>
<Edition>
  <Author>Jeff Diamond</Author>
  <Year>1998</Year>
  <Company company_id="60">6-0 Games</Company>
  <Pages>225</Pages>
</Edition>
<Description>
A light-hearted spacefaring sci-fi RPG, including dungeon-like
labyrinth worlds.  It uses a simple skill-based system, where
character creation is based on 1 of 8 professions.  The
resolution is percentile based.  Experience is based on creatures
killed and money acquired.  
</Description>
</Game>

<Game type="rpg" game_id="ork">
<Title>Ork!</Title>
<Edition>
  <Author>Todd Miller</Author>
  <Author>Chris Pramas</Author>
  <Year>2000</Year>
  <Company company_id="greenronin">Green Ronin Press</Company>
</Edition>
<Description>
A satirical play-the-monsters RPG, where you play a murderous,
back-stabbing psychotic interested in naked, merciless power.
It uses a simple system rolling a number of dice (1-5) based on
skill and die type (d4-d20) based on attribute vs a number of
d6's based on difficulty (2d6-5d6).  
</Description>
</Game>

<Game type="rpg" game_id="orkworld">
<Title>Orkworld</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2000</Year> 
  <Company company_id="wicked">Wicked Press</Company>
</Edition>
<Description>
A fantasy genre RPG based around a hunter-gatherer race called
"Orks", set on the world of Ghurtha.  The culture and background
of the Orks is heavily detailed.  The system is a dice-pool
system, taking the highest of skill+attribute d6 -- except
multiples of the same number add +1 to the that number.  e.g.  A
roll of 1,1,2,3,5,5,5,6 would keep 5's for result of 5+1+1=7.
Also, a special rule for ties is that you compare &lt;em&gt;all&lt;/em&gt; the
dice until the tie is resolved.  Character creation is done by
the players collectively creating a household with a single pool
of points.  Advancement is by managed fana (fame) points handled
by the group's tala (bard).  
</Description>
</Game>

<Game type="rpg" game_id="orlandofurioso" language="Italian">
<Title>Orlando Furioso - Il gioco di ruolo dei Paladini di Re Carlo</Title>
<Edition>
  <Author>Andrea Angiolino</Author>
  <Author>Gianluca Meluzzi</Author>
  <Year>1993</Year> 
  <Company>City Council of Rome</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year> 
  <Company company_id="roseandpoison">Rose and Poison</Company>
  <Pages>48</Pages>
</Edition>
<Description>
An Italian-language fantasy RPG, based on the Italian poem of Ludovico 
Ariosto.  It uses a simple rule system intended for for new players. 
The first edition was published by the City Council of Rome and 
freely distributed to teachers and librarians for educational 
purposes.  The expanded second edition from Rose and Poison includes 
a section on mythological monsters.  Both editions are illustrated 
with classical engravings by Gustav Dor&amp;eacute; (from circa 1800).  
</Description>
</Game>

<Game type="rpg" game_id="orpheus">
<Title>Orpheus</Title>
<Edition>
  <Author>Bryan Armor</Author>
  <Author>John Chambers</Author>
  <Author>Genevieve Cogman</Author>
  <Author>Richard Dansky</Author>
  <Author>B. D. Flory</Author>
  <Author>Harry Heckel IV</Author>
  <Author>Ellen Kiley</Author>
  <Author>James Kiley</Author>
  <Author>Matthew McFarland</Author>
  <Author>Dean Shomshak</Author>
  <Author>C. A. Suleiman</Author>
  <Year>2003</Year> 
  <Company company_id="whitewolf">White Wolf</Company>
  <Pages>312</Pages>
</Edition>
<Description>
A modern horror game, where the PCs are ghosts (or Laments) who 
are working for a company called the Orpheus Group.  The company has 
ghost employees who do various jobs ranging from occult investigations, 
to spying, to assassination.  It uses a variant of the Storyteller 
system.  
</Description>
</Game>

<Game type="rpg" game_id="orx">
<Title>Orx: Nasty, Brutish, and Short</Title>
<Edition>
  <Author>Ravenscrye Grey Daegmorgan</Author>
  <Year>2003</Year> 
  <Company company_id="wildhunt">Wild Hunt Studio</Company>
  <Pages>113</Pages>
</Edition>
<Description>
A darkly comedic fantasy game about playing orcs, creatures hated by 
the gods and doomed to die.  It uses a narration-based dice pool system. 
Each orc has three attributes: Nasty (social), Brute (physical), and 
Grok (mental).  They also have a Fate stat, which starts at 1 and rises 
as they choose to tempt fate.  Players can roll extra dice on any roll, 
but this raises their Fate stat, which is used to check if they die 
when defeated.  Character creation is by assigning a d6, d8, and d10 
to the three stats, as well as picking three player-defined descriptors 
such as "Fast-Talking" or "Distance Spitting Champion".  Play is in 
scenes, where the GM has a limited amount of opposition dice available 
per scene.  
</Description>
</Game>

<Game type="rpg" game_id="othersuns">
<Title>Other Suns</Title>
<Edition>
  <Author>Niall Shapero</Author>
  <Year>1983</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
  <Company>shareware</Company>
</Edition>
<Description>
A spacefaring sci-fi RPG, set in an interstellar empire (the
"L'Doran Hegemony") with 11 species of anthropomorphic animals.
Centuries ago, humans fought a devastating war with the Hegemony
and eventually lost, reducing Earth to ash.  Now, scattered human
worlds (former colonies) have joined the Hegemony in
re-exploration and settling of the galaxy.  It uses a percentile
skill-based system.  Character creation has random-roll
attributes.  cf.  Ermine's 
&lt;a href="http://www.FurNation.com/Khromat/html/other_suns.html"&gt;
Other Suns Online page&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="outfan" language="Spanish">
<Title>Outfan.  A Space Operetta</Title>
<Edition>
  <Author>C. Piniol</Author>
  <Author>J.P. Romeu</Author>
  <Author>R. Mercadal</Author>
  <Year>2002</Year>
  <Company>Planeta-DeAgostini</Company>
</Edition>
<Description>
A Spanish-language humorous starfaring RPG, which parodies the science 
fiction from Jules Verne to "The Matrix".  It includes an original 
background with nine races and four star systems.  The system is 
percentile-based.  Character creation uses a set of 20 generic 
professions.  cf.  the 
&lt;a href="http://www.outfan.com/"&gt;
official web page&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="outime">
<Title>Outime</Title>
<Edition>
  <Author>Marc W.D. Tyrrell</Author>
  <Year>1983</Year>
  <Company>Valhalla Simulation Games</Company>
</Edition>
<Description>
A time-travel RPG for adventures on alternate Earths.  The system
is similar to original &lt;a href="GAME#traveller"&gt;Traveller&lt;/a&gt;,
covering psionics.  
</Description>
</Game>

<Game type="rpg" game_id="overtheedge">
<Title>Over the Edge</Title>
<Edition>
  <Author>Jonathan Tweet</Author>
  <Year>1992</Year>
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year>
</Edition>
<Description>
A modern-day "psycho-surreal" RPG, set on a fictional island in
the Mediterranean where paranoid conspiracies, alternate
realities, and bizarre strangeness collide.  It uses a minimalist
system where each character is described by 3 narratively-defined
traits and 1 fault.  The number of dice you sum for a task
depends on which (if any) of your traits it falls under.  
</Description>
</Game>

<Game type="rpg" game_id="ozdarkandterrible">
<Title>Oz Dark &amp;amp; Terrible</Title>
<Edition>
  <Author>S. Alexander Gentry</Author>
  <Year>2010</Year>
  <Company company_id="emeraldcityexpeditions">Emerald City Expeditions, LLC</Company>
  <Company company_id="studio2">Studio 2 Publishing</Company>
</Edition>
<Description>
A fantasy RPG set in a dark variant on L. Frank Baum's Land of Oz 
just prior to the first book.  For example, the Tin Woodsman is a 
retired member of the Wizard's oppressive secret police, while the 
Cowardly Lion is an exile who refused to eat the hearts of humans 
to gain lycanthropic powers.  It uses a d10 dice pool system, where 
players roll a number of d10s equal to the sum of traits, and add 
their skill to the total.  One die in the pool is always the Luck Die, 
which is open-ended.  Character creation is point-based, including 
buying magic via ratings from 1 to 5 in various spheres (such as Fire, 
Mind, or Life).  
</Description>
</Game>

<Game type="rpg" game_id="paeventyrivildmarken" language="Danish">
<Title>P&amp;aring; eventyr i Vildmarken</Title>
<Edition>
  <Author>Klaus Johansen</Author>
  <Author>Paul Hartvigson</Author>
  <Year>1986</Year>
  <Company>Forlaget Stavnsager ApS</Company>
</Edition>
<Description>
A Danish-language RPG of wilderness adventures.  The title translates 
as "Adventuring in the Wilderness".  It assumes a generic realistic 
setting (Earth or near-Earth fantasy).  The basic game includes a set 
of generic historical characters and a wilderness region complete 
with hex-maps.  It uses a simple system aimed at beginners. 
</Description>
</Game>

<Game type="rpg" game_id="paladin">
<Title>Paladin</Title>
<Edition>
  <Author>Clinton R. Nixon</Author>
  <Year>2003</Year>
  <Company company_id="anvilwerks">Anvilwerks</Company>
</Edition>
<Description>
A fantasy RPG in which the PCs are holy warriors, fighting not 
only against evil, but against the temptation to turn to hatred, 
lust, fear, and anger and capture the power that evil can bring.  
It is designed to be easily adapted to a variety of settings, 
ranging from Shaolin monks to Jedi knights.  Characters creation 
is point-based, dividing 9 points among Flesh attributes, 6 among 
Light attributes, and 3 among Dark attributes.  In addition, there 
are two freeform binary skills.  It uses a simple narrative dice 
pool system.  Roll a number of d6s equal to attribute plus number 
of applicable skills plus any animus points spent. Every 5 rolled 
is one success; every 6 rolled is two successes.
</Description>
</Game>

<Game type="rpg" game_id="palimpseste" language="French">
<Title>Palimpseste</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>Paule et Mick Corp.</Company>
</Edition>
<Description>
A French-language medieval fantasy RPG.
</Description>
</Game>

<Game type="rpg" game_id="palladiumfantasy">
<Title>Palladium Fantasy Role Playing Game</Title>
<Edition>
  <Author>Kevin Siembieda</Author>
  <Author>Erick Wujcik</Author>
  <Year>1983</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1990</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A traditional fantasy-genre game.  It uses the "Palladium" system
(actually first introduced in 
&lt;a href="GAME#mechanoid"&gt;The Mechanoid Invasion&lt;/a&gt;).  
The system uses random-roll attributes and class-based character 
creation, with advancement based on levels.  Action resolution is 
by d20 (combat and saving throws) or d100 (non-combat skills), 
similar to AD&amp;amp;D.  Differences are variety of percentile 
skills (advanced based on level) and combat with separate attack 
roll and parry roll.  
</Description>
</Game>

<Game type="rpg" game_id="pandemonium">
<Title>Pandemonium! : Adventures in Tabloid World</Title> 
<Edition>
  <Author>Stephen Michael Sechi</Author>
  <Author>Robin D. Laws</Author>
  <Author>Joel M. Kaye</Author>
  <Year>1993</Year> 
  <Company>MIB Productions</Company>
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Description>
A comedic modern RPG, set in a world where Elvis is alive,
aliens kidnap our women, and other tabloid reports are all true.
It uses a simple system of attribute + 1d10 + modifiers where 6+
is a success.  
</Description>
</Game>

<Game type="rpg" game_id="pangea" language="Spanish">
<Title>Pangea</Title>
<Edition>
  <Author>Enrique Garrifo Ramos</Author>
  <Year>2003</Year>
  <Company company_id="sombra">Ediciones Sombra</Company>
</Edition>
<Description>
A Spanish-language prehistoric action RPG, set in a world where dozens 
of prehistoric races fight to survive.  The game system uses a 
single 3d10 roll indicate check, sucess level, location and damage.
</Description>
</Game>

<Game type="rpg" game_id="pantheon">
<Title>Pantheon and Other Games</Title>
<Edition>
  <Author>Robin D. Laws</Author>
  <Year>2000</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Description>
A 24-page book containing 5 mini-RPGs, all by Robin D. Laws.
It uses a dice-and-counter story-telling system (the `Narrative
Cage-Match') for all 5.  There is no GM, instead each player
can make up whatever events they like for their PC -- but other
players can challenge using a set of counters as stakes, then
resolved by a dice roll.  Scores for each player are resolved by
scorecards pre-written for each of the 5 scenarios.  
</Description>
</Game>

<Game type="rpg" game_id="pantyexplosion">
<Title>Panty Explosion: a psychic schoolgirl adventure game</Title>
<Edition>
  <Author>Jake Richmond</Author>
  <Author>Matt Schlotte</Author>
  <Year>2006</Year>
  <Company company_id="atarashi">Atarashi Games</Company>
</Edition>
<Edition>
  <EdName>Perfect</EdName>
  <Year>2011</Year>
</Edition>
<Description>
A modern-day horror RPG about Japanese schoolgirls who secretly fight 
demons, some of whom have psychic powers.  Each character has "Godai" 
stats based on five elements (Earth, Water, Fire, Air, and Void) 
which which represent different ways of resolving conflicts.  For 
example, Fire is aggression and resolving issues with violence, 
while Water is wit and social.  Character creation is by setting 
these traits, picking an agenda, another PC as Best Friend, and 
another PC as Rival, then voting for most popular.  A secret random 
draw determines which PC is psychic.  It uses a dice pool conflict 
resolution system (using d6, d8, d10, and d12), where successes are 
narrated by the Best Friend player, and failures are narrated by 
the Rival player.  
</Description>
</Game>

<Game type="rpg" game_id="parabellum">
<Title>Parabellum</Title>
<Edition>
  <Author>Martin Lindholm</Author>
  <Year>1996</Year>
  <Company>October Productions</Company>
</Edition>
<Description>
A Swedish-language modern crime-thriller RPG. 
</Description>
</Game>

<Game type="rpg" game_id="paranoia">
<Title>Paranoia</Title>
<Edition>
  <Author>Daniel Seth Gelber</Author>
  <Author>Greg Costikyan</Author>
  <Author>Eric Goldberg</Author>
  <Author>Ken Rolston</Author>
  <Year>1984</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>"5th"</EdName>
  <Author>Ed Stark</Author>
  <Author>Greg Farshtey</Author>
  <Year>1995</Year>
</Edition>
<Edition>
  <EdName>"XP"</EdName>
  <Author>Allen Varney</Author>
  <Year>2004</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>256</Pages>
</Edition>
<Description>
A hilarious dark future comedy game, where characters are pawns
of an out-of-control Computer in a post-nuclear-apocalypse
complex.  The atmosphere is on black comedy and slapstick, with
the notable feature that each character has 5 clone backups --
such that they can die multiple times (and they usually do).
1st edition used a percentile skill system with skill trees.  
2nd edition completely revised this.  The XP edition again 
majorly revised the rules, eliminating attributes in favor 
of six skill groups (Management, Stealth, Violence, Hardware, 
Software, Wetware).  Action resolution is roll under skill on 
1d20, with chances modified by "Perversity Points" which are 
spent before the roll to modify the chance.  
</Description>
</Game>

<Game type="rpg" game_id="parttimegods">
<Title>Part-Time Gods</Title>
<Edition>
  <Author>Eloy Lasanta</Author>
  <Year>2011</Year>
  <Company company_id="thirdeye">Third Eye Games</Company>
  <Pages>212</Pages>
</Edition>
<Description>
An urban fantasy game where the player characters are humans who were 
once mortal, but received the Spark that transformed them into minor 
deities.  Each god has a Dominion - i.e. what they are a god of - as 
well as specialized skills within that subject, called Manifestations. 
They also become connected to a territory that is influenced by the 
Dominion.  So a goddess of liquor would have a territory that developed 
more alcoholics.  The gods are divided into "Theologies" - widespread 
groups sharing a purpose or theme, such as the Ascendants who want to 
become as powerful as the old gods, or the Cult of the Saints who 
believe they were sent from Heaven.  They also form into local pantheons, 
who have shared or overlapping territory.  Resolution uses a simplified 
variant of the "Dynamic Gaming System" from 
from &lt;a href="GAME#apocalypsepreventioninc"&gt;
Apocalypse Prevention, Inc.&lt;/a&gt; by the same author.  
The core mechanic is 1d20 + Attribute + Skill vs. a Target Number of 
10, 20, 30, or 40.  Characters creation is limited point-based, 
including both human stats (25 points in six attributes and 25+IQ 
points in skills) as well as godly stats.  
</Description>
</Game>

<Game type="rpg" game_id="passages">
<Title>Passages: Adventures Penned by Literary Giants</Title>
<Edition>
  <Author>Justin D. Jacobson</Author>
  <Author>Richard Farrese</Author>
  <Year>2006</Year>
  <Company company_id="bluedevil">Blue Devil Games</Company>
</Edition>
<Description>
A modern fantasy game based on the fiction works of the late Victorian 
Era, including Carroll's Wonderland stories, Baum's Oz books, 
Swift's "Gulliver's Travels", Doyle's Holmes stories, Kipling, Wells, 
and more.  The cover is a scene from "Alice in Wonderland", with 
scenes from other famous works done for interior illustrations.  
It uses a distant variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
There are no classes or levels.  Rather, character creation is 
template-based.  All characters must choose one culture (Arab, Asian, 
Easterner, frontiersman, native or Westerner) and one caste, their 
social class (slave, servant, freeman, bourgeois, noble or royal). 
Advancement is by "creative energy points", which are used to buy 
new advantages.  There is no combat bonus.  Rather, there is a Combat 
skill, with three sub-skills: Attack, Defend, and Initiative.  
Damage is done by the difference between attack roll and defense roll, 
modified by weapon and armor.  It also includes "plot points" which 
can be spent to control narration.  
</Description>
</Game>

<Game type="rpg" game_id="pathfinder">
<Title>Pathfinder RPG</Title>
<Edition>
  <EdName>Beta</EdName>
  <Author>Jason Buhlman</Author>
  <Year>2008</Year>
  <Company company_id="paizo">Paizo Publishing</Company>
</Edition>
<Edition>
  <EdName>1st</EdName>
  <Year>2009</Year>
</Edition>
<Description>
A variant of the 3.5th edition of 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
published under the Open Gaming License.  It consolidated and 
simplified skills and changes certain rules features such as 
how favored class and class skills worked, but it is intended 
to be compatible with supplements and adventures designed for 
3.5th edition.  
</Description>
</Game>

<Game type="rpg" game_id="paxdraconis">
<Title>Pax Draconis</Title>
<Edition>
  <EdName>pre-release</EdName>
  <Author>Justin Dagna</Author>
  <Year>2001</Year>
  <Company company_id="technicraft">Technicraft Design</Company>
</Edition>
<Edition>
  <EdName>premiere</EdName>
  <Author>Justin Dagna</Author>
  <Year>2003</Year>
</Edition>
<Description>
A spacefaring science-fiction RPG, set in a galaxy where the 
"Draconian Empire" is fighting a civil war with the 
"People's Republic".  There are three major race groups: 
humans, the draconian races, and the treeber species (a diverse 
group with variations like four arms, infrared sight and 
under-water breathing).  It uses a simple percentile 
skill-based system.  
</Description>
</Game>

<Game type="rpg" game_id="pelicar">
<Title>Pelicar</Title>
<Edition>
  <Author>Lewis Nicolls</Author>
  <Year>1996</Year>
  <Company company_id="pharoah">Pharaoh</Company>
</Edition>
<Description>
A traditional fantasy-genre game, using a class and level-based
system with skills.  
</Description>
</Game>

<Game type="rpg" game_id="pendragon">
<Title>Pendragon</Title>
<Edition>
  <Author>Greg Stafford</Author>
  <Year>1985</Year> 
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1990</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1993</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>4th (Reprinted)</EdName>
  <Year>1999</Year>
  <Company company_id="greenknight">Green Knight Publishing</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>2005</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A game of Arthurian romance, based on Malory's &lt;u&gt;L'Morte 
d'Arthur&lt;/u&gt; and similar sources.  The PC's are knights who will
go on quests and journeys, but also engage in building families
and raising heirs.  Campaigns may span generations.  The mechanics 
are roll 1d20 under (skill or attribute), using the roll as level of 
success (i.e. "blackjack" method).  Combat is a contest where only the 
combatant with the higher level of success does damage.  It uses a 
detailed system of personality traits and passions, such as 
Pride/Modesty and many others.  Character creation is only knights 
under the original edition, and magic was only done by NPCs.  Under 
the fourth edition, the options are expanded.  The fifth edition 
returns to more limited initial character generation, and starts in 
the year 485 (during the reign of King Uther) rather than 531.  
</Description>
</Game>

<Game type="rpg" game_id="pennyformythoughts">
<Title>A Penny for My Thoughts</Title>
<Edition>
  <Author>Paul Tevis</Author>
  <Year>2009</Year> 
  <Company company_id="evilhat">Evil Hat Productions</Company>
</Edition>
<Description>
A storytelling game in which players take the roles of amnesiac patients 
undergoing therapy to recover their lost memories.  Each play session is 
organized as an individual therapy session at the fictional Orphic 
Institute For Advanced Studies.  It uses a set of diceless narrational 
mechanics, where the players take turns role-playing the patient (known 
as "the Traveller").  Turns and events are determined by a set of memory 
triggers that the players write at the start of the session and randomly 
draw, as well as an economy of pennies exchanged by certain rules.  
</Description>
</Game>

<Game type="rpg" game_id="perfect">
<Title>Perfect</Title>
<Edition>
  <Author>Joe McDonald</Author>
  <Year>2006</Year>
  <Company company_id="inciteful">Inciteful Entertainment</Company>
</Edition>
<Description>
An alternate-reality crime game, set in a world akin to Victorian England
that is under oppressive rule.  The PCs are criminals within this world 
who strike out against the system.  
</Description>
</Game>

<Game type="rpg" game_id="periphery">
<Title>Periphery: Science Fiction Roleplaying on the Edge</Title>
<Edition>
  <Author>Gareth-Michael Skarka</Author>
  <Year>1994</Year>
  <Company company_id="epitaph">Epitaph Studios</Company>
</Edition>
<Description>
A sci-fi RPG.  
</Description>
</Game>

<Game type="rpg" game_id="perryrhodan_agema" language="German">
<Title>Perry Rhodan - Das SF-Rollenspiel</Title>
<Edition>
  <Author>Detlef Wenzlik</Author>
  <Year>1993</Year>
  <Company>Agema</Company>
  <Pages>344</Pages>
</Edition>
<Description>
A German-language sci-fi RPG based on the popular sci-fi series 
Perry Rhodan.  It uses a complex rules system.  The character
creation system is very detailed, and is focused on naval officers 
of human origin.  (This is an earlier game, ISBN 3925728252, 
unrelated to the later game based on the Midgard system.)
</Description>
</Game>

<Game type="rpg" game_id="perryrhodan_vfsf" language="German">
<Title>Perry Rhodan - Das Rollenspiel</Title>
<Edition>
  <Author>Alexander A. Huiskes</Author>
  <Author>J&amp;uuml;rgen E. Franke</Author>
  <Year>2004</Year>
  <Company company_id="vfsf">Verlag f&amp;uuml;r Fantasy und SF-Spiele</Company>
  <Pages>344</Pages>
</Edition>
<Description>
A German-language sci-fi RPG based on the popular sci-fi series 
Perry Rhodan.  It uses a rules system based on the fantasy RPG, 
&lt;a href="GAME#midgard"&gt;Midgard&lt;/a&gt;.  (This is a new 
game with the Perry Rhodan license, unrelated to the 1993 game 
by Detlef Wenzlik.)  
</Description>
</Game>

<Game type="rpg" game_id="persona">
<Title>Persona</Title>
<Edition>
  <Author>Kevin Munoz</Author>
  <Year>1997</Year>
  <Company company_id="tesarta">Tesarta</Company>
</Edition>
<Description>
A universal, diceless RPG system.  While diceless, it uses
detailed numerical attributes and skills which are compared to
find results.  It also includes a powers system for designing
magic, psionics, superpowers, etc.  
</Description>
</Game>

<Game type="rpg" game_id="perytonfantasy">
<Title>The Peryton Fantasy Role-Playing Game</Title>
<Edition>
  <Author>Christina Lea</Author>
  <Year>2006</Year>
  <Company company_id="peryton">Peryton Publishing</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>Christina Lea</Author>
  <Year>2009</Year>
  <Company company_id="peryton">Peryton Publishing</Company>
</Edition>
<Description>
A retro style fantasy game inspired by pulp fantasy source material
using a variant of the D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
The system includes knacks and ability checks to let players get 
started quickly and still evolve the character as it goes on.  
</Description>
</Game>

<Game type="rpg" game_id="petitpeuple" language="French">
<Title>Le Petit Peuple</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company company_id="casusbelli">Casus Belli / Excelsior Publications / Jeux Descartes</Company>
</Edition>
<Description>
A French-language humorous fantasy RPG where PC's are fairies,
leprechauns, korrigans, and other elves.  
</Description>
</Game>

<Game type="rpg" game_id="petitshommes" language="French">
<Title>Les Petits Hommes</Title>
<Edition>
  <Author>Bruno Faidutti</Author>
  <Year>unknown</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A French-language modern-day fantasy RPG inspired by a popular
French comic book.  The PC's are reduced to 1/10 of their
size and live in a high tech civilization, hidden from common
humans. The creator suggests playing in your own house using
Playmobil as Scale 1 figures. 
</Description>
</Game>

<Game type="rpg" game_id="phantasyconclave">
<Title>Phantasy Conclave</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1984</Year>
  <Company>Phantasy Conclave</Company>
</Edition>
<Description>
A medieval fantasy RPG, set in the world of "Arth", originally inhabited 
by humans, halflings, elves, dwarves, and gnomes.  To defeat a city-state 
of conquering wizards, a magical conclave was created that prevents 
technology from working - and also spawned the races of aerlings and 
meren.  Character creation is class-based, advancement is level-based. 
The classes are healer, wizard, scout, and fighter.  The core product 
is a boxed set including three 20-page booklets, an 8-page gamemaster 
guide, and ten dice.  Illustrated by N. Taylor Blanchard.  
</Description>
</Game>

<Game type="rpg" game_id="phasevii">
<Title>Phase VII</Title>
<Edition>
  <Author>Dennis Drew II</Author>
  <Year>1982</Year>
  <Company>Cheshire Games</Company>
</Edition>
<Description>
A science fantasy mini-RPG (16 pages), set on a damaged 
space station where characters try to fight monsters and collect
treasure.  
</Description>
</Game>

<Game type="rpg" game_id="phoenae">
<Title>Phoenae: The Fierce Joy of Being Alive</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown, pre-1990</Year>
  <Company>Ian Press</Company>
</Edition>
<Description>
A fantasy RPG set on an alien world whose inhabitants are a mix of 
anthropomorphic felines and various human races (who are somewhat
elfin in appearance).  In this world, ancient peoples ascended to 
become angels and demons.  Now a new set of races have been created 
by a god to try again.  The PC's are members of a the last faction 
of their race whose memory was wiped out.  
</Description>
</Game>

<Game type="rpg" game_id="phoenixcommand">
<Title>Phoenix Command</Title>
<Edition>
  <Author>Barry Nakazono</Author>
  <Author>David McKenzie</Author>
  <Year>1986</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1989</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1991</Year>
</Edition>
<Description>
An ultra-complex, ultra-realistic combat system and RPG of
modern-day military combat.  
</Description>
</Game>

<Game type="rpg" game_id="pieshop">
<Title>Pie Shop</Title>
<Edition>
  <Author>Mr. Toad</Author>
  <Year>2004</Year>
  <Company company_id="corone">Corone Design</Company>
  <Pages>52</Pages>
</Edition>
<Description>
A horror roleplaying game where the player characters are psychopathic 
serial killers who were captured and recruited by men in black while 
in prison.  The men in black released them on the condition that they 
would kill specified targets when contacted.  
</Description>
</Game>

<Game type="rpg" game_id="piltrufos" language="Spanish">
<Title>Piltrufos: el juego de rol piltrufantemente piltrufero</Title>
<Edition>
  <Author>Jorge Martinez Etchegoyen</Author>
  <Year>2001</Year>
  <Company company_id="cocoguawa">La Cocoguawa</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Jorge Martinez Etchegoyen</Author>
  <Author>Miguel Garcia Fernandez</Author>
  <Author>Carlos Sanchez Padial</Author>
  <Year>2002</Year>
</Edition>
<Description>
A humorous Spanish-language RPG of playing "pitufos" - blue-skinned 
little fairies in a take-off of the Smurfs cartoon (Belgian cartoonist 
Peyo).  While always tongue-in-cheek, the game outlines three kinds of 
play: mode pitufos ("for kind people"), mode piltrufos ("more hard"), and 
dark side piltrufos ("for bad people"). 
</Description>
</Game>

<Game type="rpg" game_id="pirates">
<Title>Pirates: The Great Adventure Game</Title>
<Edition>
  <Author>Matt deMille</Author>
  <Year>2001</Year>
  <Company company_id="newdimension">New Dimension Games</Company>
  <Pages>140</Pages>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2003</Year>
</Edition>
<Description>
A cinematic pirate action RPG, based on an amalgam of classic pirate 
eras and movies.  Action resolution uses 1d12.  Character creation is 
class-based, with level-based advancement.  In addition to traditional 
experience, there are reward systems for fame, fear, and privateering 
ranks and titles.  
</Description>
</Game>

<Game type="rpg" game_id="piratesandplunder">
<Title>Pirates and Plunder</Title>
<Edition>
  <Author>Michael S. Matheny</Author>
  <Year>1982</Year>
  <Company company_id="yaquinto">Yaquinto</Company>
</Edition>
<Description>
A historical pirate/swashbuckling RPG set in the Carribean, aimed at 
beginning players.  Published as a bosed set with 3 booklets: players
book, GM book, and sample adventures. 
</Description>
</Game>

<Game type="rpg" game_id="piratesofdarkwater">
<Title>The Pirates of Dark Water</Title>
<Edition>
  <Author>Lee Agosta</Author>
  <Author>Jasper K. Cummings</Author>
  <Year>1994</Year>
  <Company company_id="mindgames">Mindgames, Inc.</Company>
</Edition>
<Description>
A fantasy-genre role-playing game based on the Hanna Barbara animated 
television series of the same name.  It is set on the fantasy world 
of Mer, which is dominated by seas but being devastated by the strange 
"dark water" substance which is oozing from the fissure where magical 
treasures were stolen.  Pirates and others roam the seas in ships that 
can both sail and fly.  The basic game includes a 64-page "World Book" 
containing background information, locations, and character creation 
rules, plus 105 3-hole punched sheets detailing the creatures of Mer 
and a 31&amp;nbsp;3/4"&amp;nbsp;x&amp;nbsp;22" color map of Mer.  
</Description>
</Game>

<Game type="rpg" game_id="piratesofthespanishmain">
<Title>Pirates of the Spanish Main</Title>
<Edition>
  <Author>Paul Wade-Williams</Author>
  <Year>2007</Year>
  <Company company_id="pinnacle">Pinnacle Entertainment Group</Company>
  <Pages>256</Pages>
</Edition>
<Description>
A game of romance and adventure on the high seas based on the WizKids
collectable strategy game Pirates of the Spanish Main and Pirates of
the Crimson Coast.  It is set in a nebulous time around the early 18th 
century.  It is a standalone game system based on the 
&lt;a href="GAME#savageworlds"&gt;Savage Worlds&lt;/a&gt; rules
system, adding a ship combat system.  
</Description>
</Game>

<Game type="rpg" game_id="pixie">
<Title>Pixie</Title>
<Edition>
  <Author>Geoff Tuffli</Author>
  <Year>1992</Year>
  <Company>New World Games</Company>
  <Pages>20</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Geoff Tuffli</Author>
  <Year>2005</Year>
  <Company company_id="jubal">Jubal Online Games, Inc.</Company>
  <Pages>150</Pages>
</Edition>
<Description>
A modern fantasy RPG where the PC's are pixies who want to 
take over modern-day human homes -- but humans (and their pets) 
see the pixies as bats, rats and pests.  Action resolution is 
by rolling 2d6 under stat.  Character generation is mostly 
random with some skill selection.  The first edition is 
only 20 pages.  The second edition is 150 pages and includes 
a dozen different types of fey folk including sprites, 
spriggans, goblins and trolls.  The 2nd edition system is 
pure talent-based, so instead of having separate attributes, 
skills and spells, everything is simply a talent.  
</Description>
</Game>

<Game type="rpg" game_id="pluschpowerundplunder" language="German">
<Title>Pl&amp;uuml;sch, Power, und Plunder</Title>
<Edition>
  <Author>Ralf Sandfuchs</Author>
  <Author>Steffen Sch&amp;uuml;tte</Author>
  <Author>Thomas Finn</Author>
  <Year>1991</Year>
  <Company>Games-In Verlag</Company>
  <Pages>30</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1995</Year>
</Edition>
<Description>
A humorous German-language RPG where you play stuffed animals who
have strangely come to life, and have adventures in the world of
humans.  There were a number of adventures and supplements, 
including: "Cyberplunder", "Keep the Secret", "Pl&amp;uuml;sch, 
Drugs, &amp;amp; Rock'n'Roll", "Der Woolminator", "Baerotech", 
"20th Century Plunder", "Playb&amp;auml;", "Popcorn, Pl&amp;uuml;sch
&amp;amp; Petticoats", "Big Shop Tango", and 
"Gamemaster Supply Package".  After the 2nd edition, the 
rights to the game were bought by Phase Publishing.  
</Description>
</Game>

<Game type="rpg" game_id="pocketuniverse">
<Title>Pocket Universe</Title>
<Edition>
  <Author>Manda</Author>
  <Author>Jeff Dee</Author>
  <Year>2001</Year>
  <Company company_id="unigames">Unigames</Company>
</Edition>
<Description>
A 16-page mini-RPG with complete rules.  Action resolution 
is by rolling 2d10 under either attribute or skill -- where 
doubles indicates either critical success (on a success) or 
critical failure (on a failure).  There are four attributes, 
which range from 7 to 14 for humans: PHYS, DEFT, INTL, WILL.  
Skills add to the Attribute score the skill is based on.  
</Description>
</Game>

<Game type="rpg" game_id="pocketwarrior">
<Title>Pocket Warrior</Title>
<Edition>
  <Author>Guy McLimore</Author>
  <Author>Greg Poehlein</Author>
  <Year>1997</Year>
  <Company company_id="plaidrabbit">Plaid Rabbit</Company>
</Edition>
<Description>
This is a simple generic RPG using a skill-based system.  There
are 4 attributes: Strength, Coordination, Intelligence, and
Health.  Actions are resolved by rolling 2d10 under skill.  
Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="pointblank">
<Title>Point Blank</Title>
<Edition>
  <Author>Eoin Connolly</Author>
  <Author>Rob Brennan</Author>
  <Author>Eric Nolan</Author>
  <Year>unknown, post-1994</Year>
  <Company company_id="wasteland">Wasteland</Company>
</Edition>
<Description>
A cinematic modern action RPG, emulating over-the-top action
films in the style of John Woo.  Characters gain Honour points
for performing cinematic stunts and saying good one-liners, which
can be used to increase skills and heal injuries.  
</Description>
</Game>

<Game type="rpg" game_id="poisond">
<Title>Poison'd: a pirate rpg</Title>
<Edition>
  <Author>Vincent Baker</Author>
  <Year>2007</Year> 
  <Company company_id="lumpley">Lumpley Games</Company>
</Edition>
<Description>
An RPG about pirates, focusing on the dark and harsh life of pirates.  
It is set in 1701, following the assassination of Captain Brimstone Jack
by his cook under the King's orders.  It uses an abstract dice pool 
system, where players roll a number of six-sided dice equal to stat, 
and results of 4,5 or 6 are considered successes.  Combat is categorized 
in four different ways for personal combat (fist, knife, sword and gun) 
and ship combat (pursuit, ranged, guns, and boarding).  Combat has options 
for escalation and increased consequences.  In character generation, 
players answer a series of questions by choosing from lists of options, 
which generates a small collection of statistics for sins, suffering, 
ambitions and gear.  It also has campaign rules for Opportunities
(including Elections, Prizes, Leisure, Betrayal and Urgent Considerations) 
that have mechanical consequences.  
</Description>
</Game>

<Game type="rpg" game_id="pokemonjr">
<Title>Pokemon Jr. Adventure Game</Title>
<Edition>
  <Author>Bill Slavicsek</Author>
  <Author>Stan!</Author>
  <Year>1999</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Description>
A mini-RPG for young children, based on the Pokemon ("pocket
monster") video and card games.  Each pokemon has a card which
lists its stats: attack roll, damage, and hit points - plus a
power if its attack succeeds.  Attacks are made by rolling 1d6 vs
attack roll.  The 60-page pocket-sized booklet mostly consists of
16 pre-made scenarios to play.  cf. the
&lt;a href="http://www.wizards.com/pokemon/jradventure.asp"&gt;
official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="pokethulhu">
<Title>Pok&amp;eacute;thulhu</Title>
<Edition>
  <Author>S. John Ross</Author>
  <Year>2000</Year>
  <Company>Squishy Brain Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>S. John Ross</Author>
  <Year>2001</Year>
  <Company company_id="dorkstorm">Dork Storm Press</Company>
</Edition>
<Description>
A humorous RPG which parodies both the Pokemon game/television show 
and Lovecraft's Cthuhlhu.  The player characters are children called 
Cultists, each owning their own Pok&amp;eacute;ulhu which they must train 
and battle with while wandering the land of the dead.  It uses a 
minimal dice-pool system where players roll a number of dice (D12s)
dependent on difficulty (from 1 to 3).  The roll is a success if one 
die is equal to or less than the relevant stat.  There are special 
rules for Pok&amp;eacute;thulhu battles, where 1 of 4 attacks are chosen. 
Character creation uses only 6 stats.  
</Description>
</Game>

<Game type="rpg" game_id="polaris_1997" language="French">
<Title>Polaris</Title>
<Edition>
  <Author>Philippe Tessier</Author>
  <Year>1997</Year>
  <Company>Halloween Concepts</Company>
</Edition>
<Description>
A French-language post-apocalyptic RPG where humanity has migrated
to live undersea after a nuclear war has laid waste to the
surface world.  
</Description>
</Game>

<Game type="rpg" game_id="polaris_2005">
<Title>Polaris: Chivalric tragedy at the utmost north</Title>
<Edition>
  <Author>Ben Lehman</Author>
  <Year>2005</Year>
  <Company company_id="tao">Tao Games</Company>
</Edition>
<Description>
A mythic fantasy game about knights of the Stars fighting the Mistaken demons of the Sun.  It is designed for four players who split the gamemastering duties depending on which player character is spotlighted.  A given player has a "new moon" (the player on his right, who controls personal and emotional ties), a "full moon" (the player on his left, who controls societal and hierarchical ties), and a "mistaken" (the player across from him, who controls enemies and has more control over conflict and story).  As the players switch off spotlight, the roles switch around.  There are also twelve "key phrases" that govern timing and decision-making.  To start a scene, you begin with "And so it was"; if you object to a development, you interject "But only if" or "You ask far too much" (at which point you must negotiate the story, or sacrifice a Theme on your character sheet), and end with "And that was how it happened."  When it is time for another character, you say "But hope was not yet lost, for [the next character] still heard the song of the stars" and start again.  
</Description>
</Game>

<Game type="rpg" game_id="polis">
<Title>Polis</Title>
<Edition>
  <Author>C.T. Fluhr</Author>
  <Year>1990</Year>
  <Company company_id="bootstrap">Bootstrap Productions</Company>
</Edition>
<Description>
  "A Role-Playing and Tactical game of genetically engineered super soldiers and civil war amongst the city-states in a post-nuclear winter world." It is set 90 years after a devastating nuclear winter, and the rules mix role-playing and large-scale combat system for the fights between the surviving city-states. 

<!--
A Role-Playing and Tactical game of genetically engineered super soldiers and civil war amongst the city-states in a post-nuclear winter world.

Polis (Greek, n. City-State)

Polis is a world of high-technology and barbarian frontiers. Set 90 years after a devastating nuclear winter. Polis blends Role-playing and large scale military adventure as the surviving city-states expand and war over the few salvage centers left.

Polis also chronicles a world exploding in a new civil war. A war over the rights of genetically-engineered slaves and super soldiers. As merchants and traders seek to open routes between the nations, so do soldiers and armies battle over resources and freedom.

Polis is a Role-playing game with a large-scale combat system included to resolve conflicts between entire armies.

Polis is also designed for mature, thinking players. This is not a simple combat scenario, but an intricately woven world with new technologies, weapons, ethics, monsters, and wars.
-->
  
</Description>
</Game>

<Game type="rpg" game_id="portal" language="Swedish">
<Title>Portal</Title>
<Edition>
  <Author>Olof Lindqvist</Author>
  <Year>2005</Year>
  <Company company_id="oloflindqvist">Olof Lindqvist Games</Company>
</Edition>
<Description>
A Swedish-language modern fantasy RPG set in an alternate Earth where
through the ages mages have been opening portals to other dimensions
and letting in strange creatures.  The characters are members of a
secret organization trying to stop these forces of darkness. 
</Description>
</Game>

<Game type="rpg" game_id="powergrrrl">
<Title>Power Grrrl</Title>
<Edition>
  <Author>Michael Fiegel</Author>
  <Year>2004</Year>
  <Company company_id="aetherealforge">aethereal FORGE</Company>
</Edition>
<Description>
A superhero RPG in the style of an anime cartoon, where the PCs 
are superpowered teenagers who have to manage both fighting 
supervillains and surviving high school.  It uses a rules-lite 
universal system (the "POW!" system) available separately.  
Action resolution is by attribute + 2d6 vs difficulty.  Character 
creation is point-based, spent on powers and six attributes: 
Agility, Brawn, Cognition, Damage, Energy, and Fellowship (ABCDEF).  
There are "specials" which include advantages, powers, and 
other things rather than skills.  
</Description>
</Game>

<Game type="rpg" game_id="powersandperils">
<Title>Powers and Perils</Title>
<Edition>
  <Author>Richard Snider</Author>
  <Year>1983</Year>
  <Company company_id="avalonhill">Avalon Hill</Company>
</Edition>
<Description>
A traditional fantasy-genre RPG, which includes magic and monsters. There 
is no world background in the core boxed set, but a separate boxed set 
called "Perilous Lands" includes a detailed fantasy world.  The rule 
system has a complex and math-heavy system which uses percentile rolls 
under skill times multiplier, or in combat on a universal chart.  
Character creation is random-roll attributes and random ads/disads, 
with point-bought skills.  Advancement is partly level-based (separate 
Combat and Magic levels) and partly skill-based (improving skills 
with experience).  
</Description>
</Game>

<Game type="rpg" game_id="praedor" language="Finnish">
<Title>Praedor</Title>
<Edition>
  <Author>Ville Vuorela</Author>
  <Author>Petri Hiltunen</Author>
  <Year>2000</Year> 
  <Company company_id="burger">Burger</Company>
</Edition>
<Description>
A Finnish-language fantasy RPG, based on a series of fantasy comics 
by Petri Hiltunen.  The game takes place in the ancient land of 
Jaconia, now a fragment of living land surrounded by cursed ruins 
of an ancient superculture, Borvaria.  Jaconia consists of about a 
dozen kingdoms or city-states, as well as large tracts of unclaimed 
land inhabited by barbarian tribes.  Adventurers are "praedors", 
honourless adventurers who brave the dangers of the Cursed Lands 
for loot and magical treasures, only to find that the decadent 
courts and shadowy alleys of Jaconia can be even more dangerous. 
</Description>
</Game>

<Game type="rpg" game_id="predateurs" language="French">
<Title>Les Pr&amp;eacute;dateurs</Title>
<Edition>
  <Author>Philippe Chouvel</Author>
  <Author>Olivier Gasnier</Author>
  <Author>Christophe Guy</Author>
  <Year>1990</Year>
  <Company>Flamberge</Company>
</Edition>
<Description>
A French-language modern-day horror RPG, where the PC's are
a vampire's caravan trying to survive against fanatical vampires
hunters' attacks.  It uses a d12-based system.  Characters are
random rolled, with a very few powers, advantages and skills. 
</Description>
</Game>

<Game type="rpg" game_id="premiersages" language="French">
<Title>Premiers-&amp;Aacute;ges</Title>
<Edition>
  <Author>Arthur Agabek</Author>
  <Author>Georges Favraud</Author>
  <Author>Guillaume Cochard</Author>
  <Year>2000</Year> 
  <Company company_id="athal">Athal</Company>
</Edition>
<Description missinginfo="rules">
A French-language medieval fantasy RPG, set in the
"World of Dragons".  It has a set of 9 non-traditional races.
Character creation is both class-based and point-based.  
It has 9 or 10 supplements.  
</Description>
</Game>

<Game type="rpg" game_id="pribehyimperia" language="Czech">
<Title>Pribehy Imperia</Title>
<Edition>
  <Author>Kry&amp;#353;tof Ferenc</Author>
  <Author>Jona&amp;aacute;&amp;#353; Ferenc</Author>
  <Year>2009</Year>
  <Company company_id="mytago">MYTAGO</Company>
</Edition>
<Description>
A Czech-language fantasy/steampunk RPG set in Victorian England, whose 
title translates as "Stories of the Empire".  It uses a variant of the 
FATE system (Fantastic Adventures in Tabletop Entertainment) from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="priceoffreedom">
<Title>The Price of Freedom</Title>
<Edition>
  <Author>Greg Costikyan</Author>
  <Year>1986</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A survivalist game of freedom fighters in Soviet-occupied
America.  The system uses d20 rolled against stats and skills 
(rated 1-20), with semi-complex combat using a hexmap and
counters.  Character creation is based on occupation, which
determines your skills.  Character background includes filling
out Soviet identity papers.  The first adventure has the Soviets
landing in your city and how you react to it.
</Description>
</Game>

<Game type="rpg" game_id="primedirective">
<Title>Prime Directive</Title>
<Edition>
  <Author>Timothy D. Olsen</Author>
  <Author>Mark Costello</Author>
  <Year>1993</Year>
  <Company company_id="taskforce">Task Force Games</Company>
</Edition>
<Description>
This is a Star Trek RPG, based on an obscure independent license of 
the original and animated television series, derived from the first 
technical manual.  Its vision of the Star Trek universe is much more 
militaristic than others, used in Star Fleet Battles and other wargames. 
The player characters are elite commando teams (known as "Prime Teams" 
in the Federation) dropped by starships to deal with problems on planets 
or stations.  It uses an open-ended dice pool system, with an open-ended 
roll of attribute + skill d6s.  The highest result is compared to the 
"tricode" for that task, three numbers indicating thresholds required 
for marginal, normal, and critical success.  Multiple lesser rolls can 
take precedence over the highest roll.  
</Description>
</Game>

<Game type="rpg" game_id="primetimeadventures">
<Title>Primetime Adventures: a game of television melodrama</Title>
<Edition>
  <Author>Matt Wilson</Author>
  <Year>2003</Year>
  <Company company_id="dogeared">Dog-eared Design</Company>
  <Pages>76</Pages>
</Edition>
<Description>
A game of television melodrama, intended to simulate series 
like Alias, Buffy the Vampire Slayer, and Six Feet Under. 
It uses a simple dice pool system to resolve conflicts, where 
players roll a number of d10s equal to "Screen Presence" for the 
episode (which varies from 4 to 6), plus possible dice added for 
spending "Fan Mail" points.  Over a "season" of nine episodes, 
each PC gets to designate certain episodes as their focus episodes.  
Character creation is by designating an Issue, a track of Screen 
Presence, and several freeform binary traits.  
</Description>
</Game>

<Game type="rpg" game_id="primeval">
<Title>Primeval Role-playing Game</Title>
<Edition>
  <Author>Gareth Ryder-Hanrahan</Author>
  <Year>2012</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
</Edition>
<Description>
A sci-fi RPG based on the British television show by Impossible Pictures, where Anomalies are connecting 
the modern-day present to distant times and places. The player characters are part of a team who 
contain threats from the Anomalies (like prehistoric dinosaurs and creatures from the future), and 
preserve the timeline. It uses a version of the "Vortex system" that first appeared in 
&lt;a href="GAME#doctorwho_cubicle7"&gt;Doctor Who: Adventures in Time and Space&lt;/a&gt; (2009). 
Resolution is by adding attribute + skill + 2d6 versus difficulty - possibly modified by spending 
Story Points. Character creation is point-based, setting 6 attributes (Awareness, Coordination, 
Ingenuity, Presence, Resolve, and Strength) along with 12 skills and various traits. 
</Description>
</Game>

<Game type="rpg" game_id="primitive">
<Title>Primitive</Title>
<Edition>
  <Author>Kevin Allen Jr.</Author>
  <Year>2006</Year>
  <Company company_id="kevinallenjr">Kevin Allen Jr Design</Company>
</Edition>
<Description>
A prehistoric caveman game, pitched as "Build a tribe, fight
bloodthirsty dinosaurs, and discover untold mysteries in a game that
features easy to follow rules, a uniquely simple turn based combat
resolution syste, and character generation that focuses on group
social dynamics".  
</Description>
</Game>

<Game type="rpg" game_id="princeskingdom">
<Title>The Prince's Kingdom</Title>
<Edition>
  <Author>Clinton Nixon</Author>
  <Year>2006</Year>
  <Company company_id="crn">CRN Games</Company>
</Edition>
<Description>
A fantasy game aimed at children, set in the archipelago kingdom of 
Islandia.  The PCs are a group of young princes who wander from island 
to island within their father's kingdom, solving problems.  It uses 
a dice pool system, a simplified version of the rules from 
&lt;a href="GAME#dogsinthevineyard"&gt;Dogs in the Vineyard&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="princessgame">
<Title>The Princess Game</Title>
<Edition>
  <Author>Colin Fredericks</Author>
  <Year>2007</Year>
  <Company company_id="valent">Valent Games</Company>
  <Pages>180</Pages>
</Edition>
<Description>
A rules-lite, GM-less RPG where four players each take on an aspect of
a magical girl's personality: Love, Imagination, Curiosity, and Fear.
The girl is the only real person in the world, who creates things with
her imagination -- thus the players divide the GM's duties between 
them.  The Imagination player makes the world and describes the people 
and places that inhabit it, setting scenes and introducing 
characters.  Love drives the girl to help people, defining objectives 
for the girl.  Curiosity makes the girl want to look around and 
discover stuff, and the player can introduce new elements into the 
game.  Fear makes the girl choose different paths and look for
alternate options.  
</Description>
</Game>

<Game type="rpg" game_id="princevaliant">
<Title>Prince Valiant</Title>
<Edition>
  <Author>Greg Stafford</Author>
  <Author>William Dunn</Author>
  <Author>Lynn Willis</Author>
  <Year>1989</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
An Arthurian game by Greg Stafford (author of 
&lt;a href="GAME#pendragon"&gt;Pendragon&lt;/a&gt;).  This is aimed at 
beginners with an extremely simple system using coin tosses.
Each character has only two attributes, and throws a number of
coins equal to the stat for action resolution. 
</Description>
</Game>

<Game type="rpg" game_id="principiamalefex">
<Title>Principia Malefex</Title>
<Edition>
  <Author>Alison Whetton</Author>
  <Author>Ruari Armstrong</Author>
  <Author>M. Retallack</Author>
  <Year>1997</Year> 
  <Company company_id="principiamalefex">Principia Malefex</Company>
</Edition>
<Description>
A dark psychological horror RPG, where the horror comes from what
the human characters do to each other.  There are few monsters
(and the characters won't often run into them), there is little
or no organised or identifiable opposition, and the characters
often will not know whose side they are actually on.  The system
uses roll-under-skill on d20 and d200.  Character generation is
random-roll base attributes (modified by career choice), and
point-bought skills and bonuses.  
</Description>
</Game>

<Game type="rpg" game_id="privateersandgentlemen">
<Title>Privateers and Gentlemen</Title>
<Edition>
  <Author>Jon Williams</Author>
  <Year>1983</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
  <Pages>Boxed set of three books: 40, 32, and 32 pages</Pages>
</Edition>
<Description>
A combined tactical miniatures rules and RPG, for Napoleonic-era
naval warfare -- especially the British navy.  It includes personal 
and naval combat rules.  It uses a skill-based percentile system. 
</Description>
</Game>

<Game type="rpg" game_id="privateersandpirates">
<Title>Privateers &amp;amp; Pirates</Title>
<Edition>
  <Author>Jonathan Clarke</Author>
  <Year>2005</Year>
  <Company company_id="fjgaming">FJ Gaming</Company>
  <Pages>84</Pages>
</Edition>
<Description>
A historical RPG set in the Golden Age of Piracy (late 17th century) or 
the Age of Sail (mid-18th to early 19th century).  The PCs are pirates 
or privateers, crewing a vessel trying to get rich.  It uses a simple 
percentile system of roll over difficulty, with binary traits.  
If you have a trait, then you may switch the tens and ones dice in 
the percentile roll.  
</Description>
</Game>

<Game type="rpg" game_id="privateeye" language="German">
<Title>Private Eye: Detektiv-Rollenspiel im Viktorianischen England</Title>
<Edition>
  <Author>Jan Christoph Steines</Author>
  <Author>Frank Bezner</Author>
  <Year>1990</Year>
  <Company company_id="bandb">B&amp;amp;B Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1991</Year>
  <Pages>128</Pages>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1993</Year>
  <Pages>100</Pages>
</Edition>
<Description>
A German-language crime-story RPG, set in historical Victorian 
England (1880 to 1900).  The subtitle translates as "Detective 
Role-playing in Victorian England".  It uses a percentile 
skill-based system, with non-percentile rolls only for damage
and hit points.  Character creation includes six attributes, and 
a selection from a small set of professions including solicitor, 
policeman, journalist, and private detective.  The core book 
includes an extensive introduction to Victorian society in 
general and London in particular.  There is also a twenty page 
treatise on Victorian criminology, including advances during the 
period including fingerprinting, forensic chemistry, and ballistics.  
There were at least five adventures: Abenteuer 1 "Eine tdliche Wette" 
(A Deadly Bet), Abenteuer 2/3 "Der Schrecken von Randall Castle/
Der Millionencoup" (The Horror of Randall Castle/The Million Pounds 
Heist), Abenteuer 4 "Der doppelte Biber" (The Double Beaver), 
Abenteuer 5 "Auge um Auge" (An Eye for an Eye). 
</Description>
</Game>

<Game type="rpg" game_id="projectako">
<Title>Project A-Ko RPG</Title>
<Edition>
  <Author>Jimmy Mah</Author>
  <Year>1995</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
  <Company>Ianus Publications</Company>
</Edition>
<Description>
This is a comedy science-fiction RPG based on the Japanese anime
TV series.  It has a simple, rules-light system fitting for the
goofiness and massive destruction found in the original A-Ko
series, a rules-lite predecessor to the "Silhouette" system used 
in &lt;a href="GAME#heavygear"&gt;Heavy Gear&lt;/a&gt; and 
other games.  
</Description>
</Game>

<Game type="rpg" game_id="promisedsands">
<Title>Promised Sands RPG</Title>
<Edition>
  <Author>Benjamin Rogers</Author>
  <Author>Mike Rennaker</Author>
  <Author>Robert Anderson</Author>
  <Author>Kelly Slaughter</Author>
  <Year>2003</Year>
  <Company company_id="bbrack">BBRACK Productions</Company>
  <Pages>394</Pages>
</Edition>
<Description>
A fantasy RPG set in an original fantasy setting called T'nah: a magical, 
post-apocalyptic, vaguely middle-eastern desert environment.  It uses a 
percentile skill-based system (the "Trinary System"), where you roll 
3d10, the first two dice are percentile roll that determines success 
or failure and the third d10 is the Effect Die which determines degree
of success.  The 394-page core book includes extensive world detail, 
two magic systems (Ido and Qai), and a selection of monsters.  
</Description>
</Game>

<Game type="rpg" game_id="prophecy" language="French">
<Title>Prophecy</Title>
<Edition>
  <Author>Beno&amp;icirc;t Attinost</Author>
  <Author>Julien Blondel</Author>
  <Author>Geoffrey Picard</Author>
  <Author>Philippe Tessier</Author>
  <Author>L&amp;eacute;onidas Vesperini</Author>
  <Author>Timbre-Poste</Author>
  <Year>2000</Year>
  <Company>Halloween Concept</Company>
</Edition>
<Edition>
  <Author>Beno&amp;icirc;t Attinost</Author>
  <Author>Julien Blondel</Author>
  <Author>Geoffrey Picard</Author>
  <Author>Philippe Tessier</Author>
  <Author>L&amp;eacute;onidas Vesperini</Author>
  <Author>Timbre-Poste</Author>
  <Author>Jean-Marc Maquin</Author>
  <Author>Isabelle Vassaux</Author>
  <Author>Antoine Clermond</Author>
  <Year>2002</Year>
  <Company>Darwin Project</Company>
</Edition>
<Description missinginfo="rules">
A French-language medieval fantasy RPG, set in the Kingdoms of Kor.  
</Description>
</Game>

<Game type="rpg" game_id="proteus">
<Title>Proteus</Title>
<Edition>
  <Author>Bruce Gomes</Author>
  <Author>Duncan Barrow</Author>
  <Year>1992</Year>
  <Company>Bruce Gomes Industries</Company>
</Edition>
<Description>
A late medieval fantasy genre RPG with an original world
setting.  It has non-standard races of centaurs, rat-creatures,
eagle-men, and others.  The system is skill-based (roll under
stat on 1d30).  Character creation is random-roll attributes and
point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="providence">
<Title>Providence RPG</Title>
<Edition>
  <Author>Richard Binek</Author>
  <Author>Nicolas Jequier</Author>
  <Author>Jeff Mackintosh</Author>
  <Author>Michael Scott</Author>
  <Author>Lucien Soulban</Author>
  <Year>1997</Year> 
  <Company company_id="xidcreative">XID Creative</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2001</Year> 
  <Company company_id="hubris">Hubris</Company>
</Edition>
<Description>
An unusual fantasy RPG, "a mix of fantasy and the four-color
bravado of super-heroes".  It has a separate rules book with the
mechanics and a world book describing the setting.  It is set on
a former penal colony planet in another dimension, which was cut
off from the original world and freed by a revolt.  Much later, 
a crack in the world started to flood the world, forcing the
inhabitants to look for the long-lost gates to escape.  The
system uses attribute+skill as modifiers to a 2d10 roll vs
difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="psiworld">
<Title>Psi World</Title>
<Edition>
  <Author>Del Carr</Author>
  <Author>Cheron</Author>
  <Year>1984</Year> 
  <Company company_id="fantasygamesunlimited">FGU</Company> 
</Edition>
<Description>
A game of psionic powers in a near-future setting with two
options: Psi's fighting an oppressive government, or Psi Police
protecting innocents from rogue Psi's.  It uses a percentile
skill-based system.  
</Description>
</Game>

<Game type="rpg" game_id="psychosis">
<Title>Psychosis</Title>
<Edition>
  <Author>Charles Ryan</Author>
  <Year>1994</Year>
  <Company company_id="chameleoneclectic">Chameleon Eclectic</Company>
</Edition>
<Description>
A surreal game where character's reality is questioned, in the
genre of movies like "Brazil" and "Total Recall".  It uses a
diceless system where action resolution is by tarot cards and GM
discretion.  
</Description>
</Game>

<Game type="rpg" game_id="puertadeishtar" languages="Spanish">
  <Title>La Puerta de Ishtar</Title>
<Edition>
  <Author>Rodrigo Garcia Carmona</Author>
  <Year>2012</Year>
  <Company company_id="otherselves">Otherselves</Company>
</Edition>
<Description>
  A Spanish-language fantasy game, set in a fantasy world patterned after Mesopotamia in the 
  Bronze Age. The setting focuses on the Empire of Akkad, the most powerful known empire, ruled 
  by the human-appearing Awilu, and also populated partly by two slave races they created -
  the human-like Mushkenu, and the minotaur-like Wardu. It uses a skill-based system, with
  resolution by 3d6 + attribute + skill compared to a difficulty (13 for an average action).
  There are six attributes (rated 1-6), and broad skills (rated 1-3) like "gladiator" or "noble". 
  Character creation is a mix of random-roll, priority picks, and lifepath. 
</Description>
</Game>

<Game type="rpg" game_id="pulpera">
<Title>Pulp Era: Cinematic Adventures in the Yesteryear</Title>
<Edition>
  <Author>James Carpio</Author>
  <Author>Michael Smith</Author>
  <Author>Jon Richardson</Author>
  <Year>2005</Year>
  <Company company_id="chapter13">Chapter 13 Press</Company>
  <Company company_id="dillygreenbean">Dilly Green Bean Games</Company>
</Edition>
<Description>
A game based on the serial pulp stories of the 30's and 40's, 
mixed with modern cinematic action.  It uses an original 
skill-based system with eight attributes (Smarts, Vigor, 
Charm, Spirit, Brawn, Insight, Dynamism, and Quickness), 
a Stunt, a Schtick, Gimmicks, and Faults.  
</Description>
</Game>

<Game type="rpg" game_id="puppetland">
<Title>Puppetland</Title>
<Edition>
  <Author>John Tynes</Author>
  <Year>1999</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Description>
A fantasy/horror mini-RPG, set in a world of puppets where the
evil Punch has killed the creator and rules over the other
puppets with an iron hand.  It uses a minimalist diceless system
where players are required to speak out (in puppet-show style)
what they are doing as dialogue (i.e. "I hit you with this stick,
you evil nutcracker!").  
</Description>
</Game>

<Game type="rpg" game_id="purgatory">
<Title>Purgatory</Title>
<Edition>
  <Author>Jon Wilkie</Author>
  <Year>2000</Year> 
  <Company company_id="atomichyrax">Atomic Hyrax Games</Company>
</Edition>
<Description>
A conspiracy RPG, set shortly before a looming apocalypse.  The
PC's are "Penitents" who have returned from the dead with various
powers to deal with the upcoming doom.  It uses a card-draw
mechanic for action resolution that allows both live-action and
table-top play.  
</Description>
</Game>

<Game type="rpg" game_id="qags">
<Title>QAGS: Quick Ass Game System</Title>
<Edition>
  <Author>Leighton Connor</Author>
  <Author>Steve Johnson</Author>
  <Author>Dale French</Author>
  <Year>1998</Year> 
  <Company company_id="hex">Hex Games</Company>
</Edition>
<Description>
A tongue-in-cheek minimalist RPG system intended for use in any
setting.  A character has 3 attributes (Body, Brain, and Nerve)
along with a Job, "Gimmick", and Weakness.  An additional stat is
"WSPHITM" (Who should play him/her in the movie?).  
</Description>
</Game>

<Game type="rpg" game_id="qccs" language="German">
<Title>QCCS - Quick Charakter Creating System</Title>
<Edition>
  <Author>Uwe Mundt</Author>
  <Year>1995</Year>
  <Company>Dreamland Worx</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A German-language universal RPG system.  It uses a percentile
skill-based system, with 22 attributes.  Roll stat + d100
to get over 100.  The basic game also includes 11 races and
37 occupation packages.  A free version of the rules is
apparently available on the web.  
</Description>
</Game>

<Game type="rpg" game_id="qin" language="French,English">
<Title>Qin: The Warring States</Title>
<Edition>
  <EdName>1st French</EdName>
  <Author>Neko</Author>
  <Author>Florrent</Author>
  <Author>Kristoff</Author>
  <Author>Romain d'Huissier</Author>
  <Author>Pierre Buty</Author>
  <Year>2005</Year>
  <Company company_id="7emecercle">7&amp;egrave;me Cercle</Company>
  <Pages>288</Pages>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Year>2007</Year>
</Edition>
<Description>
A semi-historical RPG set in China in 240 B.C., specifically the state 
of Qin -- which in history will shortly conquer the other six states to 
form a single nation.  It uses an original system.  Resolution uses a 
"Yin/Yang" roll -- roll two ten-sided dice and subtract the lower result 
from the higher.  Which color die is lower is used in damage calculation.  
Character creation is limited point-bought, spending 14 points on 
five attributes based on the five Chinese elements, choice of one 
gift and one weakness, spending 15 points on skills, and 15 points 
on maneuvers and mystic arts.  
</Description>
</Game>

<Game type="rpg" game_id="quad">
<Title>QUAD Live Action Role Playing Rules</Title>
<Edition>
  <Author>Hardy Darrell</Author>
  <Year>unknown</Year>
  <Company company_id="guildofblades">Guild of Blades</Company>
</Edition>
<Description>
A generic set of LARP rules, covered in 20 digest pages, with no
background and setting information.  The rules cover resolving
tasks and conflict as well as skill advancement, and are short so
as to be memorized easily for live games.  
</Description>
</Game>

<Game type="rpg" game_id="queeste" language="Dutch">
<Title>Queeste</Title>
<Edition>
  <Author>Joop Oele</Author>
  <Year>1979</Year>
  <Company>self-published</Company> 
</Edition>
<Edition>
  <Author>Frank Rieter-Lambers</Author> 
  <Year>2007</Year>
  <Company>self-published</Company> 
</Edition>
<Description>
A Dutch-language fantasy RPG, set in an extensively detailed fantasy 
world.  It uses a class/level system that uses only six-sided dice, 
with an involved magical system inspired by the Earthsea books of 
Ursula LeGuin, including a functional magical language.  The second 
edition is printed through 
&lt;a href="http://www.lulu.com/content/paperback-book/queeste-regelboeken/913980"&gt;
Lulu&lt;/a&gt;, with the electronic version available free.  
cf. also the &lt;a href="http://queeste.ijlbode.nl/"&gt;
Queeste page&lt;/a&gt; and the 
&lt;a href="http://queestgroep.blogspot.com/"&gt;
Queeste Group Weblog&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="quest">
<Title>Quest - The Storytelling Game</Title>
<Edition>
  <Author>Shane Garvey</Author>
  <Year>2010</Year>
  <Company company_id="crystalstar">Crystal Star Games</Company> 
</Edition>
<Description>
A fantasy RPG, meant to be a basic entry-level game with a very simple 
system.  Character creation is class-based with three classes.  
</Description>
</Game>

<Game type="rpg" game_id="quest_newton">
<Title>Quest! A Role playing Game System for Children</Title>
<Edition>
  <Author>Dave Newton</Author>
  <Author>Christi Newton</Author>
  <Year>2012</Year>
  <Company>self-published</Company> 
</Edition>
<Description>
An introductory RPG designed for 2-4 players ages 4-10 and a 
game master.  It includes a board game, "The Gems of the Fairie Queen",
intended as an introduction to role playing for children. 
It is self-published, available from the author's web-page at 
&lt;a href="http://www.abervon.com/quest/"&gt;
www.abervon.com/quest/&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="questersofthemiddlerealms">
<Title>Questers of the Middle Realms</Title>
<Edition>
  <Author>Tim Gray</Author>
  <Year>2006</Year>
  <Company company_id="silverbranch">Silver Branch Games</Company> 
</Edition>
<Description>
A fantasy genre RPG set on an original world, "Median", which wryly 
pokes fun at some fantasy cliches.  It uses a variant of the Prose 
Descriptive Qualities (PDQ) system used in 
&lt;a href="GAME#deadinside"&gt;Dead Inside&lt;/a&gt; and 
&lt;a href="GAME#truthandjustice"&gt;
Truth &amp;amp; Justice&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="questoftheancients">
<Title>Quest of the Ancients</Title>
<Edition>
  <Author>Vince Garcia</Author>
  <Year>1988</Year>
  <Company company_id="unicorn">Unicorn Game Publications</Company> 
</Edition>
<Description>
A swords-and-sorcery genre RPG.  It uses a class-based system
with percentile secondary skills. 
</Description>
</Game>

<Game type="rpg" game_id="quicksilver">
<Title>Quicksilver</Title>
<Edition>
  <Author>Manda</Author>
  <Author>Jeff Dee</Author>
  <Year>1997</Year> 
  <Company company_id="unigames">Unigames</Company>
</Edition>
<Description>
A fantasy RPG published electronically through HyperBooks Online.
It is set in the land of Seloria, inhabited by 3 goblin races and
2 faerie races as well as humans.  The world includes psychic
powers as well as a unique metal ("Quicksilver") that responds to
mental commands, molding itself to any shape.  However, as it is
used, the metal takes on a life of its own -- potentially "going
rogue".  It uses a skill-based system, rolling 2d10 under
attribute + skill.  Character creation is open point based,
including 5 attributes (from 7 to 13), skills (from 0 to 4), and
ads/disads. 
</Description>
</Game>

<Game type="rpg" game_id="quietyear">
<Title>The Quiet Year</Title>
<Edition>
  <Author>Joe McDonald</Author>
  <Year>2013</Year> 
  <Company company_id="buriedwithoutceremony">Buried Without Ceremony</Company>
</Edition>
<Description>
A post-apocalyptic storytelling game where the players take turns 
adding details to a year in the community in a post-apocalyptic setting, 
by drawing a map and by individual narration.  Each turn, a card is 
drawn from a deck of playing cards arranged in the four suits for the 
seasons of the year and shuffled within each suit.  There are different 
play options for each card drawn.  
</Description>
</Game>

<Game type="rpg" game_id="ragnarok" language="Spanish">
<Title>Ragnarok</Title>
<Edition>
  <Author>Carlos Monzon</Author>
  <Year>1992</Year>
  <Company>Ludoctenia</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Carlos Monzon</Author>
  <Year>1995</Year>
  <Company>Ludoctenia</Company>
</Edition>
<Description>
A Spanish-language contemporary horror RPG, including background 
dealing with an evil entity that arrived to Earth 65 million years ago, 
along with Arab philosophers, secret orders, the Knights Templar, 
and various paranormal creatures.  The original system uses stat + 1d20 
vs difficulty.  The second edition, Ragnarok: Un Nuevo Comienzo, 
changes this to rolling under base attribute + relevant skill on 2d10.  
Character generation is point-based, with four different power levels. 
</Description>
</Game>

<Game type="rpg" game_id="rampant">
<Title>Rampant</Title>
<Edition>
  <Year>1999</Year>
  <Company>Living Imagination, Inc.</Company>
</Edition>
<Description>
A fantasy genre live-action role-playing system.  
</Description>
</Game>

<Game type="rpg" game_id="randomanime">
<Title>RandomAnime: The Definitive Anime Role-Playing Game</Title>
<Edition>
  <Author>Brian J. Perry</Author>
  <Year>2002</Year>
  <Company company_id="infernalfunhouse">Infernal Funhouse Productions</Company>
  <Pages>184</Pages>
</Edition>
<Description>
A universal system for anime-style play.  Action resolution uses 
stat + 2d6 - difficulty, where a 10 or higher is a success.  An 
additional die, the Luck die, is rolled to determine partial successes 
based on your Luck score.  Character creation uses templates and 
limited point-buy.  The player selects one of 21 templates (which 
gives a number of bonus points and luck points), then spends attribute 
points among the 8 attributes and skill points among the 30 skills.  
Experience is in "Style Points", given out during the game immediately 
if the player does a stylish move.  
</Description>
</Game>

<Game type="rpg" game_id="ranma12" language="Italian">
<Title>Ranma 1/2: il gioco</Title>
<Edition>
  <Author>Gianluca Casu</Author>
  <Author>Millo Franzoni</Author>
  <Year>1999</Year>
  <Company>Alchemia</Company>
</Edition>
<Description>
An Italian-language martial-arts RPG, based on the Japanese
manga/anime series of the same name.  
</Description>
</Game>

<Game type="rpg" game_id="raoul" language="French">
<Title>Ra&amp;ocirc;ul</Title>
<Edition>
  <Author>Marcel Larcenet</Author>
  <Year>1994</Year>
  <Company>Les R&amp;ecirc;veurs de Runes</Company>
</Edition>
<Description>
A French-language humorous modern-day RPG where the PC's 
are caricatural, average French redneck in everyday situations.
The title translates as "The Smelly-under-the-arms Role-playing Game".  
It uses a very simple system.  
</Description>
</Game>

<Game type="rpg" game_id="rapture">
<Title>Rapture: The Second Coming</Title>
<Edition>
  <Author>William Spencer-Hale</Author>
  <Year>1995</Year>
  <Company>Quintessential Mercy</Company>
</Edition>
<Description>
A game of theological horror, set in a futuristic biblical
armageddon.  
</Description>
</Game>

<Game type="rpg" game_id="ras" language="French">
<Title>R.A.S.</Title>
<Edition>
  <Author>Nicolas Julien</Author>
  <Author>Thomas Baudoin</Author>
  <Year>2002</Year>
  <Company>self-published</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A French-language military science fiction RPG, in the genre of 
Heinlein's "Starship Troopers".  It is set in a galaxy inhabited 
by Humans, the Ullar (orca-descended humanoids, now wandering 
mercernaries), the Adharax (enigmatic tentacled creatures), and 
Shankkar (warlike cat-people).  It uses a simple system of attribute 
+ skill + 1d10 vs difficulty, with some special modifiers.  
</Description>
</Game>

<Game type="rpg" game_id="rashenginefantasy">
<Title>R.A.S.H. Engine Fantasy</Title>
<Edition>
  <Author>Jesse Sikes</Author>
  <Author>Shawn Houghtaling</Author>
  <Year>2010</Year>
  <Company company_id="rashengineteam">The R.A.S.H. Engine Team</Company>
</Edition>
<Description>
A skill-based system using a single d10 for resolution as a fantasy 
core rulebook in the genre of 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
It includes a magic system as well as options for races including 
humans, light and dark elves, dwarves, halflings, and gnomes.  
Character creation is limited point-based, spending 20 points on 
the four attributes - Reason, Agility, Strength, and Health - that 
form the game's acronym.  The character then gets starting skill 
points equal to Reason times three, spends 10 specialization points, 
and may optionally choose a template - a package of starting abilities 
that give greater power within a specialty for a genre type such as 
fighter, thief, cleric, wizard, or knight.  
</Description>
</Game>

<Game type="rpg" game_id="ratedg">
<Title>Rated G: The Roleplaying Game of Saturday Morning Fantasy Violence</Title>
<Edition>
  <Author>Vincent Diakuw</Author>
  <Year>2003</Year> 
  <Company>Thousandpress</Company>
  <Pages>30</Pages>
</Edition>
<Description>
A simple diceless system emulating fantasy action cartoons.  Characters 
are defined by ranked "Tags", such as "Legendary Strength" for Superman. 
Higher-rated tags win, with more specific tag winning in the case 
of a tie.  Tags may be pushed to increase them, but they are fatigued 
(lowering one rank) after one push, or exhausted after two pushes.  
Character creation works by all players writing a word or phrase on 
five slips of paper, then drawing from all the slips put together, 
using the drawn slips to create the basis for their tags.  
</Description>
</Game>

<Game type="rpg" game_id="ravendeath">
<Title>Ravendeath</Title>
<Edition>
  <Author>Iacopo Frigerio</Author>
  <Year>2010</Year>
  <Company company_id="coyote">Coyote Press</Company>
</Edition>
<Description>
An Italian-language GMless game about stories of revenge such as 
The Crow, The Count of Monte Cristo, Sin City, Kill Bill, and others. 
</Description>
</Game>

<Game type="rpg" game_id="ravenstar">
<Title>Raven Star</Title>
<Edition>
  <Author>A. Siddiqui</Author>
  <Year>1994</Year>
  <Company company_id="ravenstar">Raven Star Game Designs</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year> 
</Edition>
<Description>
A science fantasy RPG, set in a far-future space-opera universe
where magic has been found on a frontier world, via the remnants
of an ancient civilization.  In addition to humanity, there are
aliens easily described as elves, dwarves, lion-men, and
bear-men.  The frontier world has a "wild west" feel as everyone
converges to get at the new phenomena.  The game uses a simple
skill system: skill+d20 vs difficulty.  d6's are used for damage
rolls (i.e. 2d6, 3d6+2, etc.).  
</Description>
</Game>

<Game type="rpg" game_id="realmofthegateway">
<Title>The Realm of the Gateway</Title>
<Edition>
  <EdName>Part One - The Magic Realm</EdName>
  <Author>John Griffin</Author>
  <Author>Matt Nixon</Author>
  <Year>1996</Year>
  <Company company_id="griffin">Griffin Games</Company>
</Edition>
<Edition>
  <EdName>Part Two - The Science Realm</EdName>
  <Year>1999</Year>
</Edition>
<Description> 
  A small-press fantasy RPG.  It uses a system intended to be adapted 
  to various "realms" for different genres, although only the fantasy 
  one was ever published.  Character creation is by random-roll attributes 
  and point-bought skill with required profession packages.  Action 
  resolution is by rolling 1d20 under attribute + skill.  The first 
  book included 9 fantasy races, a magic system with 200 spells, 
  and a psionics system with 20 powers.  
</Description>
</Game>

<Game type="rpg" game_id="realmofyolmi">
<Title>Realm of Yolmi</Title>
<Edition>
  <Author>Ken Black</Author>
  <Author>Marshall Rose</Author>
  <Year>1978</Year>
  <Company>Avant-Garde Simulations Perspectives</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1978</Year>
</Edition>
<Description>
A spacefaring sci-fi RP set on a future Earth.  The PC's are
humans, although there are various aliens (including the evil
"Yolmi").  The system is class-based: soldiers, cyborgs,
scientists, and psychics.  Advancement is level-based.  It
includes starship combat rules, and over 140 creature stats.  
</Description>
</Game>

<Game type="rpg" game_id="realmsofatlantasia">
<Title>The Realms of Atlantasia</Title>
<Edition>
  <Author>John Holland</Author>
  <Year>2011</Year>
  <Company company_id="jachbooks">J.A.C.H. Books</Company>
  <Pages>544</Pages>
</Edition>
<Description>
A medieval fantasy RPG that focuses on realism, such as damage to weapons 
and armor.  It uses a percentile system, including a magic system with 
8 schools of magic and 8 temples of worship, each having their own spells. 
</Description>
</Game>

<Game type="rpg" game_id="realmsofwor">
<Title>Realms of Wor</Title>
<Edition>
  <Author>Jeffrey Walker</Author>
  <Author>Steve Ong</Author>
  <Author>David Wainio</Author>
  <Year>2004</Year>
  <Company company_id="threesages">Three Sages Games</Company>
</Edition>
<Description>
A medieval fantasy RPG.  It uses a skill-based system, with 1d20 
resolution rolls.  Character creation is class-based, with the option 
to build your own subclasses.  Advancement is by skill improvement 
by use or training.  Combat occurs in ten second rounds and actions 
are split up within that round as strike ranks, with armor reducing 
damage.  The core rules come in four books: the Player Guidebook, 
Spellcaster's Guidebook, Game Master Book, and Encounter Encyclopedia.  
</Description>
</Game>

<Game type="rpg" game_id="recon">
<Title>Recon</Title>
<Edition>
  <Author>Joe F. Martin</Author>
  <Year>1982</Year>
  <Company>RPG Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Erick Wujcik</Author>
  <Year>1986</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>Deluxe Revised</EdName>
  <Year>1999</Year>
</Edition>
<Description>
A modern military RPG and miniatures system set in the Vietnam
War, playing U.S. troops against the evil V.C.  The game was 
licensed by Palladium for the 2nd edition, but does not use the
Palladium RPG house system.  
</Description>
</Game>

<Game type="rpg" game_id="reddwarf">
<Title>Red Dwarf: The Roleplaying Game</Title>
<Edition>
  <Author>Todd Downing</Author>
  <Author>Mark Bruno</Author>
  <Author>John Sullivan</Author>
  <Author>Andrew Kenrick</Author>
  <Author>Lee Hammock</Author>
  <Year>2003</Year> 
  <Company company_id="deep7">Deep7</Company>
  <Pages>176</Pages>
</Edition>
<Description>
A humorous sci-fi RPG based on the television series from 
Grant Naylor Productions, about characters trapped in an ancient 
Earth spaceship now lost in the middle of nowhere.  It uses the 
"XPG" system.  Action resolution is by rolling under attribute + 
skill on 2d6.  Character creation is limited point based (attribute 
points and skill points), with adjustments for different types of 
characters: holograms, mechanoids, gelfs, simulants, and various 
types of evolved animals (cat, dog, rabbit, iguana, and rat).  
</Description>
</Game>

<Game type="rpg" game_id="redencion" language="Spanish">
<Title>Redenci&amp;oacute;n</Title>
<Edition>
  <Author>Juan Antonio Huerta Dom&amp;iacute;nguez</Author>
  <Year>2004</Year> 
  <Company company_id="edge">Edge Entertainment</Company>
  <Pages>176</Pages>
</Edition>
<Description>
A Spanish-language hard sci-fi roleplaying game, subtitled
"Un pasado a olvidar, un futuro a temer, un presente para luchar".  
Set in the year 2398, where the Earth has been destroyed and the 
survivors live in small habitats on Mars, the Moon, and orbital 
stations.  The game deals with ancient cultures (Egyptian, Sumerian, 
etc.) and their relationship with the aliens that attacked the earth.
</Description>
</Game>

<Game type="rpg" game_id="redshift">
<Title>Red Shift</Title>
<Edition>
  <Author>Paul B. Spence</Author>
  <Year>1998</Year> 
  <Company company_id="grendel">Grendel</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year> 
</Edition>
<Description>
A spacefaring sci-fi RPG, set in 3663 after an interstellar
human empire collapsed.  
</Description>
</Game>

<Game type="rpg" game_id="regoladelgioco" language="Italian">
<Title>La Regola del Gioco</Title>
<Edition>
  <Author>Piermaria Maraziti</Author>
  <Author>Marco Perez</Author>
  <Year>1996</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language universal storytelling RPG, part of the 
"I Giochi del 2000" collection.  The title translates as 
"The Rule of the Game". 
</Description>
</Game>

<Game type="rpg" game_id="reichcraft">
<Title>REICHCRAFT : el juego de rol y t&amp;acute;ctico de fantas&amp;icaute;a en la II guerra mundial</Title>
<Edition>
  <Author>Diego Martinez Ruiz de Gaona</Author>
  <Author>Nora Ortega Rey</Author>
  <Year>2003</Year> 
  <Company>self-published</Company>
</Edition>
<Description>
A Spanish-language modern fantasy RPG, whose title roughly translates
as "REICHCRAFT: The RPG &amp;amp; Wargame of Fantasy in the
Second World War".  Self-published in Bilbao, Spain.  It is set 
in an alternate WWII, where orcs and undeads have joined 
the Italian army, sinister elves representing Germany have imprisoned 
humans in concentration camps, and the ratlings follow the orders of 
the Japanese emperor.  Meanwhile the Allies are aided by elves, 
gnomes, dwarves, humans &amp;amp; golems.  It uses a simple 
system which includes tactical miniatures rules using a metric 
ruler.  Action resolution is based on attribute + 1d10 + 
modifiers.  
</Description>
</Game>

<Game type="rpg" game_id="reichstar">
<Title>Reich Star</Title>
<Edition>
  <Author>Simon Bell</Author>
  <Author>Ken Richardson</Author>
  <Year>1991</Year> 
  <Company company_id="creativeencounters">Creative Encounters</Company>
</Edition>
<Description>
A sci-fi RPG set in 2134 of an alternate history where the Third
Reich won WWII and dominated the world.  The Third Reich and the 
Empire of Nippon are in the midst of an age-old Cold War with 
each other, even as they expand their empires to other star systems. 
The player characters are revolutionaries trying to overthrow the 
Third Reich and restore freedom and democracy to Erde and its 
colonies.  
</Description>
</Game>

<Game type="rpg" game_id="reign">
<Title>Reign</Title>
<Edition>
  <Author>Greg Stolze</Author>
  <Year>2007</Year> 
  <Company company_id="schroedingerscat">Schroedinger's Cat Press</Company>
</Edition>
<Description>
A fantasy genre RPG using the "One-Roll Engine" from 
&lt;a href="GAME#godlike"&gt;Godlike&lt;/a&gt;: Superhero Roleplaying 
in a World on Fire.  It includes an original setting, magic system, 
and rules for resolving group conflicts.  Actions are resolved by 
rolling d10's equal to stat plus skill.  The number of matches 
(i.e. d10's with the same value) indicate speed of success, while 
the number matched indicates quality of success.  
</Description>
</Game>

<Game type="rpg" game_id="remembertomorrow">
<Title>Remember Tomorrow: Near Future Role-Playing</Title>
<Edition>
  <Author>Gregor Hutton</Author>
  <Year>2010</Year>
  <Company company_id="boxninja">BoxNinja</Company>
</Edition>
<Description>
A sci-fi literary cyberpunk GMless RPG with no specified setting, although 
sample brand names and factions are included.  Each scene has a focus 
player character, and one of the other players acts as GM by playing on 
the opposing faction.  Characters have three numerical stats rated from 
1 to 10 called Ready, Willing, and Able - as well as two descriptive 
stats called Positive Condition (PCon) and Negative Condition (NCon).  
Opposition factions have a single stat called Influence.  Resolution 
is by each side rolling 3d10, with each die at or under the three PC 
stats (or the faction's Influence) counting as a success.  Each player 
creates both a PC and an opposing faction, including choosing a 
descriptive Identity, Motivation, PCon, and NCon; and for PCs 
distributing 12 points among the three stats.  
</Description>
</Game>

<Game type="rpg" game_id="renegadelegion">
<Title>Renegade Legion: Legionnaire</Title>
<Edition>
  <Author>Michael A. Stackpole</Author>
  <Author>A. Peters</Author>
  <Year>1990</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Description>
A small-unit tabletop sci-fi combat system, covering infantry to
tanks.  Part of a wargame trilogy with &lt;u&gt;RL: Interceptor&lt;/u&gt;
dealt with air combat and &lt;u&gt;RL: Leviathan&lt;/u&gt;.  It has a unique
system for vehicle armor, where differing weapons affected
different 2D shapes of armor blocks.  Set in year 6830, PC's
include starfighter pilots, grav tank commander, or other
adventurer. Fight the oppressive Terran Overlord Government of
the Roman-style empire centered around Earth. A few military
units defected from the empire to protect the alien races of the
Commonwealth and became known as the Renegade Legion. Legionnaire
details the history of Earth and seven alien races and provides
combat focused rules. cf. Therion's
&lt;a href="http://www.ncci.net/therion/welcome/Bridge.htm"&gt;
Renegade Legion page&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="requiem" language="Hungarian">
<Title>Requiem</Title>
<Edition>
  <Author>Zsolt Nyul&amp;aacute;szi</Author>
  <Author>Tam&amp;aacute;s Farkas</Author>
  <Author>Zolt&amp;aacute;n Pozsonyi</Author>
  <Author>Istv&amp;aacute;n E&amp;ouml;rsi</Author>
  <Year>2000</Year>
  <Company>Beneficium</Company>
</Edition>
<Description>
A Hungarian-language fantasy RPG.  
</Description>
</Game>

<Game type="rpg" game_id="resolute">
<Title>Resolute: The Superhero RPG</Title>
<Edition>
  <Author>Michael T. Desing</Author>
  <Year>2008</Year>
  <Company company_id="teddybear">Teddy Bear Press</Company>
  <Pages>24</Pages>
</Edition>
<Description>
A simple superhero roleplaying game, with an original setting of a modern 
Earth under siege by tyrranical aliens, the Messari, who have made several 
invasion attempts starting 13 years ago.  It uses an original system. 
Resolution is by 2d6 + stat versus difficulty.  Stats ranging from 
-1 (Impaired, lifting 20 lbs or 5 mph speed) to +13 (Supreme, lifting 
500 tons or light speed travel).  Character creation is open point-based, 
with eight attributes and over 50 superpowers.  
</Description>
</Game>

<Game type="rpg" game_id="retrofutur" language="French">
<Title>Retrofutur</Title>
<Edition>
  <Author>Raphael Bardas</Author>
  <Author>Sebastien Celerin</Author>
  <Author>Mael Le Mee</Author>
  <Author>Tristan Lhomme</Author>
  <Author>Frederic Weil</Author>
  <Year>2002</Year>
  <Company company_id="multisim">Multisim</Company>
  <Pages>256</Pages>
</Edition>
<Description>
A French-language RPG set in an alternate history called the 
"Twisted 50's" -- inspired by uchronic dystopian fiction like Dark 
City and Brazil.  Governments were telepathically contacted by aliens 
in the mid-19th century, which have largely unified into power blocks 
in preparation for contact.  The PCs are part of the resistance 
against this world government.  Character creation is based on 
rolling 1d10 on a universal chart which compares skill to difficulty.  
Skill is determined by a combination of freeform, binary "domain" 
traits and "verb" traits.  Your skill for a task is based on the 
number of traits which apply.  There is also a form of fate points: 
a pool of "Death" points which players add to gain bonuses, and 
which the GM draws from to cause penalties.  
</Description>
</Game>

<Game type="rpg" game_id="revededragon" language="French,English">
<Title>R&amp;ecirc;ve de Dragon</Title>
<Edition>
  <EdName>1st (French)</EdName>
  <Author>Denis Gerfaud</Author>
  <Year>1985</Year>
  <Company>Nouvelles Editions Fantastiques</Company>
  <Company type="distributor">Ludod&amp;eacute;lire</Company>
</Edition>
<Edition>
  <EdName>2nd (French)</EdName>
  <Year>1993</Year>
  <Company company_id="multisim">Multisim</Company>
</Edition>
<Edition>
  <EdName>1st (English)</EdName>
  <Year>2002</Year>
  <Company company_id="malcontent">Malcontent Games</Company>
</Edition>
<Description>
A French-language fantasy RPG, set in an ever changing and poetic
world dreamed by dragons.  The PC's are travellers there, who
walk along the Low and High Lands of dream, and fight magic
dangers and dream creatures.  One of the best-selling games in
France.  A beginner's version of the game was also made,
entitled "Oniros".  There is also an English edition, published 
electronically. 
</Description>
</Game>

<Game type="rpg" game_id="revelation">
<Title>Revelation: The Modern Superheroic Horror Role-Playing Game</Title>
<Edition>
  <Author>James C. Taylor Jr.</Author>
  <Author>Jason Knizley</Author>
  <Year>1998</Year>
  <Company company_id="happynebula">Happy Nebula Adventure Publishing</Company>
</Edition>
<Description>
A modern horror game where the PCs are members of an ancient organization 
based in England dedicated to fighting the supernatural, and in particular 
demons known as the "Shaetan".  The PCs are all superhuman, including 
five types: Child of the Vampire, Dead Man Walking, Eternal Hero, 
Nephilim, and Reluctant Werewolf.  It includes four magic subsystems 
for witchcraft, sorcery, psionics, and faith.  
</Description>
</Game>

<Game type="rpg" game_id="rhand">
<Title>Rhand: Morning Star Missions</Title>
<Edition>
  <Author>Barry Nakazano</Author>
  <Author>David McKenzie</Author>
  <Year>1984</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Description>
A science-fantasy RPG with an in-depth combat system, predecessor
to &lt;a href="GAME#livingsteel"&gt;Living Steel&lt;/a&gt;.  It is 
set on the planet Rhand about 500 years after the "Apocalypse", 
where alien "Spectrals" are invading.  It uses a slightly simplified 
version of the combat system in
&lt;a href="GAME#swordspathglory"&gt;Sword's Path: Glory&lt;/a&gt;
(which is very complex by most standards).  
It includes rules for magic, fantasy creatures, etc.  
</Description>
</Game>

<Game type="rpg" game_id="ribbondrive">
<Title>Ribbon Drive</Title>
<Edition>
  <Author>Joe McDonald</Author>
  <Year>2009</Year>
  <Company company_id="buriedwithoutceremony">Buried Without Ceremony</Company>
</Edition>
<Description>
A GMless cooperative storytelling game about a modern-day road trip.  
It uses randomly chosen songs from mix tapes that the players supply 
to guide choices.  Each player creates a character by choosing a name, 
two desired futures for the character, and three traits.  The players 
then take turns framing scenes.  There are rules for obstacles that 
may result in crossing off traits, achieving futures, or crossing off 
(transcending) futures.  The first player character to cross off both 
futures becomes the protagonist.  
</Description>
</Game>

<Game type="rpg" game_id="riddleofsteel">
<Title>The Riddle of Steel</Title>
<Edition>
  <Author>Jacob Norwood</Author>
  <Author>Rick McCann</Author>
  <Author>Ben Moore</Author>
  <Year>2002</Year>
  <Company company_id="driftwood">Driftwood Publishing</Company>
</Edition>
<Description>
A fantasy RPG set on an original world, Weyrth.  It focuses on a 
realistic, turn-less combat system which is tactically demanding and 
deadly -- based on study of European Renaissance fighting techniques.  
It uses a dice pool system where you roll a number of d10's against 
a target number, counting number of successes.  It also has a core 
system of Spiritual Attributes, which gives you extra dice for following 
defined goals or ties for your character (such as a destiny, a loved 
one, or a faith).  
</Description>
</Game>

<Game type="rpg" game_id="rifts">
<Title>Rifts</Title>
<Edition>
  <Author>Kevin Siembieda</Author>
  <Year>1990</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Edition>
  <EdName>Ultimate</EdName>
  <Year>2005</Year>
</Edition>
<Description>
A science fantasy post-apocalyptic game about a world where nuclear
strikes set off a magical transformation of the Earth.  Visible
ley lines of magical energy spring up, along with inter-
dimensional "rifts" which brought in aliens and monsters.  The
system is a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;.  
The game features many augmented humans and massive firepower (up 
to personal nukes!), facilitated by "Mega-damage" where each point
is 100 normal "hit points".  
</Description>
</Game>

<Game type="rpg" game_id="ringofchanges">
<Title>Ring of Changes</Title>
<Edition>
  <Author>Ben Wright</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
  <Pages>100</Pages>
</Edition>
<Description>
A fantasy RPG centered on alchemy as a codified and narrow form of magic, 
inspired by the Japanese anime FullMetal Alchemist.  The intended emphasis
mechanical and story levels is on making sacrifices towards a goal and 
facing difficult choices.  The book is self-published as a 
&lt;a href="http://www.lulu.com/product/paperback/ring-of-changes/12109480"&gt;
print-on-demand book&lt;/a&gt; via Lulu.com.  
</Description>
</Game>

<Game type="rpg" game_id="ringwielder">
<Title>Ringwielder</Title>
<Edition>
  <Author>Dennis Drew</Author>
  <Year>1990</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A shareware science fantasy RPG set on a giant generational 
starship using mystic "Psycho-Manipulative Energy" that had a 
catastrophic accident shortly after.  The systems went 
haywire and rewrote the environment and people to match 
fictional characters and locales.  The PCs are "Ringwielders" 
that have entered into an agreement with the central computer 
to protect all life on the ship, armed with rings that can 
have up to 36 powers.  Character creation is random-roll, 
rolling for powers, the 8 primary abilities, and the 20 
secondary abilities.  
</Description>
</Game>

<Game type="rpg" game_id="ringworld">
<Title>Ringworld</Title>
<Edition>
  <Author>Sherman Kahn</Author>
  <Author>John Hewitt</Author>
  <Author>Lynn Willis</Author>
  <Author>Sandy Petersen</Author>
  <Author>Charlie Krank</Author>
  <Author>Rudy Kraft</Author>
  <Year>1983</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
A sci-fi RPG based on the Larry Niven's novels: set on an
artificial mega-world (a ring around its star) with a melting pot
of races and technology.  It uses a variant of Chaosium's
&lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt; percentile system.
Character races are human, Kzin, or Puppeteer.  
</Description>
</Game>

<Game type="rpg" game_id="roadrebels">
<Title>Road Rebels</Title>
<Edition>
  <Author>Dale L. Gordon</Author>
  <Year>1989</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A post-apocalyptic RPG in the genre of the "Road Warrior" films.
It uses a percentile system (roll under skill on d100).  Character
creation has seven random-roll attributes on a 3-18 scale
(STR, LOOKS, DEX, CON, SIZ, CHA, SPD), random-roll social class,
and point-bought skills.  It includes rules for repairing and
modifying vehicles, done with flowcharts.  Combat is table-based 
and complex. 
</Description>
</Game>

<Game type="rpg" game_id="roanoke">
<Title>Roanoke</Title>
<Edition>
  <Author>Clint Krause</Author>
  <Year>2006</Year>
  <Company company_id="clintkrause">Clint Krause Games</Company>
  <Pages>44</Pages>
</Edition>
<Description>
Roanoke is a short alternate historical role-playing game of mystery 
and action, set at the Roanoke colony in America between 1587 and 
1590 (when it disappeared).  It provides several options for threats 
to the colony, ranging from conspiracies, monsters, zombies, and 
others.  It uses a variant of the 
&lt;a href="GAME#wushu"&gt;Wushu&lt;/a&gt; game system, by Daniel Bayn.  
It adds a Doom point mechanic, where players can trade success now for 
a grisly fate later.  
</Description>
</Game>

<Game type="rpg" game_id="robotech"> 
<Title>Robotech the Roleplaying Game</Title>
<Edition>
  <EdName>Book One: Macross</EdName>
  <Author>Kevin Siembieda</Author>
  <Year>1986</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A sci-fi RPG based on the Japanese animated TV series of 
giant humanoid robots ("mecha").  It uses a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium FRPG&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="robotechiithesentinels"> 
<Title>Robotech II: The Sentinels</Title>
<Edition>
  <Author>Kevin Siembieda</Author>
  <Year>1988</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
This is a sci-fi RPG based on a proposed sequel to the 
Robotech TV series.  It is set in the same universe, dealing with 
a starship seeking help for Earth against the Invid.  
It uses a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium FRPG&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="robotwarriors">
<Title>Robot Warriors</Title>
<Edition>
  <Author>Steve Perrin</Author>
  <Author>George MacDonald</Author>
  <Year>1986</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Description>
A sci-fi RPG about giant robot combat.  The rules are a variant 
of the 3rd edition &lt;a href="GAME#champions"&gt;Champions&lt;/a&gt; 
rules, scaled up for truly massive sizes.  It also includes human 
pilot creation rules.  
</Description>
</Game>

<Game type="rpg" game_id="rocketage">
<Title>Rocket Age</Title>
<Edition>
  <Author>Ken Spencer</Author>
  <Year>2010</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
</Edition>
<Description>
A retro sci-fi RPG, set in the late 1930's of an alternate universe where in 1931 Einstein, Tesla, and 
Ray Armstrong rode the first rocket ship to Mars. It uses a version of the "Vortex system" that first appeared 
in &lt;a href="GAME#doctorwho_cubicle7"&gt;Doctor Who: Adventures in Time and Space&lt;/a&gt; (2009).
Resolution is by adding attribute + skill + 2d6 versus difficulty - possibly modified by spending 
Story Points. Character creation is point-based, setting 6 attributes (Awareness, Coordination, 
Ingenuity, Presence, Resolve, and Strength) along with 12 skills and various traits. 
</Description>
</Game>

<Game type="rpg" game_id="rockyandbullwinkle">
<Title>Rocky and Bullwinkle RPG</Title>
<Edition>
  <Author>David Cook</Author>
  <Author>Warren Spector</Author>
  <Year>1988</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Description>
A humorous storytelling RPG based on the cartoon TV show.  The
boxed set includes 10 hand puppets (unrelated to the system).  
The system (such as it is) starts with storytelling using story
cards, adding in action resolution using spinners. 
</Description>
</Game>

<Game type="rpg" game_id="rogueswordsoftheempire">
<Title>Rogue Swords of the Empire</Title>
<Edition>
  <Author>Joseph Hillmer</Author>
  <Author>George Rahm</Author>
  <Year>1993</Year>
  <Company company_id="better">Better Games</Company>
</Edition>
<Description>
A fantasy mini-RPG, published in &lt;u&gt;Fantasy Gamer&lt;/u&gt; magazine,
issue #2.  It is based on the RPG &lt;a href="GAME#barony"&gt;Barony&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="roichat" language="French">
<Title>Le Roi-Chat</Title>
<Edition>
  <Author>Sicart</Author>
  <Year>unknown</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A French-language RPG of playing common housecats (?!?).
</Description>
</Game>

<Game type="rpg" game_id="role" language="French">
<Title>ROLE: Regles Optionnelles Limitees a l'Essentiel</Title>
<Edition>
  <Author>Francois Nedelec</Author>
  <Author>Didier Guiserix</Author>
  <Year>1985</Year>
  <Company>Casus Belli magazine</Company>
</Edition>
<Description>
A French-language universal mini-RPG (2 pages).  Later was
republished in the magazine Casus Belli #34 and in the games
&lt;a href="GAME#avantcharlemagne"&gt;Avant Charlemagne&lt;/a&gt; and
&lt;a href="GAME#mega"&gt;MEGA II&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="role_giochidel2000" language="Italian">
<Title>R&amp;ouml;le</Title> 
<Edition>
  <Author>Cosimo Lorenzo Pancini</Author>
  <Year>1995</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language mini-RPG, part of the "I Giochi del 2000" 
collection.  A sci-fi game with rules similar to TSR's 
&lt;a href="GAME#alternity"&gt;Alternity&lt;/a&gt; system. 
</Description>
</Game>

<Game type="rpg" game_id="rolemaster">
<Title>Rolemaster</Title>
<Edition>
  <Author>S. Coleman Charlton</Author>
  <Author>Peter C. Fenlon</Author>
  <Author>Kurt H. Fischer</Author>
  <Author>Terry K. Amthor</Author>
  <Year>1980</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>Standard System</EdName>
  <Author>Coleman Charlton</Author>
  <Author>John Curtis</Author>
  <Author>Pete Fenlon</Author>
  <Author>Steve Martin</Author>
  <Year>1995</Year>
</Edition>
<Edition>
  <EdName>FRP</EdName>
  <Author>S. Coleman Charlton</Author>
  <Author>John Curtis</Author>
  <Year>1999</Year> 
</Edition>
<Description>
A traditional fantasy-genre game, originally designed as a
modular addition to other games ("Arms Law", "Spell Law",
"Character Law", "Claw Law", and "Campaign Law").  The system
uses skill plus an open-ended percentile roll resolved on a
table, with tables for each weapon and skill.  Character creation
was originally random-roll attributes and limited point-buy
skills, modified by choice of class.  A given class had its own
cost for each skill type (i.e. weapon skill costs 10 for a
magician but 3 for a warrior).  Later they added a separate
attribute point-buy system.  
</Description>
</Game>

<Game type="rpg" game_id="roleplayer">
<Title>Roleplayer</Title>
<Edition>
  <Author>Matthew P. King</Author>
  <Year>1983</Year>
  <Company>Roleplayer Enterprises</Company>
  <Pages>196</Pages>
</Edition>
<Description missinginfo="rules">
A universal RPG system, with sections on medieval fantasy, mutant
powers, modern horror, and futuristic weaponry.  As an example 
so GMs can design their own, there is a single sample monster: 
the argent wombat.  
</Description>
</Game>

<Game type="rpg" game_id="roles" language="French">
<Title>Roles</Title>
<Edition>
  <Author>David Jamet</Author>
  <Year>unknown</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>unknown</Year>
</Edition>
<Description>
A French-language medieval fantasy RPG.  The 1st edition was
expensively laid out with a wooden GM screen and a bronze
10-sided die.  The 2nd edition was only the rulebook.  
</Description>
</Game>

<Game type="rpg" game_id="romaimperious">
<Title>Roma Imperious: Alternate World History</Title>
<Edition>
  <Author>William Corrie III</Author>
  <Year>2004</Year>
  <Company company_id="hinterwelt">HinterWelt Enterprises</Company>
  <Pages>336</Pages>
</Edition>
<Description>
An alternate history where during the third century Constantine 
embraced Celtic magic and took over the Roman Empire.  It details 
the world of 1461 in this alternate history, including pre-Viking 
era Norsemen, a Chinese empire called the Jade Empire, and African 
states like Axum and the Empire of Ghana.  It uses a variant of 
the "Iridium" system, which originally appeared in 
&lt;a href="GAME#talesofgaea"&gt;Tales of Gaea&lt;/a&gt;.  
Character creation includes random-roll attributes (best of 3d20 for 
each of eleven attributes), followed by choosing one of 26 classes 
which influence skills.  The basic game also includes over 30 Foes
and 13 pregenerated templates for fast play.  
</Description>
</Game>

<Game type="rpg" game_id="royaumedesdragons" language="French">
<Title>Le Royaume des Dragons</Title>
<Edition>
  <Author>Paul Chion</Author>
  <Year>unknown</Year>
  <Company company_id="dragonradieux">&amp;Eacute;ditions Dragon Radieux</Company>
</Edition>
<Description>
A French-language medieval fantasy mini-RPG (6 pages), aimed for
younger children.  
</Description>
</Game>

<Game type="rpg" game_id="ruby">
<Title>Ruby...Worlds beyond Dream</Title>
<Edition>
  <Author>Greg Saunders</Author>
  <Year>2007</Year>
  <Company>Fire Ruby Studios</Company>
</Edition>
<Description>
A spacefaring science fiction game set in distant time and space,
where the legacy of humanity is the modified NuMen and a binary star
system of Golden and Red, initially established by privately-sponsored
colony ships.  All NuMen project themselves into "Shell" bodies using 
instant communication.  The player characters are Lucids - a minority 
fringe who are able to remember their projection into bodies.  The 
game uses a dice pool system with six attributes: Reason, Volition, 
Ego, Body, Grace, Vitality.  Resolution is by rolling d6s equal to 
attribute, where 4-6 is a positive outcome and 1 is a negative outcome. 
The total outcomes are compared against the difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="rufdeswarlock" language="German">
<Title>Ruf des Warlock</Title>
<Edition>
  <Author>Olaf Heinen</Author>
  <Author>Goesta Krengel</Author>
  <Author>Silvia Eckelt</Author>
  <Year>1992</Year>
  <Company>Games-in Verlag</Company>
</Edition>
<Description>
A small-press German-language medieval fantasy RPG.  The world is
high fantasy (e.g. teleporting castles) with a few twists
(i.e. orcs are proud barbarians rather than evil) and highly
interventionist gods.  The rule system is class and level-based,
with random-roll attributes.  There are multiple critical hit
tables.  
</Description>
</Game>

<Game type="rpg" game_id="ruincrawl">
<Title>RuinCrawl</Title>
<Edition>
  <Author>Tom K. Loney</Author>
  <Year>2007</Year> 
  <Company company_id="peryton">Peryton Publishing</Company>
  <Pages>20</Pages>
</Edition>
<Description>
A pulp fantasy game inspired by old-fashioned sword and sorcery paperbacks. 
It uses the minimalist TAG (Tom's Adventure Gaming) system.  Resolution 
uses 2d6 against a target number of difficulty minus attribute.  
Character creation includes races including elf, dwarf, simian, and 
goblin; and character classes including Amazon/Barbarian, Sword-Arm, 
Cutthroat, Thief, and Sage.  
</Description>
</Game>

<Game type="rpg" game_id="rulestoliveby">
<Title>Rules To Live By</Title>
<Edition>
  <Author>John Kilgallon</Author>
  <Author>Mike Young</Author>
  <Author>Sandy Antunes</Author>
  <Year>2001</Year>
  <Company company_id="interactivities">Interactivities, Inc.</Company>
  <Pages>120 full-size (8.5x11 in)</Pages>
</Edition>
<Description>
This is a universal system for live-action role-playing (LARP).  It 
uses dice for mechanics (somewhat unusual for the LARP world), with 
resolution of attribute + skill + 1d6 vs difficulty.  Combat uses 
the same basic mechanics, and assigns levels of damage marked as 
stars on the character's badge.  
</Description>
</Game>

<Game type="rpg" game_id="rune">
<Title>Rune</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Robin D. Laws</Author>
  <Year>2001</Year>
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Description>
A fantasy-genre RPG based on the computer game &lt;u&gt;Rune&lt;/u&gt;
from Human Head Studios, set in a land of Scandanavian myth.  
The system is adapted from &lt;a href="GAME#arsmagica"&gt;Ars Magica&lt;/a&gt;
with simplifications.  Resolution is attribute + skill + 1d10 vs 
difficulty (or vs other roll). 
</Description>
</Game>

<Game type="rpg" game_id="runequest">
<Title>RuneQuest</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Steve Perrin</Author>
  <Author>Ray Turney</Author>
  <Author>Steve Henderson</Author>
  <Author>Warren James</Author>
  <Author>Greg Stafford</Author>
  <Year>1978</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1979</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Steve Perrin</Author>
  <Author>Greg Stafford</Author>
  <Author>Steve Henderson</Author>
  <Author>Lynn Willis</Author>
  <Year>1984</Year>
  <Company company_id="avalonhill">Avalon Hill</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Matthew Sprange</Author>
  <Year>2006</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A fantasy-genre RPG set in the original world of Glorantha.  
Glorantha is a low-tech world (often bronze age) where religion,
cults, and magic are of constant importance.  It uses a percentile 
skill-based system which was later published separately as the 
&lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt; system.  
Action resolution is by rolling under skill (0-100) on percentile 
dice, or by roll on a "resistance table" which compares opposed 
attributes (with +/- 5% per attribute point).  Character creation 
uses random-roll attributes (3-18), and skills selected by 
profession.  It includes several magic systems, including a 
involved Runic Magic system.  Magical power could be boosted by 
secrets learned in various cults.  The third and fourth editions 
separated the system and magic from the setting of Glorantha, though 
Glorantha was still one of the setting choices.  
</Description>
</Game>

<Game type="rpg" game_id="runestryders">
<Title>Rune Stryders</Title>
<Edition>
  <Author>Matt Drake</Author>
  <Author>Mike Fiegel</Author>
  <Year>2003</Year>
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>242</Pages>
</Edition>
<Description>
A fantasy-genre RPG, set on a gritty fantasy world ("Rhun") where wars 
are fought with magically-powered war machines of stone, wood or 
exotic materials (i.e. "Rune Stryders") -- an homage to giant robotic 
mecha of Japanese animation.  There are no fantasy races (i.e. elves 
or dwarves) and few large monsters.  Instead, there are wars and 
political intrigue among the various human nations.  The PCs are by 
default expected to be a band of mercenaries.  It uses a dice 
pool system.  Action resolution is to roll a number of d10s equal 
to (skill + 1).  Each die under your attribute score is one success.  
</Description>
</Game>

<Game type="rpg" game_id="runouttheguns">
<Title>Run Out the Guns</Title>
<Edition>
  <Author>Jason Hawkins</Author>
  <Author>Todd McGovern</Author>
  <Year>1998</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Description>
A pirate swashbuckling-action RPG set in the historical 17th century:
specifically the Carribean circa 1660.  The game includes a
wealth of historical detail and background on the era.  The
system is based on (and compatible with) the
&lt;a href="GAME#rolemaster"&gt;Rolemaster&lt;/a&gt; system, but 
simplified to be suitable for beginners.  There are pre-generated 
characters provided but no character creation system in the basic game.  
The ship-to-ship combat rules are also sketchy.  
</Description>
</Game>

<Game type="rpg" game_id="runrobotred">
<Title>Run Robot Red</Title>
<Edition>
  <Author>Annie Rush</Author>
  <Year>2004</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
A humorous sci-fi RPG about little robots controlled by totalitarian 
overlords.  It is set on Widenet YT, a vast worldship ruled by the
tyrannical and mysterious Cel Tron Stroma.
</Description>
</Game>

<Game type="rpg" game_id="rus">
<Title>Rus</Title>
<Edition>
  <Author>Mark Chapman</Author>
  <Author>Joe Caruso</Author>
  <Year>1990</Year>
  <Company company_id="rus">Rus Games</Company>
</Edition>
<Description>
A fantasy RPG set in the mythic version of medieval Russia.  It
includes elemental nature priests ("Volkhvy"), necromancers
("Koldun"), and Christian missionaries.  It uses a system with
classes (Russia-specific) and skills, with skill-based
advancement.  The combat system is fairly involved.  
</Description>
</Game>

<Game type="rpg" game_id="rustbelt">
<Title>The Rustbelt: tales of tenacity, depravity, and hope</Title>
<Edition>
  <Author>Marshall Burns</Author>
  <Year>2010</Year>
  <Company company_id="beyondthewire">Beyond the Wire Productions</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A post-apocalyptic roleplaying game inspired by The Stand, The Road, 
and the Mad Max films.  It is set in a future where a mystical power 
known as The Rust that corrupts everything has destroyed civilization.  
It uses a dice pool system where characters have three pools - 
Blood, Sweat, &amp;amp; Tears - that are called upon to push failed 
rolls into successes.  There are no skills, but there are eight 
attributes: Tough, Savvy, Grizzled, Slick, Thorough, Personable, 
Cagey and Uncanny.  It also includes a number of descriptive psyche 
traits including Hunger (i.e. desires), Vice (habits to fall back 
on to cope), Faith (they believe in) and Woe (things they regret).  
</Description>
</Game>

<Game type="rpg" game_id="ryuutama" language="Japanese">
<Title>Ryuu Tama Natural Fantasy RPG (&amp;#12426;&amp;#12421;&amp;#12358;&amp;#12383;&amp;#12414;)</Title>
<Edition>
  <Author>Tokuhiro Okada</Author>
  <!--Author=&amp;#65534;&amp;#41308;&amp;#12405;&amp;#58491;&amp;#36699;-->
  <Year>2007</Year>
  <Company>Tabletalk Cafe Daydream</Company>
  <Company company_id="jive">Jive Ltd</Company>
</Edition>
<Description>
A Japanese-language fantasy RPG whose title means "Dragon Egg".  It is 
billed as a "natural fantasy" game, meaning roughly it is more positive 
and less violent.  Character classes include Minstrels, Merchants, 
Hunters, Healers, Farmers, Artisans, and Nobles.  
</Description>
</Game>

<Game type="rpg" game_id="saga" language="German">
<Title>Saga System</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1985</Year>
  <Company>G+S Verlag</Company>
</Edition>
<Description>
A German-language universal RPG system.  This developed out 
of a line of universal supplements for any system, which eventually
developed its own house system.  
</Description>
</Game>

<Game type="rpg" game_id="sailormoon">
<Title>Sailor Moon RPG</Title>
<Edition>
  <Author>Mark C. MacKinnon</Author>
  <Year>1998</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
A schoolgirl-superhero RPG based on the Japanese animated TV
series, which includes a thorough description of the series
including characters and background.  It uses the "Tri-Stat"
system from &lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;,
altered only by giving genre-specific traits.  
</Description>
</Game>

<Game type="rpg" game_id="sandman">
<Title>Sandman</Title>
<Edition>
  <EdName>The Map of Hamal</EdName>
  <Author>Mark Acres</Author>
  <Author>Andria Hayday</Author>
  <Year>1985</Year>
  <Company company_id="pacesetter">Pacesetter</Company>
</Edition>
<Edition>
  <EdName>Key to the Inland Sea</EdName>
  <Year>1985</Year>
</Edition>
<Description>
A surreal RPG scenario series where the (pre-made) player
characters wake up to find they have no memory of who they are or
how they came to be there.  The published game was originally
intended to be in a contest to identify who the PC's are, but
folded.  PC abilities would slowly be revealed in the published
scenarios -- clues as to their identity.  The system is a
percentile system with a universal action table, a simplified
version of the &lt;a href="GAME#chill"&gt;Chill&lt;/a&gt; mechanics.  
</Description>
</Game>

<Game type="rpg" game_id="sangokushiengi" language="Japanese">
<Title>Sangokushi Engi</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>Koei</Company>
</Edition>
<Description>
A Japanese-language RPG meaning 'Romance of the Three Kingdoms 
Role-play'.  It is set in China during the fall of the Han dynasty, 
based on the traditional Chinese epic &lt;u&gt;Romance of the Three Kingdoms&lt;/u&gt;.
The system is based on comparing attribute + skill + 2d6 vs
difficulty.  Character creation is class-based (Warrior, Spy,
Scholar, Merchant, or Heroine), with class modifying attributes
and providing certain special abilities.  
</Description>
</Game>

<Game type="rpg" game_id="santassoldiers">
<Title>Santa's Soldiers</Title>
<Edition>
  <Author>Bill Kte&apos;pi</Author>
  <Author>Todd Downing</Author>
  <Author>Gavin Downing</Author>
  <Year>2000</Year> 
  <Company company_id="deep7">Deep7</Company>
</Edition>
<Description>
A light-hearted 28-page mini-RPG about a paramilitary army of
well-armed elves who guard Santa and Christmas against the
power-hungry Easter Bunny, Halloween's Boogieman, and the insane
Anti-Claus -- using ultra-violent techniques so Santa doesn't have 
to get his hands dirty.  
</Description>
</Game>

<Game type="rpg" game_id="savageworlds">
<Title>Savage Worlds</Title>
<Edition>
  <Author>Shane Lacy Hensley</Author>
  <Year>2003</Year>
  <Company company_id="pinnacle">Pinnacle Entertainment Group</Company>
  <Pages>144 hardcover</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Shane Lacy Hensley</Author>
  <Year>2005</Year> 
  <Company company_id="greatwhite">Great White Games</Company>
  <Pages>144 hardcover</Pages>
</Edition>
<Description>
A universal system with a focus on fast resolution.  It uses a step-die 
rules system related to &lt;a href="GAME#deadlands"&gt;Deadlands&lt;/a&gt;. 
You roll a d4 to d12 (depending on your stat) plus modifiers, and 
a result over 4 or higher than your opponent's is a success.  
Combat uses an initiative system using playing cards, where 
each player draws a number of cards each turn.  The basic rules 
include seven races: humans, elves, dwarves, half-elves, mantids, 
saurians and Atlanteans.  It also includes a short section on Arcane 
backgrounds and powers.  
</Description>
</Game>

<Game type="rpg" game_id="scales" language="French">
<Title>Scales</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1993</Year> 
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Description>
A French-language modern-day fantasy RPG, including Dragons,
Faeries, Alchemists, and Technomancers.  The characters are part
of a group composed of one Dragon creature, and several seemingly
normal people, who in fact are of Faerie blood, and drawn to the
Dragon's magical abilities. Dragons collect magic, Faerie need it
to survive, and in contact with it, regain their former selves.
It uses a fairly simple d6-based system.  Character creation is
point-based.  
</Description>
</Game>

<Game type="rpg" game_id="scaredstiff">
<Title>Scared Stiff: the B-Movie Horror Role-Playing Game</Title>
<Edition>
  <Author>Gene Stanley Pritchard</Author>
  <Author>Mike Demetro</Author>
  <Year>2002</Year> 
  <Company company_id="guildhall">Guild Hall Press</Company>
</Edition>
<Description>
A humorous RPG about B-movie Horror films.  The PCs (known as 
"Victims of Circumstance" or VCs) are rated in Flaws rather 
than attributes, so that rather than Strength and Dexterity they 
are rated in Weakness, Clumsiness, and Ignorance (Primary)
as well as Cowardice, Paranoia and Superstition (Secondary).  
Action resolution is either dice-using or diceless.  Dice rolling 
is to roll over your modified Flaw rating on 2d6 to succeeed.  
This is intended as the first of several B-movies backgrounds 
using the "RPG-13" B-Movie game system. 
</Description>
</Game>

<Game type="rpg" game_id="schimmenandschaduwen" language="Dutch">
<Title>Schimmen &amp;amp; Schaduwen</Title>
<Edition>
  <Author>Foob</Author>
  <Author>Koen De Waele</Author>
  <Author>David Van Dijck</Author>
  <Author>Dirk Vandenheuvel</Author>
  <Year>1989</Year>
  <Company company_id="wisetree">The Wise Tree</Company>
  <Pages>300</Pages>
</Edition>
<Description>
A Dutch-language fantasy RPG: &quot;Shadows &amp;amp; Spectres&quot;.  
The core rules contains the rules, background information, setting,
creatures, maps, 80 professions, 9 magic classes, and hundreds of
magic spells. It also contains 4 ready-to-play scenarios.  There 
were several adventure supplements released.  It is being prepared 
for release as a free download.  
</Description>
</Game>

<Game type="rpg" game_id="scimitar"> 
<Title>Scimitar</Title>
<Edition>
  <Author>Ewan Murray</Author>
  <Year>1998</Year>
  <Company company_id="lanceandcrown">Lance and Crown Games</Company>
</Edition>
<Description>
A fantasy genre RPG set on an original feudal-era world, Thaythorn, 
and published on CD-ROM.  Thaythorn includes versions of Elf, Dwarf and 
Goblin races -- as well as the reptilian Cy Kell, the canine Yarinese, 
and the insectoid Ythari.  It uses a simple skill-based system.  
Action resolution is based on attribute + skill + 2d6 (where sixes 
open-end) vs difficulty.  There are four attributes (Strength, 
Agility, Intellect, Presence), each of which have two sub-attributes.  
Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="seconddawn">
<Title>Second Dawn</Title>
<Edition>
  <Author>Art Wiederhold</Author>
  <Author>George J. Herget</Author>
  <Year>1982</Year> 
  <Company company_id="arrose">Arrose Enterprises</Company>
</Edition>
<Description>
A fantasy genre RPG with elements of sci-fi, inspired by 
the &lt;u&gt;The Avenger of Thule&lt;/u&gt; novel by Art Wiederhold.  
</Description>
</Game>

<Game type="rpg" game_id="secretfire">
<Title>The Secret Fire</Title>
<Edition>
  <Author>George Strayton</Author>
  <Year>2011</Year> 
  <Company company_id="secretfire">Secret Fire Games</Company>
</Edition>
<Description>
An original game system derived from 
&lt;a href="GAME#dungeonsanddragons"&gt;
Dungeons &amp;amp; Dragons&lt;/a&gt;, using the Open Game License.  
The core rules have four classes and four races: cleric, warrior, 
thief, wizard; and Dwarf, Elf, Human, Halfling.  It adds rules 
for Energy Points, which refresh each day and are used for 
Special Effects such as pinning an opponent, re-casting a prayer, 
and inflicting extra damage.  In addition, each PC has a descriptive 
Good trait, Neutral trait, and Evil trait - and regains Energy Points 
based on expressing these.  There are also five wound levels in addition 
to hit point.  Advancement is level-based, with the core rules only 
covering up to level 10.  
</Description>
</Game>

<Game type="rpg" game_id="secretlivesofgingerbreadmen">
<Title>The Secret Lives of Gingerbread Men</Title>
<Edition>
  <Author>Annie Rush</Author>
  <Year>2004</Year> 
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
A simple RPG suitable for children as well as adults.  The PCs are 
gingerbread men who become magically animated for the twelve days 
prior to Christmas, who rush around the home, having adventures, 
getting in and out of trouble.  The setting includes a nasty cat, 
a helpful but hungry dog, the King of the Rats, the Oracle atop the 
refrigerator, and the Cookiesmith.  
</Description>
</Game>

<Game type="rpg" game_id="secretofziran">
<Title>The Secret of Zir'An</Title>
<Edition>
  <Author>Jason Armenta</Author>
  <Author>Martin Caplan</Author>
  <Author>Marcus Flores</Author>
  <Author>Aram Gutowski</Author>
  <Author>Chris Hockabout</Author>
  <Year>2005</Year> 
  <Company company_id="paragon">Paragon Games</Company>
  <Company company_id="whitewolf">White Wolf</Company>
  <Pages>288</Pages>
</Edition>
<Description>
A pulp fantasy RPG set on an original fantasy world, Zir'An, 
dominated by magical technology including zeppelins, guns, and 
so forth.  It is in a state similar to the decade preceding 
WWII.  There are powerful beings called Fanes which have started to 
dominate in the several millenia since the gods disappeared.  
There is now an uneasy peace between a number of allied nations who
work together to keep the Fane dominated Tilerian Hegemony at bay.  
There are also the independent and mercenary empires in the south, 
and the Forsaken Lands such as The Periphery, a collection of islands 
in the far south.  It is inhabited by the dwarf-like Dolonorri, 
the giant primitive Gogachi, the beast-like Neolli, the secretive 
and immortal Zhalanti, as well as the human Ianers.  It uses a simple 
system which uses attribute + aptitude + 1d10 vs difficulty, where 
the four-level skills (basic/advanced/expert/elite) can give an 
automatic success.  Character creation is by a point-based lifepath 
system, which includes various packages representing different 
nations and factions.  
</Description>
</Game>

<Game type="rpg" game_id="secretsandlies">
<Title>Secrets &amp;amp; Lies: A Hardboiled Detective Game</Title>
<Edition>
  <Author>Daniel Bayn</Author>
  <Year>2009</Year> 
  <Company company_id="bayn">Bayn.org</Company>
  <Pages>30</Pages>
</Edition>
<Description>
A modern detective RPG.  It uses a dice pool mechanic where the player 
rolls a number of dice equal to their current stat plus optional "flop dice" 
representing added difficulty.  Any match among the stat dice, or 
between flop dice and stat dice, indicates failure.  A player can 
remove one or two dice after rolling if the test relates to the 
characters' defined "means" (character concept) or "motive" (primary 
drive).  A test can either be "soft-boiled" or "hard-boiled" - referring 
to whether failure is a minor setback or a major problem.  Stats to 
test include the five attributes (Savvy, Moxie, Guts, Nerve, and Mojo) 
as well as relationships.  All stats and relationships start at 2, and 
are temporarily increased in play ("taking a hit") until they are rolled.  
</Description>
</Game>

<Game type="rpg" game_id="seeker">
<Title>Seeker the Role Playing Game</Title>
<Edition>
  <Author>Brian St.Claire-King</Author>
  <Year>2012</Year>
  <Company company_id="vajra">Vajra Enterprises</Company>
  <Pages>188</Pages>
</Edition>
<Description>
A modern-day magic RPG where the player characters are wandering 
mystics on the back roads of the rural US.  It uses ORC-L, a rules-lite 
variant of the Organic Rule Components system used in 
&lt;a href="GAME#fatesworsethandeath"&gt;Fates Worse than Death&lt;/a&gt; 
and &lt;a href="GAME#tibet"&gt;Tibet the RPG&lt;/a&gt;.  
Each character approaches enlightenment, self-improvement or wisdom 
in a unique way, and gains unique abilities from it.  The core rules 
includes an introductory adventure, "Weaponized Honeybees".
</Description>
</Game>

<Game type="rpg" game_id="sengoku">
<Title>Sengoku</Title>
<Edition>
  <Author>Mark Arsenault</Author>
  <Author>Anthony Bryant</Author>
  <Year>1999</Year>
  <Company company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2001</Year>
  <Company company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Description>
A historical RPG set in 16th century Japan, with careful
attention dedicated to historical background and information.  It
uses the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system. 
</Description>
</Game>

<Game type="rpg" game_id="senzar">
<Title>Senzar</Title>
<Edition>
  <Author>Todd King</Author>
  <Author>Johnny Bruner</Author>
  <Year>1995</Year> 
  <Company company_id="nep">Nova Eth Publications</Company>
</Edition>
<Description>
A fantasy RPG set in a multiverse ("Senzar") with numerous 
gods and immortals.  It uses a variety of dice and mechanics 
(similar to &lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt;).
Combat is d20 + offense - defense : 9 or less misses, 20+ is a
critical hit. Character creation is class-based with point-bought
attributes, advantages, and disadvantages.  Spell and combat
advancement is level-based (although skill and attribute
advancement is independent of this).  
</Description>
</Game>

<Game type="rpg" game_id="septimus">
<Title>Septimus</Title>
<Edition>
  <Author>Bill Coffin</Author>
  <Year>2009</Year>
  <Company company_id="westend">West End Games</Company>
  <Company>Purgatory Publishing</Company>
  <Pages>364</Pages>
</Edition>
<Description>
A space opera game set inside a Dyson Sphere made by unknown aliens, 
and inhabited by colonists from a crumbling human empire.  The setting 
includes elements of cyberpunk, transhumanism, and light mecha as well 
as bits of fantasy.  It uses a variant of the 
&lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt; from West End's Star Wars game, 
including Fate Point instead of Force Points. 
</Description>
</Game>


<Game type="rpg" game_id="serenity">
<Title>Serenity Roleplaying Game</Title>
<Edition>
  <Author>Jamie Chambers</Author>
  <Year>2005</Year>
  <Company company_id="sovereign">Sovereign Press</Company>
</Edition>
<Description>
A space opera RPG, adapted from the Firefly TV series and Serenity 
feature film by Joss Whedon.  It uses a system adapted from the 
&lt;a href="GAME#sovereignstone"&gt;Sovereign Stone&lt;/a&gt; 
fantasy game.  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").  
</Description>
</Game>

<Game type="rpg" game_id="serialhomicideunit">
<Title>Serial Homicide Unit</Title>
<Edition>
  <Author>Michael S. Miller</Author>
  <Author>Kat Miller</Author>
  <Year>2008</Year>
  <Company company_id="incarnadine">Incarnadine Press</Company>
</Edition>
<Description>
A modern-day criminal investigation RPG.  The players role-play potential 
victims of a serial killer at the same time as they play investigators 
trying to catch the killer.  They can create chains of evidence based 
their role in the investigation.  At the end of each turn, if they fail 
to solve the crime, they must randomly open an envelope with the name 
of one of the potential victims to determine who is murdered.  
</Description>
</Game>

<Game type="rpg" game_id="sevenleagues">
<Title>Seven Leagues: A fantasy roleplaying game of Faerie</Title>
<Edition>
  <Author>Hieronymous</Author>
  <Year>2002</Year>
  <Company company_id="malcontent">Malcontent Games</Company>
  <Pages>126</Pages>
</Edition>
<Description>
A fairy-tale RPG including modern fantasy from magical realism to 
gothic urban magick.  It uses a simple system, called "Roll 13".  
Resolution is by rolling 1d12 + attribute + modifiers, where a total 
of 13 or higher is a success.  Character creation is by choosing a 
player-created descriptive Aspect (such as "a fairy princess" or 
"a mighty warrior"), and distributing 13 points among the three 
attributes (each rated 1 to 7): Head (mental), Heart (social/emotional), 
and Hand (physical).  Characters may also have a number of Charms 
(magical abilities) equal to their lowest attribute, and optional Taboos 
(i.e. limitations/hindrances which increase their number of Charms).
</Description>
</Game>

<Game type="rpg" game_id="seventhseal">
<Title>The Seventh Seal</Title>
<Edition>
  <Author>Scott R. Mitchell</Author>
  <Author>Edwyn Kumar</Author>
  <Author>Mark Bruno</Author>
  <Author>Scott Lynch</Author>
  <Year>2002</Year>
  <Company company_id="creativeillusions">Creative Illusions</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2005</Year>
  <Company company_id="morrigan">Morrigan Press</Company> 
</Edition>
<Description>
A modern-day fantasy RPG based on biblical mythology as presented in 
the Book of Revelation.  Six of the seven seals have been broken, and 
demons are wandering the Earth in human guise seeking to bring about 
the final apocalypse.  The PC's are Sentinels: mortal guardians of 
Heaven invested with supernatural powers.  They are organized into 
different celestial orders corresponding to the archangels (Michael, 
Gabriel, etc.).  It uses a dice pool system, where actions are resolved 
by rolling over a target number on a number of d6's equal to attribute 
plus skill.  Character creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="sewerside">
<Title>SewerSide: Are You Slimy Enough for the Sewers?</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2003</Year>
  <Company company_id="eldritchdesign">Eldritch Design</Company>
</Edition>
<Description>n
A humorous scifi RPG published in electronic format, where the PCs are 
hideous mutants banished to the sewers below a modern-day town.  The 
premise is that all ugly people were declared mutants and locked in 
the sewers, and since radioactive waste was also dumped there, soon 
there were even more hideous genuine mutants.  There are eight strains 
of mutant: Bloaters (overweight and bloated humanoids), Bugs (insectoid 
monstrosities), Furries (humanoid animals prized as slaves by kinky 
folks), Goops (big balls of boneless slime), Hissies (reptilian mutants), 
Psychos (big-brained mutants with a knack for psychic powers), Skinbags 
(incredibly skinny mutants whose skin sags around them like some sort 
of cloak) and Sushi (fish people).  There are a large assortment of 
humorous mutations described.  Action resolution is to roll (skill) 
d10's and take the best, then add attribute.  Character creation is 
either random-roll or selected.  
</Description>
</Game>

<Game type="rpg" game_id="sexydeadly">
<Title>Sexy Deadly</Title>
<Edition>
  <Author>Tony Dowler</Author>
  <Year>2009</Year> 
  <Company company_id="planetthirteen">Planet Thirteen Games</Company>
  <Pages>22</Pages>
</Edition>
<Description>
A GMless competitive strategy card game with narrative and role-playing 
elements, about female super-soldiers who have dedicated their life 
to killing, espionage, disrupting and protecting conspiracies.  
</Description>
</Game>

<Game type="rpg" game_id="shabalhiriroach">
<Title>The Shab-al-Hiri Roach</Title>
<Edition>
  <Author>Jason Morningstar</Author>
  <Year>2006</Year>
  <Company company_id="bullypulpit">Bully Pulpit Games</Company>
  <Pages>73</Pages>
</Edition>
<Description>
A darkly comedic horror one-shot role-playing game about an evil 
Sumerian mind-controlling cockroach preying on the faculty in a 
small New England university campus in 1919.  It uses a GM-less 
narrational system, where players compete to gain academic Reputation 
by bidding to winning one of a series of narrated scenes, driven by 
drawn cards.  The winner of the scene is the one who rolls the 
highest number on the dice.  If you are possessed by the Roach, you 
roll a massive d12.  However, if you end the game possessed by the 
Roach, you lose.  To lose it, you have to regurgitate the Roach, by 
subliming away something you care about, which makes your dice weaker.  
The game comes with a packet of 40 cards and a rubber cockroach.  
</Description>
</Game>

<Game type="rpg" game_id="shadesofearth">
<Title>Shades of Earth: Earth History with a Twist</Title>
<Edition>
  <Author>William Corrie III</Author>
  <Year>2003</Year>
  <Company company_id="hinterwelt">HinterWelt Enterprises</Company>
  <Pages>234</Pages>
</Edition>
<Description>
An alternate-history RPG with a percentile skill-based system 
(the "Iridium System"), including a setting in 1938 Europe where 
secret organizations use magic powers to prepare for the coming war. 
Character creation includes random-roll attributes (best of 3d20 for 
each of eleven attributes), followed by choosing one of 23 classes 
which influence skills.  
</Description>
</Game>

<Game type="rpg" game_id="shadesoffantasy">
<Title>Shades of Fantasy</Title>
<Edition>
  <Author>Steven Bode</Author>
  <Year>1993</Year>
  <Company company_id="idd">IDD Co.</Company>
</Edition>
<Description>
A "High Fantasy" genre RPG, which attempts a medieval feel with
monotheistic religion and faerie influences.  It includes 15
races including Fey Folk, Devilkin, Kobolds, Penitent Angels, and
Changelings.  It uses a percentile skill-based system.  Character 
creation is random-roll attributes (modified by race), choice of 
occupation or occupations, and point-bought skills and advantages.  
Skills and advantages outside of your occupation cost double.  
</Description>
</Game>

<Game type="rpg" game_id="shadesofheroes">
<Title>Shades of Heroes</Title>
<Edition>
  <Author>Jason Kirby</Author>
  <Author>Jason Thomas</Author>
  <Author>Dean Meuggenburg</Author>
  <Author>Shiree Nabours</Author>
  <Author>Jon Kawa</Author>
  <Author>Brian Henrikson</Author>
  <Author>Jon Kawa</Author>
  <Author>Jason Thomas</Author>
  <Author>Dean Meuggenburg</Author>
  <Year>1998</Year>
  <Company company_id="argonaut">Argonaut Game Studios</Company>
</Edition>
<Description>
A fantasy genre RPG. 
</Description>
</Game>

<Game type="rpg" game_id="shadowofyesterday">
<Title>The Shadow of Yesterday</Title>
<Edition>
  <Author>Clinton Nixon</Author>
  <Year>2004</Year>
  <Company company_id="anvilwerks">Anvilwerks</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>2005</Year>
</Edition>
<Description>
A sword-and-sorcery genre RPG which attempts to meld the standard 
fantasy role-playing and "hard-charging narrative engine".  It is 
set in a post-apocalyptic fantasy world (known as "Near") where 
the apocalyptic creation of a moon has ravaged cultures and thrown 
the fate of the world into question.  
</Description>
</Game>

<Game type="rpg" game_id="shadowrun">
<Title>Shadowrun</Title>
<Edition>
  <Author>Bob Charrette</Author>
  <Author>Paul Hume</Author>
  <Author>Tom Dowd</Author>
  <Year>1989</Year>
  <Company company_id="fasa">FASA</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1998</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>2005</Year>
  <Company company_id="fanpro">FanPro</Company>
</Edition>
<Description>
A fantasy-cyberpunk game, set in a future where magic returns to
the Earth, and many people are transformed into elves, dwarves,
and trolls.  It uses a dice-pool system, rolling d6's equal to
stat vs a target number of difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="shadowswordandspell">
<Title>Shadow, Sword, &amp;amp; Spell</Title>
<Edition>
  <Author>Richard Iorio II</Author>
  <Author>James Maliszewski</Author>
  <Year>2010</Year> 
  <Company company_id="roguegames">Rogue Games</Company>
</Edition>
<Description>
A fantasy RPG emulating pulp fantasy writers like Robert E. Howard, 
L. Sprague de Camp, and Fritz Leiber.  It uses the 12&amp;deg; System also 
used in &lt;a href="GAME#colonialgothic"&gt;Colonial Gothic Revised&lt;/a&gt;
and &lt;a href="GAME#thousandsuns"&gt;Thousand Suns&lt;/a&gt;.  
Resolution is by rolling 2d12 under a target number found by adding 
attribute + skill + modifiers.  Character creation is limited point-based, 
dividing 45 points among 5 attributes (Brawn, Quickness, Toughness, Wits, 
and Will), creating freeform "Hook" that lets you earn action points 
if brought up in the game, picking a Background option (Culture and Modifier), 
and then buying skills.  
</Description>
</Game>

<Game type="rpg" game_id="shalt">
<Title>S.H.A.L.T.</Title>
<Edition>
  <Author>Brian F. Schreurs</Author>
  <Author>Joshua D. Thompson</Author>
  <Author>J.D. Falk</Author>
  <Year>1988</Year> 
  <Company company_id="coltrane">Coltrane Publications</Company>
</Edition>
<Description>
A humorous small-press sci-fi RPG, with 10 races including giant
Neptunian Space Bears.  It uses a minimalist system.  
</Description>
</Game>

<Game type="rpg" game_id="shambles">
<Title>Shambles</Title>
<Edition>
  <Author>Duane O'Brien</Author>
  <Year>2005</Year> 
  <Company company_id="aterribleidea">a terrible idea</Company>
  <Pages>56</Pages>
</Edition>
<Description>
A humorous horror-parody RPG where the player characters are all zombies, 
who one day simply woke up dead with a craving for brains.  It is played 
in one of three modes: "Fast Food Zombie Fun", "I Want My Life Back", 
and "Feeding Frenzy".  It uses a simple dice pool system called LAFFS, 
for "Light, Adaptable, Fast, Flexible."  Each character has six stats: 
Lurch, Flail, Clutch, Brawn, Chuck, and Sense.  Resolution is based on 
rolling a number of d6s equal to stat, where each die over the difficulty 
is a success.  Players can modify their own or others' rolls by spending 
LAFF points, earned by making the GM laugh.  Zombie characters generally 
lose 1 hit point per day unless they eat human brains.  The basic game 
also includes overviews of 6 agencies and organizations that oppose or 
aid (!) zombies.  
</Description>
</Game>

<Game type="rpg" game_id="shard">
<Title>The Shard RPG</Title>
<Edition>
  <Author>unknown</Author>
  <Year>2008</Year> 
  <Company company_id="shard">Shard Studios</Company>
</Edition>
<Description>
A fantasy-genre RPG set on an Eastern-themed world inhabited by 
anthropomorphic animals, known as Dard&amp;uuml;nah or the World of the 
False Dawn.  It uses a d6 dice-pool system, where you roll a number 
of d6s equal to skill minus difficulty, and each die result of 
a 4, 5, or 6 is a success.  It includes a ritual magic system.  
</Description>
</Game>

<Game type="rpg" game_id="shardsofthestone">
<Title>Shards of the Stone</Title>
<Edition>
  <Author>Jared Nielson</Author>
  <Author>Sean Patrick Fannon</Author>
  <Year>2000</Year> 
  <Company company_id="obsidian">Obsidian Studios</Company>
</Edition>
<Edition>
  <Author>Jared Nielson</Author>
  <Year>2001</Year> 
  <Company company_id="interstrike">InterStrike, Inc.</Company>
</Edition>
<Description>
A fantasy-genre RPG using the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt;
system.  The setting is a multiverse where a primordial stone 
shattered into 25 elements: including Air, Earth, Fire, and Water
but also Law, Creativity, and Love.  These elements can be
physically mined, grown, and so forth from the worlds which
resulted from the shattering.  There are usual races of elves,
dwarves, orcs, ogres, and goblins -- plus winged folk,
reptile-men, and beast-men.  cf. the 
&lt;a href="http://www.shardsofthestone.com"&gt;official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="shattereddreams">
<Title>Shattered Dreams</Title>
<Edition>
  <Author>Matthew D. Grau</Author>
  <Author>Christopher Dorn</Author>
  <Author>Timothy R. Erickson</Author>
  <Author>Lance P. Johnstone</Author>
  <Year>1994</Year>
  <Company company_id="apex">Apex Publications Inc</Company>
</Edition>
<Description>
A horror RPG set in a dream-world, where Nightmares are evil
beings that creep into our minds when our souls are bared and
corrupt our beings.  The PC's are Dreamwalkers who have powers
within the dreamworld.  There were 3 supplements/adventure books:
"Awake and Alone", "Liquid Dreams", and "Of Sound Mind".  
</Description>
</Game>

<Game type="rpg" game_id="shatteredsky">
<Title>The Shattered Sky</Title>
<Edition>
  <Author>Paul Lucas</Author>
  <Year>1997</Year>
  <Company company_id="propaganda">Propaganda Publishing</Company>
</Edition>
<Description>
A science fantasy RPG set in the shards of a Dyson Sphere which
was broken 5000 years ago, with distances measured in "Earths".
It includes aliens, centaurs, talking dolphins, and orcs: all
created using genotech and "uplift."  The magic is ostensibly
based on nanotechnology.  The system is percentile-based.  
</Description>
</Game>

<Game type="rpg" game_id="shatterzone">
<Title>Shatterzone</Title>
<Edition>
  <Author>Ed Stark</Author>
  <Year>1993</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A cyberpunk space opera game, set in the late 25th century after
the accidental discovery of an unexplainable phenomena called the 
"Shatterzone".  Space is controlled by the monolithic Consortium
and Fleet, along with various megacorporations.  It uses a 
variant of the &lt;a href="GAME#torg"&gt;Torg&lt;/a&gt; system, with modified
Drama Deck, and rules for psionics, aliens, and space combat.  
</Description>
</Game>

<Game type="rpg" game_id="sherlockholmesandthecaseofthedeadduke">
<Title>Sherlock Holmes and the Case of the Dead Duke</Title>
<Edition>
  <Author>Chris Engle</Author>
  <Year>2005</Year>
  <Company company_id="hamster">Hamster Press</Company>
  <Pages>96</Pages>
</Edition>
<Description>
A pregenerated scenario book using the minimalist Engle Matrix Game 
system.  This includes several murder mystery scenarios where 
the players are Sherlock Holmes and associates.  The system has 
explicit negotiation of arguments and results, but leaves the 
chances for the negotiated outcomes entirely up to the GM.  
</Description>
</Game>

<Game type="rpg" game_id="shieldsofpower">
<Title>Shields of Power</Title>
<Edition>
  <Author>McLellend</Author>
  <Author>Jacobsen</Author>
  <Year>1990</Year>
  <Company>Shield Maiden</Company>
</Edition>
<Description missinginfo="all">
A fantasy genre RPG.  Reviewed in White Wolf #25. 
</Description>
</Game>

<Game type="rpg" game_id="shinen" language="Japanese">
<Title>Shin-en</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>Suzaku Games</Company>
</Edition>
<Description missinginfo="all">
A Japanese-language fantasy-genre RPG.  
</Description>
</Game>

<Game type="rpg" game_id="shock">
<Title>Shock: Social Science Fiction</Title>
<Edition>
  <Author>Joshua A.C. Newman</Author>
  <Year>2006</Year>
  <Company company_id="glyph">The Glyph Press</Company>
</Edition>
<Edition>
  <EdName>1.1</EdName>
  <Year>2007</Year>
</Edition>
<Edition>
  <EdName>1.2</EdName>
  <Year>2009</Year>
</Edition>
<Description>
A GM-less sci-fi RPG about the clash of technology upon human society.  
It has no background, but instead players define a world starting with 
defining a set of two social or personal concerns (Issues) and two 
revolutionary developments (Shocks) that are the themes of the game.  
Character creation sets up player characters (Protagonists), and then 
player sitting to the right of each Protagonist creates and controls 
the Antagonist, acting as GM.  Protagonists are creates by defining 
2 Praxis, 3 Features, 2 Links, and 1 Story Goal.  The Praxis are 
each a pair of two themes such as "buying vs. selling" or 
"help vs. hurt" rated from 1 to 10.  The Features, Links, and 
Story Goal are numberless, player-defined traits.  Resolution always 
defines two non-mutually intents between Protagonist and Antagonist, 
trying to succeed by rolling on a chosen Praxis scale.  The Protagonist 
rolls a number of dice equal to the number of applicable Features. 
These can either be d10s to succeed on their own Praxis scale, or d4s 
to modify the opponent's roll.  For both, if rolling multiple dice 
the player can choose which to use.  
</Description>
</Game>

<Game type="rpg" game_id="shockhumancontact">
<Title>Shock:Human Contact</Title>
<Edition>
  <Author>Joshua A.C. Newman</Author>
  <Year>2010</Year>
  <Company company_id="glyph">The Glyph Press</Company>
</Edition>
<Description>
A near-future sci-fi RPG about a interstellar contact ship that makes 
first contact with a lost colony of humans in another star system, 
a variant of the game 
&lt;a href="GAME#shock"&gt;Shock: Social Science Fiction&lt;/a&gt;.  
It defines more closely the shocks to be dealt with and the phases of 
play than the original game.  Play begins with life on the contact ship, 
which takes five years to reach its destination.  Second is designing 
the geography, culture, and language of the colony.  The third is first 
contact, which could use a three person envoy team or could use the 
entire 100 person contactor.
</Description>
</Game>

<Game type="rpg" game_id="shootingthemoon">
<Title>Shooting the Moon</Title>
<Edition>
  <Author>Emily Care Boss</Author>
  <Year>2006</Year>
  <Company company_id="blackandgreen">Black &amp;amp; Green Games</Company>
</Edition>
<Description>
A GM-less game of romantic rivalry for two or three players, where two
rival players compete for the affections of a third.  Pitched as a
"sequel" to an earlier romantic game, 
&lt;a href="GAME#breakingtheice"&gt;Breaking the Ice&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="shotgundiaries">
<Title>Shotgun Diaries</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2009</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
  <Pages>18</Pages>
</Edition>
<Description>
A zombie survival horror mini roleplaying game, using an early version 
of a new "FEAR" system.  Character creation is by picking an archetype - 
such as Fast Survivor, Strong Survivor, etc.  Resolution uses a simple 
dice pool where the players rolls a number of d6s based on their character, 
plus any dice taken from the shared pool, and a bonus die for every 
character they are with.  If the player rolls a 6 on any die, they 
narrate what happens.  Otherwise, the GM does.  There is also a Zombie 
Clock mechanic, which advances every 10 minutes to increase the zombie 
threat; and a fear mechanic.  
</Description>
</Game>

<Game type="rpg" game_id="signature">
<Title>Signature</Title>
<Edition>
  <Author>Michael Mendoza</Author>
  <Year>2007</Year>
  <Company>44 Productions</Company>
  <Pages>64</Pages>
</Edition>
<Description>
A simple diceless system intended for quick play, easily customized 
to different settings.  It has player-created traits rated from 1 to 3, 
with 0 being the default.  Action resolution is by comparing the higher 
of trait or modifiers against difficulty or opposing trait.  This is 
modified by spending "Wild Points".  The effect of success depends on 
whether the game is in Narrativist, Gamist, or Simulationist mode.  
The book is self-published via print-on-demand service 
&lt;a href="http://www.lulu.com/content/639913"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="signinstranger">
<Title>Sign in Stranger</Title>
<Edition>
  <Author>Emily Care Boss</Author>
  <Year>2009</Year>
  <Company company_id="blackandgreen">Black &amp;amp; Green Games</Company>
  <Pages>64</Pages>
</Edition>
<Description>
A science fiction storytelling game for 2-3 players about first contact 
of humanity with aliens.  The aliens are created during play by the 
players, by randomly drawing from a set of words submitted by the 
players at the start of the game.  
</Description>
</Game>

<Game type="rpg" game_id="signoridelcaos" language="Italian">
<Title>I Signori Del Caos</Title>
<Edition>
  <Author>Giovanna Maselli</Author>
  <Author>Auro Miselli</Author>
  <Author>Franco Tralli</Author>
  <Year>1983</Year>
  <Company>Black-Out</Company>
</Edition>
<Description missinginfo="all">
An Italian-language medieval fantasy RPG, and the first Italian RPG.  
The setting is reminescent of Lone Wolf.  The title translates as 
"The Lords of Chaos".
</Description>
</Game>

<Game type="rpg" game_id="silexetmammouths" language="French">
<Title>Silex et Mammouths</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>unknown</Company>
</Edition>
<Description>
A French-language prehistoric RPG, published by a gaming club in
Paris. 
</Description>
</Game>

<Game type="rpg" game_id="silhouette">
<Title>Silhouette CORE Rules</Title>
<Edition>
  <Author>Marc A. V&amp;eacute;zina</Author>
  <Author>Paul Lippincott</Author>
  <Year>2003</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A universal system.  It uses a dice pool, rolling a number of d6's 
equal to your skill and taking the highest value (each extra six adds one 
to the result, so two sixes would have a total of seven).  Action 
resolution is attribute plus the skill total vs difficulty.  
The margin of success or failure is very important in the Silhouette game; 
in combat, for instance, damage is multiplied by the margin of success, 
and illnesses and poisons have increasingly severe effects as the margin 
of failure increases.
</Description>
</Game>

<Game type="rpg" game_id="silveragesentinels">
<Title>Silver Age Sentinels</Title>
<Edition>
  <Author>Stephen Kenson</Author>
  <Author>Mark C. MacKinnon</Author>
  <Author>Jeff Mackintosh</Author>
  <Author>Jesse Scoble</Author>
  <Year>2002</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
A superhero RPG set on an original world setting, where superpowered 
heroes appeared starting in 1942, when an atomic energy test created 
"Sentinel".  It uses a variant of the Tri-Stat system from 
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;, 
with three core attributes of Body, Mind, and Soul.  
</Description>
</Game>

<Game type="rpg" game_id="simiancombat">
<Title>Simian Conquest</Title>
<Edition>
  <Author>Marshall Rose</Author>
  <Author>Norman Knight</Author>
  <Year>1978</Year>
  <Company>Avant-Garde Simulations Perspetives</Company>
</Edition>
<Description>
A sci-fi RPG inspired by the &lt;u&gt;Planet of the Apes&lt;/u&gt; movie
series.  PC's can be Apes, native Humans, Mutants or Astronauts.
The system concentrates on combat and campaign battles.  
</Description>
</Game>

<Game type="rpg" game_id="simplyroleplaying">
<Title>Simply Roleplaying</Title>
<Edition>
  <Author>Bob Portnell</Author>
  <Author>Guy McLimore</Author>
  <Year>1999</Year>
  <Company company_id="microtactix">Microtactix Games</Company>
  <Pages>132</Pages>
</Edition>
<Description>
A universal RPG system, published in electronic format.  It is a 
skill-based system, rolling 2d10 under skill for action resolution. 
Characters are limited point-bought, with a random number of 
attribute points, and skill points which depend on age group.  
There are also advantages and disadvantages which must be balanced 
(i.e a 1pt advantage requires a 1pt disadvantages).  
</Description>
</Game>

<Game type="rpg" game_id="simulacres" language="French">
<Title>Simulacres</Title>
<Edition>
  <Author>Pierre Rosenthal</Author>
  <Year>1986</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>"La fleur de l'Asiamar"</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1988</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1989</Year> 
  <Company>Casus Belli magazine</Company>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>1994</Year>
  <Company>Casus Belli magazine</Company>
</Edition>
<Description>
A French-language universal RPG system.  It is released under an
open license allowing anyone to use it for their rulebook.
Official games released using Simulacres system include
"Aventures Extraordinaires" (by Tristan Lhomme -- Victorian
sci-fi), "Capitaine Vaudou" (by J.P. Pecau -- pirates with voodoo
magic),  "Cyber Age" (by Pierre Rosenthal -- cyberpunk) and "Sang
Dragon" (by Pierre Rosenthal -- heroic fantasy).  There are also
a number of unofficial games, aided by the open license.  
</Description>
</Game>

<Game type="rpg" game_id="simulacroni">
<Title>Simulacron I</Title>
<Edition>
  <Author>Mark Manning</Author>
  <Year>1982</Year> 
  <Company company_id="simulacroni">Simulacron I</Company>
  <Pages>200</Pages>
</Edition>
<Description>
A small-press universal RPG system.  It uses five Basic Statistics and 
a large set of Abilities (i.e. skills).  Stats started at 1 and cost 
the level squared in experience to increase.  Characters start with 
one Ability, and additional Abilities are gained as the Knowledge 
stat is increased.  Action resolution uses 1d20. 
</Description>
</Game>

<Game type="rpg" game_id="sinerequie" language="Italian">
<Title>Sine Requie</Title>
<Edition>
  <Author>Matteo Cortini</Author>
  <Author>Leonardo Moretti</Author>
  <Year>2003</Year> 
  <Company company_id="roseandpoison">Rose and Poison</Company>
</Edition>
<Edition>
  <EdName>Year XIII</EdName>
  <Year>2007</Year> 
  <Company company_id="asterion">Asterion Press</Company>
</Edition>
<Description>
An Italian-language horror RPG set in an alternate history of 1954, 
where during D-Day in 1944 the dead woke up and started killing and 
eating the human race.  WWII ends with the Germans calling 
themselves winners after a coup d'etat where Hitler and the 
other leader are killed.  The Fourth Reich covers most of Europe.  
In Italy, Pope Leone XIII becomes the governor and returns 
the Inquisition, which bans most technological items.  
In the USSR, the cities have become iron fortress and half-men/
half-machines are created to work at the orders of ZAR, the main 
computer.  It uses a Tarot-based system, which can be either a 
storytelling game (using only the Major arcana) or as a traditional 
RPG (using cards instead of dice).
</Description>
</Game>

<Game type="rpg" game_id="sixcess">
<Title>Sixcess</Title>
<Edition>
  <Author>Benjamin Rogers</Author>
  <Author>Ren</Author>
  <Year>2013</Year>
  <Company company_id="harshrealities">Harsh Realities</Company>
  <Pages>300</Pages>
</Edition>
<Description>
A universal system using dice-pool resolution, rolling d6s equal to 
attribute + skill, where every result over the target number (TN) is 
one success, and every six rolled is five successes. Character 
generation uses a point-based "priority" system. 
</Description>
</Game>

<Game type="rpg" game_id="sixgunassassins">
<Title>six gun assassins</Title>
<Edition>
  <Author>Andrew Lucas</Author>
  <Year>2006</Year>
  <Company company_id="rebelminis">Rebel Minis</Company>
  <Pages>17</Pages>
</Edition>
<Description>
A miniatures combat and mini-RPG set in the American Wild West. 
The system is "Place &amp;amp; Play" rules.  
</Description>
</Game>

<Game type="rpg" game_id="skaebnerogskatte" language="Danish">
<Title>Sk&amp;aelig;bner og Skatte</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1986</Year>
  <Company>unknown</Company>
</Edition>
<Description>
A Danish-language RPG, whose title translates as "Destinies and 
Treasures".  It comes as a box-set with 3 small booklets (A5 size), 
dices, and a overhead-pen and coated hexagonal sheet (which was actually 
the inside of the box).  It includes a pulp genre introductory scenario 
of a white explorer in the jungle, but also supports medieval scenarios. 
</Description>
</Game>

<Game type="rpg" game_id="sketch">
<Title>Sketch!</Title>
<Edition>
  <Author>Seth Johnson</Author>
  <Author>Brian Schomburg</Author>
  <Year>2000</Year>
  <Company company_id="corsair">Corsair Publishing</Company>
</Edition>
<Description>
A humorous mini-RPG (48-page comic format) where the players play
"Costumes" -- superpowered entertainers on the planet Sketch.  
Character creation is by the player drawing the character, or 
at least copying bits of clip art (provided with the book).  
The other players then judge how badass the sketched character
looks. 
</Description>
</Game>

<Game type="rpg" game_id="skuggornasmastare" language="Swedish">
<Title>Skuggornas M&amp;auml;stare</Title>
<Edition>
  <Author>Gunilla Jonsson</Author>
  <Author>Mikael Peters&amp;eacute;n</Author>
  <Year>1988</Year>
  <Company company_id="ragnarokswedish">Ragnar&amp;ouml;k</Company>
</Edition>
<Description>
"Master of the Shadows" -- a Swedish-language modern-day
espionage RPG.  It uses the same game system found in
&lt;a href="GAME#engarderagnarok"&gt;En Garde&lt;/a&gt;.  The PC's are 
agents, crimefighters, or something similar, all having a secret
background.  
</Description>
</Game>

<Game type="rpg" game_id="skullandbones">
<Title>Skull &amp;amp; Bones</Title>
<Edition>
  <Author>T.S. Luikart</Author>
  <Author>Gareth-Michael Skarka</Author>
  <Author>Ian Sturrock</Author>
  <Year>2003</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>192</Pages>
</Edition>
<Description>
A swashbuckling RPG set in the golden age of piracy in the Carribean, 
using a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It adds options to character generation for backgrounds and "fortunes" -- 
a simple advantage/disadvantage system.  There are four new core 
classes: Buccaneers, Sea Dogs, Shantymen (musicians), Bokors 
(magicians), and Hougans (magicians).  There are also six new 
prestige classes: three fencers, two sailing (Officers and 
Warrant Officers), and the Mystic Navigator.  It has variant 
rules for cinematic fighting (adding a parry maneuver), and 
damage (which is applied first to a character's hit points, and 
then to their constitution).  
</Description>
</Game>

<Game type="rpg" game_id="skullandcrossbones">
<Title>Skull and Crossbones</Title>
<Edition>
  <Author>Gerald D. Seypura</Author>
  <Author>Anthony LeBoutillier</Author>
  <Year>1980</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A pirate RPG set in the 17th century Caribbean.  It includes
man-to-man and ship-to-ship combat.  
</Description>
</Game>

<Game type="rpg" game_id="skymningshem">
<Title>Skymningshem: Andra Imperiet</Title>
<Edition>
  <Author>Krister Sundelin</Author>
  <Author>Simon J Berger</Author>
  <Author>Fredrik Ostrozansky</Author>
  <Year>2005</Year>
  <Company company_id="ravsvansforlag">R&amp;auml;vsvans F&amp;ouml;rlag</Company>
</Edition>
<Description>
A science fiction game that draws inspiration from space opera, wuxia and anime. It uses an improved version of the system in &lt;a href="GAME#vastmark"&gt;V&amp;auml;stmark&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="skyrealmsofjorune">
<Title>Skyrealms of Jorune</Title>
<Edition>
  <Author>Andrew Leker</Author>
  <Author>Miles Teves</Author>
  <Author>Amy Leker</Author>
  <Year>1985</Year>
  <Company company_id="skyrealms">Skyrealms Publishing</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1986</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1992</Year>
  <Company company_id="chessex">Chessex</Company>
</Edition>
<Description>
A science-fantasy game with a unique setting, a detailed alien
world with marooned human colonists.  Emphasis is put on the
unique races and culture, a mix of humans, human-created sentient
animals, and aliens.  There is a "magic" of manipulating Isho
energy which flows through this world, along with remnant
technology.  The system is skill-based, changing with editions.  
</Description>
</Game>

<Game type="rpg" game_id="slaindustries">
<Title>SLA Industries</Title>
<Edition>
  <Author>Dave Allsop</Author>
  <Author>Tim Dedopulos</Author>
  <Author>Jared Earle</Author>
  <Year>1993</Year>
  <Company company_id="nightfall">Nightfall</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Dave Allsop</Author>
  <Author>Tim Dedopulos</Author>
  <Author>Jared Earle</Author>
  <Author>Anne Boylan</Author>
  <Author>Morton T. Smith</Author>
  <Year>2000</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Description>
A science fantasy RPG of futuristic urban horror, set in a
distant future (the "World of Progress") where an amoral arms
corporation ("SLA Industries") has taken over the universe,
headed by a power being named "Slayer".  PC's work as agents for
the company, based on the world-city "Mort".  There are 7 races,
including users of "The Ebb" -- a magical power that permeates
the universe.  The system uses 2d10+skill+modifiers to determine
success (11+ is a success, 21+ is a notable success).  Character
creation uses race (1 of 7) and career (1 of 9) templates
followed by point allocation.  The 2nd edition is largely a
reprint of the original with errors corrected, more fiction
and art, and a new index.  
</Description>
</Game>

<Game type="rpg" game_id="slaine">
<Title>Sl&amp;aacute;ine: The Role Playing Game of Celtic Heroes</Title>
<Edition>
  <Author>Ian Sturrock</Author>
  <Year>2002</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>192</Pages>
</Edition>
<Edition>
  <EdName>RuneQuest Slaine</EdName>
  <Author>Aaron Dembski-Bowden</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>236</Pages>
</Edition>
<Description>
A fantasy RPG set in Tir Nan Og, a land of ancient Celtic legends
mixed with prehistoric fact, an adaptation of the comic book 
series.  The PCs are members of the Tribes of the Earth Goddess, 
called on to raid or war against rival tribes, quest after ancient 
treasures, or defend their lands against invading sea-devils.  The 
rules are a variant of the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
and require the core D&amp;amp;D rules for character creation 
and combat, as well as many skill and feat descriptions.  
It uses an alternate magic system where characters pay in "Earth 
Points" for spells cast, and spells are broken down according to 
their cost instead of level.  
</Description>
</Game>

<Game type="rpg" game_id="slammin">
<Title>Slammin</Title>
<Edition>
  <Author>Jackson Tegu</Author>
  <Year>2012</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A satirical GM-less mini-RPG where the player characters are all douche-bag 
hipsters trying to look cool and hook up over a week - Tuesday through 
Saturday.  Each player chooses a playbook at the beginning of the game, 
but they are all identical: The Hipster.  Actions may result in gains 
like "improve your look", or "change your jam", etc.  Published with 
two other mini-RPGs: Tower of Hats and Superhero.  
</Description>
</Game>

<Game type="rpg" game_id="slasherflick">
<Title>Slasher Flick</Title>
<Edition>
  <Author>Cynthia Celeste Miller</Author>
  <Year>2009</Year>
  <Company company_id="spectrum">Spectrum Game Studios</Company>
  <Pages>111</Pages>
</Edition>
<Description>
A horror RPG emulating slasher films, where the players have 
primary characters as well as secondary characters who are all 
potential victims of the psycho killer(s).  Secondary characters 
are created by a group process.  Characters have four stats (Brawn, 
Finesse, Brains, and Spirit) that have trinary ratings (Poor, 
Normal, or Good).  Combat (or "kill scenes") uses stat checks to 
measure loss or gain of survival points.  Players can al also gain 
"genre points" for playing to the conventions of the genre, that 
can be used later to help.  
</Description>
</Game>

<Game type="rpg" game_id="slaywme">
<Title>S/lay W/Me</Title>
<Edition>
  <Author>Ron Edwards</Author>
  <Year>2009</Year> 
  <Company company_id="adeptpress">Adept Press</Company>
  <Pages>28</Pages>
</Edition>
<Description>
A two-player storytelling game of a short sword and sorcery tale 
involving a monster and a lover.  The two players are "You" (who 
creates and plays the hero) and "I" (who creates and plays a lover 
and a monster).  Character creation is quick - the "You" player 
reads a ritual statement, then chooses a brief character concept 
and adds a ten-word description of the Hero's physical appearance. 
"You" then chooses a general setting from a list of one-line 
descriptions and a Goal for the Hero.  The "I" player then fleshes 
out the setting, and creates a lover and a monster for the Hero to 
deal with.  "I" also sets a Lover score (the number of times the 
player can script "Go" events aimed at the lover) and a Monster 
Score (the number of dice "I" can roll before the "Match" ends).  
</Description>
</Game>

<Game type="rpg" game_id="slugs">
<Title>S.L.U.G.S. (Satanic, Loathable, Unwholesome Game System)</Title>
<Edition>
  <Author>Gregory Donner</Author>
  <Year>1994</Year> 
  <Company company_id="donnerparty">Donner Party Press</Company>
  <Pages>16</Pages>
</Edition>
<Description>
A tongue-in-cheek mini-RPG where the player characters are members of an organization called 
P.E.A.C.E. (People of Evil Allied for the Corruption of Everything), with the goal of 
reaching -1000 Karma, at which point they descend into Hell and become a lesser demon. 
The cover featured a cheerleader with horns and pointy ears with "P.E.A.C.E." written 
on her sweater. It uses percentile-based system, with mechanics based on rolling under the 
appropriate attribute to succeed in an action (a Feat). The attributes are Brains, Charm, 
Combat, Constitution, and Piety. Personality Qualities are the seven deadly sins, also rated 
as percentiles.  If a Personality Trait is 75+, a player has to fail that Trait to avoid 
indulging whenever possible. Each character gets a Talent, which adds +30 to an appropriate 
stat when attempting an action. 
</Description>
</Game>

<Game type="rpg" game_id="smallspace">
<Title>Small Space</Title>
<Edition>
  <Author>Denton R. Elliot</Author>
  <Year>1985</Year> 
  <Company company_id="docs">Doc's Games</Company>
</Edition>
<Description>
A sci-fi mini-RPG from the publisher of &lt;a href="GAME#dinkydungeons"&gt;
Dinky Dungeons&lt;/a&gt;, published in a 3''x5'' ziplock bag(!).
It uses the same system, expanded by skills.  The system has
binary skills which are bought using points based on your
attributes (Physical Points equal to your Physical, Mental Points
equal to your Mental).  It also adds spaceship generation and
combat rules, futuristic weapons, invention rules, alien races,
planet generation, and initiative rules.  
</Description>
</Game>

<Game type="rpg" game_id="smallville">
<Title>Smallville Roleplaying Game</Title>
<Edition>
  <Author>Cam Banks</Author>
  <Author>Joseph Blomquist</Author>
  <Author>Mary Blomquist</Author>
  <Author>Roberta Olson</Author>
  <Author>Josh Roby</Author>
  <Author>Amanda Valentine</Author>
  <Year>2010</Year> 
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
</Edition>
<Description>
A superhero roleplaying game based on the television series, using 
a non-traditional variant on Margaret Weis Productions' Cortex system 
called "Cortex Plus".  The six core attributes for characters are different 
personal values: Duty, Glory, Justice, Love, Power, and Truth.  Rather 
than skills, characters have rated Relationships with other PCs as well 
as significant NPCs.  Both Values and Relationships are rated on a step 
die system from d4 through d12.  There is also a system of Plot Points.  
</Description>
</Game>

<Game type="rpg" game_id="soap">
<Title>Soap: The Game of Soap Opera Mayhem</Title>
<Edition>
  <EdName>1st electronic</EdName>
  <Author>Ferry Bazelmans</Author>
  <Year>2002</Year>
  <Company company_id="blacklight">Blacklight Publishing</Company>
  <Pages>31 PDF</Pages>
</Edition>
<Edition>
  <EdName>1st print</EdName>
  <Author>Ferry Bazelmans</Author>
  <Author>W. Jason Peck</Author>
  <Author>Aldo Ghiozzi</Author>
  <Year>2003</Year>
  <Company company_id="wingnut">Wingnut Games</Company>
  <Pages>24</Pages>
</Edition>
<Description missinginfo="rules">
A storytelling mini-RPG which is played for 60 minutes at a
time.  Each player takes a character in a soap opera, with five words 
as traits.  There is no GM, but instead there are rules for 
entering a Scene, adding sentences, and so forth by spending 
Plot Tokens.  Originally published electronically as a 31-page PDF 
file, then in print as a 24-page illustrated booklet. 
</Description>
</Game>

<Game type="rpg" game_id="societyofdreamers">
<Title>Society of Dreamers</Title>
<Edition>
  <Author>Matthijs Holter</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A historical fantasy RPG set somewhere in Europe sometime in the 1800s, 
where player characters are members of a society searching for creatures
called mnemosites ("dream eaters").  During a single session, players 
play out the entire lives of their characters, and the fate of their 
society.  Play is largely freeform, using a set of scribbled notes 
and a board containing nine fields that an object is moved between.  
Character creation works by each player writing 8 notes: two each of 
gender, age, nationality and profession.  These are collected into 
four heaps, from which each player draws one. After that, two scenes 
for each player are played, dealing with childhood and adolescence 
to complete the characters.  During regular play, players take turns 
setting new scenes within bounds given by the game board and accompanying 
notes.  The book is self-published through 
&lt;a href="http://www.lulu.com/content/1114579"&gt;Lulu.com&lt;/a&gt;, 
and detailed on the 
&lt;a href="http://www.societyofdreamers.com"&gt;official website&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="sohnedeslichts" language="German">
<Title>S&amp;ouml;hne des Lichts</Title>
<Edition>
  <Author>Michael Schr&amp;ouml;der</Author>
  <Author>Tim Wehle</Author>
  <Year>1990</Year>
  <Company>Verlag M. Wehle</Company>
</Edition>
<Description missinginfo="rules">
"Sons of the Light" -- a German-language medieval fantasy RPG,
set on an original world.  Besides the usual races it also has
centaurs and giants.  
</Description>
</Game>

<Game type="rpg" game_id="sol">
<Title>SOL</Title>
<Edition>
  <Author>Keith W. Sears</Author>
  <Year>1994</Year>
  <Company company_id="heraldic">Heraldic</Company>
</Edition>
<Description>
A universal RPG system which uses logarithmic scales ("levels"
similar to &lt;a href="GAME#dcheroes"&gt;DC Heroes&lt;/a&gt; AP's) and a simple
stat + d10 versus difficulty for resolution.  Character creation
is point-bought skills, powers, advantages, and disadvantages. 
</Description>
</Game>

<Game type="rpg" game_id="solarsystem">
<Title>Solar System</Title>
<Edition>
  <Author>Clinton R. Nixon</Author>
  <Year>2008</Year>
  <Company company_id="arkenstone">Arkenstone Publishing</Company>
</Edition>
<Description>
An universal system based on the rules from the fantasy RPG, 
&lt;a href="GAME#shadowofyesterday"&gt;The Shadow of Yesterday&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="solipsist">
<Title>Solipsist: A Role-Playing Game About Changing Reality</Title>
<Edition>
  <Author>David Donachie</Author>
  <Year>2008</Year>
  <Company company_id="solipsist">Solipsist RPGs</Company>
  <Company company_id="boxninja">BoxNinja</Company>
</Edition>
<Description>
A modern fantasy role-playing game where the player characters are 
special people who can change reality, called "solipsists".  They 
fight Shadows, creatures who are trying to un-make all of reality.  
It uses a narrative system where players may declare scenes and 
background facts, but sometimes at the risk of causing damaging 
"tears" in reality.  Player characters are defined by a Vision, 
a list of Obsessions, and a list of Limitations.  
</Description>
</Game>

<Game type="rpg" game_id="sollevante" language="Italian">
<Title>Sol Levante</Title>
<Edition>
  <Author>Eugenio Maria Lauro</Author>
  <Year>1998</Year>
  <Company>Qualitygame</Company>
</Edition>
<Description missinginfo="rules">
An Italian-language historical RPG set in feudal Japan, part of 
the "I Giochi del 2000" collection.  The title translates as 
"Rising Sun".  
</Description>
</Game>

<Game type="rpg" game_id="sombrecauchemar" language="French">
<Title>Sombre Cauchemar</Title>
<Edition>
  <Author>P. N. Lapointe</Author>
  <Year>unknown</Year>
  <Company company_id="lapointe">Lapointe</Company>
</Edition>
<Description missinginfo="all">
"Dark Nightmare" -- A French-language horror RPG. 
</Description>
</Game>

<Game type="rpg" game_id="songoficeandfire">
<Title>A Song of Ice and Fire Roleplaying</Title>
<Edition>
  <Author>Robert J. Schwalb</Author>
  <Year>2009</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>224</Pages>
</Edition>
<Edition>
  <EdName>A Game of Thrones</EdName>
  <Year>2012</Year>
  <Pages>320</Pages>
</Edition>
<Description>
A fantasy RPG set in the world of George R.R. Martin's novel series of 
the same name, set in the region of Westeros in a time shortly before 
the chaotic events of the series.  The player characters are all members 
of a minor noble house or their retainers.  The group first creates stats 
and features of the house itself, then create characters as members of 
that house.  The rules are the "Chronicle System".  Resolution is by 
rolling a number of d6s equal to attribute plus skill, then keeping 
and totaling a number of dice equal to attribute.  
</Description>
</Game>

<Game type="rpg" game_id="sonsofliberty">
<Title>Sons of Liberty</Title>
<Edition>
  <Author>Joshua BishopRoby</Author>
  <Year>2008</Year>
  <Company company_id="kallisti">Kallisti Press</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A game set in a tongue-in-cheek parallel history where the American 
Revolutionary War is being fought with clockwork powered armor, 
ornithopters, and two-fisted brawling as well as muskets.  It uses 
a GMless system using playing cards.  Each game begins at the 
secret Grand Lodge of the Americas, where the characters recieve 
a coded message about British movements.  The players draw 5 cards 
and read their meaning on a series of table as an adventure starter.  
They then pick from pregenerated characters of Founding Fathers such 
as George Washington, Alexander Hamilton, and Benjamin Franklin - with 
one player taking the Tories.  Each turn, a player lays down cards 
from their hand and begins to narrate a scene - limited by the card 
suit that specifies type of action.  Other players can play cards to 
add to or alter that narrative.  
</Description>
</Game>

<Game type="rpg" game_id="soothsayer">
<Title>Soothsayer</Title>
<Edition>
  <Author>"sjb"</Author>
  <Year>1997</Year> 
  <Company company_id="criticalmass">Critical Mass</Company>
</Edition>
<Description>
A universal RPG system intended for "futuristic high fantasy",
including a psionics system but no background with the basic
game.  The system uses d10 vs (difficulty minus skill), modified
by an attribute bonus from a table.  Character creation uses
random-roll or point-based attributes, including "caste" of
Status, Education, and Experience which determine skill slots.  
</Description>
</Game>

<Game type="rpg" game_id="sorcerer">
<Title>Sorcerer RPG</Title>
<Edition>
  <EdName>1st Electronic</EdName>
  <Author>Ron Edwards</Author>
  <Year>1998</Year> 
  <Company company_id="adeptpress">Adept Press</Company>
</Edition>
<Edition>
  <EdName>1st Print</EdName>
  <Year>2001</Year> 
</Edition>
<Description>
A modern-day magic RPG.  The first edition was published electronically 
(a free 16-page "Apprentice" version is available), while a printed 
version was later released.  The PCs are secret sorcerers who accomplish 
magic solely by calling and binding demons.  Each demon has its own 
special abilities and goals.  It may be bound into a ring or weapon, 
appear humanlike, or be a parasite to a host.  The system is 
minimalist, using a highest-roll dice pool.  
</Description>
</Game>

<Game type="rpg" game_id="sord">
<Title>S.O.R.D.: System of Role Development</Title>
<Edition>
  <Author>Scott J. Compton</Author>
  <Year>1998</Year>
  <Company company_id="fractal">Fractal Dimensions</Company>
</Edition>
<Description>
A universal RPG using a skill-based system, with some skill 
restrictions from chosen Culture and Profession.  Resolution is
by rolling d20 under skill.  Combat uses a d20 somewhat
differently (to-hit depends on attribute, while damage is
modified by skill).  
</Description>
</Game>

<Game type="rpg" game_id="sovereignstone">
<Title>Sovereign Stone</Title>
<Edition>
  <Author>Don Perrin</Author>
  <Author>Lester Smith</Author>
  <Year>1999</Year>
  <Company company_id="sovereign">Sovereign Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2000</Year>
</Edition>
<Description>
A fantasy-genre game envisioned by Larry Elmore, set in his
fantasy world Loerem.  It uses a fairly simple skill-based
system, rolling an Attribute die (d4 thru d10) plus a Skill die 
versus difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="soyawannabearocknrollstar">
<Title>So Ya Wanna Be A Rock N' Roll Star!</Title>
<Edition>
  <Author>Bill Barton</Author>
  <Year>1991</Year>
  <Company company_id="billbarton">Bill Barton Games</Company>
</Edition>
<Description>
A humorous look at the music industry.  Players get 
to create rock n' roll musicians, join a band, and work their 
way through wacky encounters.  Features include a band name 
generator, NPC generation for groupies and others, and 
several scenarios.  
</Description>
</Game>

<Game type="rpg" game_id="space1889">
<Title>Space:1889</Title>
<Edition>
  <Author>Frank Chadwick</Author>
  <Year>1988</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Description>
A Victorian sci-fi game, in an alternate history where "ether
flyers" allows steam-powered spaceships to colonize desert-like
Mars and jungle-laden Venus.  An excellent background which draws
on a number of Victorian ideals.  
</Description>
</Game>

<Game type="rpg" game_id="spacedelirium" language="French">
<Title>Space Delirium</Title>
<Edition>
  <Author>P.N. Lapointe</Author>
  <Year>unknown</Year>
  <Company company_id="lapointe">Lapointe</Company>
</Edition>
<Description>
A French-language space opera RPG. 
</Description>
</Game>

<Game type="rpg" game_id="spacefarers">
<Title>Spacefarers: Rules for Science Fiction Skirmish Adventures</Title>
<Edition>
  <Author>Bryan Ansell</Author>
  <Author>Richard Halliwell</Author>
  <Author>Tony Ackland</Author>
  <Author>Richard Priestly</Author>
  <Year>1981</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Description>
A sci-fi miniatures combat system, a predecessor of the
&lt;u&gt;Warhammer 40K&lt;/u&gt; miniature line.  
</Description>
</Game>

<Game type="rpg" game_id="spacegothic" language="German">
<Title>Space Gothic</Title>
<Edition>
  <Author>Gerhard Winkler</Author>
  <Author>Michael Greiss</Author>
  <Year>1993</Year>
  <Company>Fantastische Spiele GdbR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1997</Year>
</Edition>
<Description>
A German-language sci-fi/horror RPG, set in the year 2245. 
After a devastating war of megacorporations, Prometheus Technical
Industries (PTI) has absolute power over the colonies of the
Terran Union.  The armed forces of the space navy were displaced
into the external colonies and organized along feudal lines with
knights.  There are strange races, whose existence is denied by
the totalitarian government.  It uses a complex percentile system.
Character creation is class-based, with 20 classes.  It uses 
random-roll attributes and point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="spaceinfantry">
<Title>Space Infantry</Title>
<Edition>
  <Author>Daniel Douglas Hutto</Author>
  <Author>Roger Allen Esnard</Author>
  <Year>1982</Year>
  <Company>D&amp;R Game Design</Company>
  <Pages>68</Pages>
</Edition>
<Description missinginfo="rules">
A spacefaring military sci-fi RPG, where PC's are space cadets in
military service.
</Description>
</Game>

<Game type="rpg" game_id="spacemaster">
<Title>Space Master</Title>
<Edition>
  <Author>Terry Amthor</Author>
  <Author>Kevin Barrett</Author>
  <Year>1986</Year>
  <Company company_id="ironcrown">Iron Crown Enterprises</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1988</Year>
</Edition>
<Description>
A generic sci-fi RPG system, using a variant of the
&lt;a href="GAME#rolemaster"&gt;Rolemaster&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="spaceninja">
<Title>SpaceNinjaCyberCrisis XDO</Title>
<Edition>
  <Author>Matt Johnston</Author>
  <Author>John Fleming</Author>
  <Author>Colin Johnston</Author>
  <Author>Eamon Watters</Author>
  <Author>Mark Lamki</Author>
  <Author>Lesley McLarnon</Author>
  <Year>1997</Year>
  <Company company_id="crucible">Crucible</Company>
</Edition>
<Description>
A sci-fi pocket RPG set in a crime-ridden world filled with anime
and manga conventions, including giant robot warriors, demons,
and two alien races.  It also includes background for the city of
San Metro in 2019, site of an interstellar and interdimensional
war.  It uses a simple skill-based system that includes
cyberware and mecha.  
</Description>
</Game>

<Game type="rpg" game_id="spaceopera">
<Title>Space Opera</Title>
<Edition>
  <Author>Ed Simbalist</Author>
  <Author>A. Mark Ratner</Author>
  <Author>Phil McGregor</Author>
  <Year>1980</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company> 
</Edition>
<Description>
A semi-generic sci-fi game, intended to simulate several space
opera subgenres (i.e. Star Wars, Star Trek, Lensmen, etc.)  
The system is fairly complex and detailed, but there is a lot
of coverage of elements like psionics, worlds, equipment,
starships, etc.  
</Description>
</Game>

<Game type="rpg" game_id="spacequest">
<Title>Space Quest</Title>
<Edition>
  <Author>Paul Hume</Author>
  <Author>George Nyhen</Author>
  <Year>1977</Year>
  <Company>Tyr Gamemakers Ltd</Company>
  <Pages>110 digest-sized</Pages>
</Edition>
<Description>
A spacefaring sci-fi RPG.  It uses a d30-based system with class-based 
character creation and level-based advancement.  The basic system includes 
six classes (spacers, warriors, mutates/psionics, technics, or
biotechs) and three races.  The basic system also includes random 
star system generation, though based on the erroneous Bode's Law.  
</Description>
</Game>

<Game type="rpg" game_id="spacers">
<Title>SPACERS</Title>
<Edition>
  <Author>Tom K. Loney</Author>
  <Year>2007</Year> 
  <Company company_id="peryton">Peryton Publishing</Company>
  <Pages>20</Pages>
</Edition>
<Description>
A retro sci-fi game using the minimalist TAG (Tom's Adventure Gaming) 
system.  Resolution uses 2d6 against a target number of difficulty 
minus attribute.  Character creation includes races of human or android; 
along with character classes including Spacer, FreeFall Brawler, 
Scientist, and Psychic.  There are eight attributes, each determined 
by 4d6 (Strength, Constitution, Speed, Dexterity, Intelligence, Luck, 
Will, and Charisma).  
</Description>
</Game>

<Game type="rpg" game_id="spaceshipzero">
<Title>Spaceship Zero: The Sci-Fi Serial Roleplaying Game</Title>
<Edition>
  <Author>Toren Atkinson</Author>
  <Author>Warren Banks</Author>
  <Year>2002</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>192 pages b&amp;amp;w softcover</Pages>
</Edition>
<Description>
A 50's style swashbuckling space adventure RPG, based on the cult 
TV series and the movie from Titan Entertainment.  A group of brave
test pilots take the world's first "Better-Than-Light" drive ship for
a spin around the galaxy.  Everything that can go wrong does, leaving 
the crew stranded in a twisted mirror universe, low on supplies and 
beset by dangerous aliens who seek their technological secrets.
It uses a percentile skill-based system: roll under skill on 1d100, 
where the roll itself indicates degree of success.  In addition, 
players have a limited number of "zero dice" which can be used 
to alter rolls.  Character creation is limited-point based, 
using 15 archetypes for ship roles.  The archetype limits 
attributes and skills, which are point-bought, and provides 
a Specialty Perk: a cinematic powers usable once per session.  
</Description>
</Game>

<Game type="rpg" game_id="spacetime">
<Title>Spacetime</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>1988</Year>
  <Company company_id="btrc">BTRC</Company>
</Edition>
<Description>
A cyberpunk RPG, set in a dark urban future ruled by
interplanetary corporations.  It uses a variant of the
&lt;a href="GAME#timelords"&gt;Timelords&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="spawnoffashan">
<Title>Spawn of Fashan</Title>
<Edition>
  <Author>Kirby Lee Davis</Author>
  <Year>1981</Year> 
  <Company company_id="gamesoffashan">Games of Fashan</Company>
</Edition>
<Description>
A small-press fantasy-genre RPG, generally held to be a parody of
other RPGs in its pointless complexity and bizarre tables.  It
is set in the land of "Boosboodle", inhabited by monsters like
"makl", "foklom", "finikor", and "rolmtrokl".  Over 20 monster
names are listed, but only 7 are described.  Character creation
involves over 50 statistics and numerous randomly-rolled ads and
disads.  
</Description>
</Game>

<Game type="rpg" game_id="sphinx">
<Title>Sphinx</Title>
<Edition>
  <Author>John Stowe</Author>
  <Year>1984</Year>
  <Company>Seventh Scarab</Company>
  <Pages>100</Pages>
</Edition>
<Description missinginfo="rules">
A British historical/fantasy RPG set in ancient Egypt.  The system 
is class-based, including over 50 classes.  It also includes a 
large-scale combat system, and rules for reincarnation and dreaming.  
</Description>
</Game>

<Game type="rpg" game_id="spiritofthecentury">
<Title>Spirit of the Century</Title>
<Edition>
  <Author>Rob Donaghue</Author>
  <Author>Fred Hicks</Author>
  <Author>Leonard Balsera</Author>
  <Year>2006</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
</Edition>
<Description>
A game about 1920s pulp genre heroes.  It is set just after the Great War, 
and the PCs are members of the "Century Club" of adventurers whose elder 
members are dying off.  It uses a variant of the FATE system 
(Fantastic Adventures in Tabletop Entertainment), known as FATE 3.0.  
FATE is itself a free variant of the 
&lt;a href="GAME#fudge"&gt;Fudge&lt;/a&gt; system, available for 
download.  It adds Aspects and other narrative mechanics to the 
rules.  
</Description>
</Game>

<Game type="rpg" game_id="splatter" language="Swedish">
<Title>Splatter</Title>
<Edition>
  <Author>Thord Daniel Hedengren</Author>
  <Year>2002</Year>
  <Company company_id="alltidattack">Alltid Attack</Company>
</Edition>
<Description>
A Swedish-language horror RPG, in a generic setting.  
</Description>
</Game>

<Game type="rpg" game_id="splicers">
<Title>Splicers</Title>
<Edition>
  <Author>Carmen Bellaire</Author>
  <Year>2004</Year>
  <Company company_id="palladium">Palladium Books</Company>
  <Pages>224</Pages>
</Edition>
<Description>
A post-apocalyptic science fiction game, set on a world (which may or 
may not be Earth) where an artificial intelligence named "NEXUS" went 
rogue and infected humanity with a nanobot plague that turns all metal
into killing machines.  Humanity survived by developing biotechnology,
in particular armored "biosuits" with military capabilities.  It uses
a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium FRPG&lt;/a&gt; system, 
which is level and class based, with percentile attributes and skills. 
The basic game covers different classes describing different variants
of biosuits and their pilots.  Classes include Archangels (with flying 
biosuits), Biotics (criminals rebuilt as biotech cyborgs), Dreadguard
(chivalrous knights), Outriders (bonded to a biotech mount),
Packmasters (bonded to a pack of augmented dogs), Roughnecks
(infantry troops), Saints (self-sacrificing healers), 
Scarecrows (augmented but chemically-addicted), Skinjobs (humans with
augmented stealth via alien skins), and Technojackers (immune to the 
nanobot plague due to helpful nanites).  
</Description>
</Game>

<Game type="rpg" game_id="spookshow">
<Title>Spookshow</Title>
<Edition>
  <Author>Aaron Rosenberg</Author>
  <Year>1998</Year>
  <Company company_id="clockworks">Clockworks Games</Company>
</Edition>
<Description>
A supernatural espionage RPG, where ghosts are recruited to work
as spies!  It uses a simple stat+die vs difficulty system, with a
twist that sometimes you use d10s for mental/spiritual/ghosty
powers and d6s for other rolls.  There are also various dangers
of "freezing up" one side of your ability (resisted by a "Control
Check") -- rolling a 1, say, or perhaps you face the thing that
killed you.  
</Description>
</Game>

<Game type="rpg" game_id="spycraft">
<Title>Spycraft</Title>
<Edition>
  <Author>Patrick Kapera</Author>
  <Author>Kevin Wilson</Author>
  <Author>Scott Gearin</Author>
  <Year>2002</Year>
  <Company company_id="alderac">Alderac Entertainment Group</Company>
</Edition>
<Edition>
  <EdName>2.0</EdName>
  <Author>Alex Flagg</Author>
  <Author>Patrick Kapera</Author>
  <Author>Scott Gearin</Author>
  <Year>2007</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
A modern-day superspy game in the genre of James Bond and 
Mission: Impossible.  The rules are a variant of the D20 System from 
3rd edition &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
The core book include complete, self-contained skill and feat listings 
as well as combat rules, but rely on core rules from standalone 
D20 System games for a few essentials of character creation and 
advancement.  
</Description>
</Game>

<Game type="rpg" game_id="squirrelattack">
<Title>Squirrel Attack!</Title>
<Edition>
  <Author>William Corrie III</Author>
  <Year>2005</Year>
  <Company company_id="hinterwelt">HinterWelt Enterprises</Company>
  <Pages>60</Pages>
</Edition>
<Description>
A humorous RPG about squirrels from the magical kingdom of Nuttopia 
who are on a secret mission to raid the Mortal World in search of 
nuts ("Operation: Get Mr. Jones' Nuts").  It uses the "Iridium Lite"
system, which is a simplified version of the "Iridium" system that 
originally appeared in 
&lt;a href="GAME#talesofgaea"&gt;Tales of Gaea&lt;/a&gt;.  
Resolution is roll under skill + aptitude + stat on 1d20.
Character creation is limited point-based: distribute 60 points 
to statistics; choose career, skills, and powers.  The basic game 
includes maps of of Nuttopia, Mr. Jones' grove, house and buildings; 
plus six pre-generated characters with individual goals.  
</Description>
</Game>

<Game type="rpg" game_id="stalker" language="Finnish,English">
<Title>Stalker - The SciFi Roleplaying Game</Title>
<Edition>
  <EdName>1st Finnish</EdName>
  <Author>Ville Vuorela</Author>
  <Year>2008</Year>
  <Company company_id="burger">Burger Games</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Author>Ville Vuorela</Author>
  <Year>2012</Year>
  <Company company_id="burger">Burger Games</Company>
</Edition>
<Description>
A post-apocalyptic sci-fi RPG, based on the novel Roadside Picnic by 
Arkady and Boris Strugatsky.  Alien visitation has created numerous 
Zones dozens of kilometers across, where physical reality has changed 
and various artifacts are scattered.  Teams of Stalkers travel into 
the Zones to recover artifacts, but they risk being destroyed by 
anomalies within.  It uses a diceless system called the FLOW system.  
Resolution works by the GM assigning Idea and Roleplay values to the 
action based on player's description.  Both values get a +1 if the 
character has an applicable ability.  The two values are then 
multiplied, and if the product is higher than the target number, 
the task succeeds.  
</Description>
</Game>

<Game type="rpg" game_id="starace">
<Title>Star Ace</Title>
<Edition>
  <Author>Mark Acres</Author>
  <Author>Gali Sanchez</Author>
  <Year>1984</Year>
  <Company company_id="pacesetter">Pacesetter</Company>
</Edition>
<Description>
A space opera RPG where humans, bear-men, and cat-men are allied
against an oppressive Empire of pig-men and lizard-men.  It uses
a variant of the &lt;a href="GAME#chill"&gt;Chill&lt;/a&gt; rules.  
</Description>
</Game>

<Game type="rpg" game_id="starblazeradventures">
<Title>Starblazer Adventures</Title>
<Edition>
  <Author>Chris Birch</Author>
  <Year>2008</Year>
  <Company company_id="cubicle7">Cubicle 7 Entertainment Limited</Company>
</Edition>
<Description>
A science fiction game based on the British sci-fi comic series by 
DC Thompson, published in the 1970's thru early 1990's.  It uses a variant
of the FATE system (Fantastic Adventures in Tabletop Entertainment) from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="starchildren">
<Title>Starchildren: Velvet Generation</Title>
<Edition>
  <Author>Richard Ranallo</Author>
  <Author>Scott Leaton</Author>
  <Year>2002</Year>
  <Company company_id="xig">XIG Games</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A sci-fi RPG set in 2073, in a future where the Ministries of Culture 
have repressed rock &amp;amp; roll and other possibly violent influences 
following a catastrophic world world.  However, aliens ("Starchildren") 
arrive in 2071, inspired by the radio transmissions of the prior century. 
The PCs are humans and starchildren who have gathered as underground 
rock &amp;amp; roll bands who oppose the ministries.  It uses a system 
based on playing cards.  The eight attributes and related skills each 
have a card rank and an associated suit.  The player has a hand of 
five cards where only the suit played matters.  Resolution test is made 
by comparing a random draw versus the attribute or skill, modified 
based on the suit of the card played from the player's hand.  
Character creation is limited point-based, with advantages and 
disadvantages.  
</Description>
</Game>

<Game type="rpg" game_id="starcluster">
<Title>Starcluster Role-Playing Game</Title>
<Edition>
  <Author>clash bowley</Author>
  <Year>2002</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>128</Pages>
</Edition>
<Description>
A space opera RPG originally published as an electronic download, set 
in a cluster of stars several hundred years after refugees from Earth 
first settled there.  The first colonists arrived in huge slower-than-light 
multi-generation spaceships which spread over dozens out of hundreds 
of worlds.  Since arriving, some have discovered anti-gravity and FTL 
travel, contacted several alien races, and become one of the dominant 
races.  The original edition uses a percentile skill-based system, 
while later editions use a dice pool system called the StarPool system.  
In StarPool, resolution is by rolling d20s equal to skill rating, where 
every die under attribute is counted as a success.  Character creation 
has random-roll attributes and a lifepath mechanic for each year over 
10, which generates skills, metaskills, and attribute improvements.  
</Description>
</Game>

<Game type="rpg" game_id="starfaring">
<Title>Starfaring</Title>
<Edition>
  <Author>Ken St. Andre</Author>
  <Year>1976</Year>
  <Company company_id="flyingbuffalo">Flying Buffalo</Company>
</Edition>
<Description>
A humorous spacefaring sci-fi RPG -- the first ever published.  
The is a 56-page booklet (8 1/2" by 11"), plastic spiral bound 
with a cartoon illustration of a woman with a headband and 
blaster with stars and a spaceship in the background.  The 
interior is also copiously illustrated with cartoons by E. Hogan.  
While one participant is the "Galaxy Master" (GM), the other 
players are "Ship Masters" (SMs).  Each player designs and plays 
one starship, including the entire crew.  There are three basic 
scenarios: (1) basic exploration through a Star Gate; (2) race 
to find a suitable colony world; (3) fighting galactic foes. 
Ships are constructed by buying features within a monetary 
budget.  Characters are created by random-roll attributes, 
and may be either human or robot.  Humans have (3d6)x10 for 
Mentality, 3d6 for Psi, 1d6 for Psi Use, 1d6 for Psi Recovery, 
3d6 for Physique, and 3d6 for Health.  Robots have (3d6)x50 for
Mentality, and playing card draw to determine Charge and 
Efficiency (both rated 0.00 to 1.00).  It includes rules for 
ship combat and space hazards, but no rules for personal combat 
or action.  
</Description>
</Game>

<Game type="rpg" game_id="starfleetvoyages">
<Title>Starfleet Voyages</Title>
<Edition>
  <Author>Michael Scott</Author>
  <Year>1982</Year>
  <Company>Terra Games</Company>
  <Pages>80</Pages>
</Edition>
<Description missinginfo="rules">
A spacefaring sci-fi RPG, playing members of a space navy similar 
to &lt;u&gt;Star Trek&lt;/u&gt;.  The rulebook includes "Landing 
Party" rules for personal-level roleplaying and "Starflight"
rules for ship navigation and combat. 
</Description>
</Game>

<Game type="rpg" game_id="starfrontiers">
<Title>Star Frontiers</Title>
<Edition>
  <Author>"TSR Staff"</Author>
  <Year>1982</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Lawrence Schick</Author>
  <Author>David Cook</Author>
  <Year>1983</Year>
</Edition>
<Description>
A space-opera game, set in an original universe where four allied
races (humans, amorphous Dralasite, simian Yazirians, and 
insectoid Vrusk) are threatened by the evil worm-like Sathar.  
It uses a percentile skill-based system, where chance is listed
separately for each skill (i.e. setting charges is 30%+10*skill,
while removing security locks is 70%+10*skill).  Character
creation is purely random-roll attributes, however: starting 
characters have no skills.  The second edition retitled the 
original boxed set "Alpha Dawn" and added a "Knight Hawks" 
boxed set with starship construction and combat rules.  
</Description>
</Game>

<Game type="rpg" game_id="starhero">
<Title>Star Hero</Title>
<Edition>
  <Author>Paula Woods</Author>
  <Author>Sam Bowne</Author>
  <Year>1989</Year>
  <Company company_id="hero">Hero Games</Company>
</Edition>
<Description>
A generic sci-fi game using the 3rd edition &lt;a href="GAME#champions"&gt;
Champions&lt;/a&gt; system.  The game included the Powers meta-system,
which is used for alien biology, technological devices, and .
It also includes a hex-based starship combat system.  There is
only a brief background (describing 10 interstellar societies in
18 pages).  
</Description>
</Game>

<Game type="rpg" game_id="starleader">
<Title>Starleader: Assault</Title>
<Edition>
  <Author>Howard Thompson</Author>
  <Year>1982</Year>
  <Company company_id="metagaming">Metagaming</Company>
</Edition>
<Description>
A space-opera variant of the &lt;a href="GAME#fantasytrip"&gt;
Fantasy Trip&lt;/a&gt;, though only the first module (combat) was 
published.  It was set in the 30th century of the Space Era (SE), 
depicting humanic expansion to the stars.  The boxed set included 
rules, map, and 42 counters.  
</Description>
</Game>

<Game type="rpg" game_id="starpatrol">
<Title>Star Patrol</Title>
<Edition>
  <EdName>Space Patrol</EdName>
  <Author>Michael Scott Kurtick</Author>
  <Author>Rockland Russo</Author>
  <Year>1977</Year>
  <Company company_id="gamescience">Gamescience</Company>
</Edition>
<Edition> 
  <EdName>1st</EdName>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year>
</Edition>
<Description>
A spacefaring sci-fi RPG, originally a 32-page mini-game called
"Space Patrol".  The rules use attributes similar to 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
with a hybrid system with class-like professions as well as 
25 skills.  Professions include soldier, engineer, scientist, 
astronaut, trader, rogue, and spy/diplomat.  It also includes 
rules for 32 alien races, psionics, robots, and starships.  
</Description>
</Game>

<Game type="rpg" game_id="starplay">
<Title>StaRPlay</Title>
<Edition>
  <Author>Phillip McGregor</Author>
  <Year>1999</Year>
  <Company company_id="phalanx">Phalanx Games Designs</Company>
</Edition>
<Description>
A brief universal RPG, released as a 103-page download in PDF
format.  There are two sourcebooks for the "Armageddon" setting,
in which 20th-21st century military units are thrown 25000 years
into the future where there are various fantasy-like creatures
and ultra-tech.  The system uses rolling 2d6 under skill/stat.
There are attributes (including Luck) and a semi-complex tree of
skills.  
</Description>
</Game>

<Game type="rpg" game_id="starriders">
<Title>Star Riders</Title>
<Edition>
  <Author>Hans Guevin</Author>
  <Year>1993</Year> 
  <Company company_id="ianus">Ianus Publications</Company>
</Edition>
<Description>
A "wild space opera comedy" RPG, a sequel to R Talsorian's
&lt;a href="GAME#teenagersfromouterspace"&gt;Teenagers from Outer Space&lt;/a&gt;
game with compatible rules.  
</Description>
</Game>

<Game type="rpg" game_id="starrovers">
<Title>Star Rovers</Title>
<Edition>
  <Author>Stocken</Author>
  <Author>Hoffman</Author>
  <Author>Hoffman</Author>
  <Author>Hargrave</Author>
  <Author>Huey</Author>
  <Author>Lortz</Author>
  <Year>1981</Year>
  <Company>Archive Miniatures and Game Systems</Company>
  <Pages>3-hole punches 8.5x11 pages</Pages>  
</Edition>
<Description>
A spacefaring sci-fi RPG, with a fairly detailed system covering
possibilities from zero-gee combat to diseases and their effects.
It was released with a set of sci-fi miniature figures.  Action 
resolution is based on rolling sets of d6's with sixes read as 
zeroes (resulting in a range from 0 to 5).  
Reviewed in Space Gamer #44.  
</Description>
</Game>

<Game type="rpg" game_id="starshipsandspacemen">
<Title>Starships and Spacemen</Title>
<Edition>
  <Author>Leonard H. Kanterman</Author>
  <Year>1978</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company> 
</Edition>
<Description missinginfo="rules">
A serious-toned military space opera RPG, taglined "Carry Out
Missions in the Final Frontier".  It focuses on the "Space Fleet
Service".  The system covers aliens, space combat, and psionic
abilities.  
</Description>
</Game>

<Game type="rpg" game_id="starshiptroopers">
<Title>Starship Troopers</Title>
<Edition>
  <Author>August Hahn</Author>
  <Year>2005</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>288</Pages>
</Edition>
<Description>
A military sci-fi RPG based on the nineties computer-animated TV series
("Roughnecks Chronicles"), the 1997 Paul Verhoeven film, and the 
1959 Robert A. Heinlein novel.  The PCs are troopers in powered armor 
who are engaged in war with bug-like aliens.  This is a standalone game 
which uses a variant of the D20 System developed for 3rd edition
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
Characters are almost all of the "Trooper" class, but may add 
cross-training classes such as neo-dog handler, marauder driver, 
and medic.  There is also a Special Service Agent class with its own 
psionics system.  There are a number of combat system modifications, 
including that characters begin with hit points equal to his 
Constitution and gain exactly three hit points per level.  
</Description>
</Game>

<Game type="rpg" game_id="starsiege">
<Title>StarSIEGE: Event Horizon</Title>
<Edition>
  <Author>Josh Chewning</Author>
  <Year>2008</Year>
  <Company company_id="trolllord">Troll Lord Games</Company>
</Edition>
<Description>
A generic sci-fi RPG using a variant of the SIEGE Engine system 
from the fantasy RPG 
&lt;a href="GAME#castlesandcrusades"&gt;Castles &amp;amp; Crusades&lt;/a&gt;. 
Resolution is still by rolling 1d20 with a target number of either 12 
or 18 depending on whether the task is within the character's skill bundle. 
In this variant, character creation does not use classes - only 
attributes, species, skill bundles, and specialties.  There are also 
a generic set of build rules for "Trappings" - which can be anything 
from guns to diseases to planets.  Combat is expanded to allow fights 
between general entities such as vehicles, starships, or even planets. 
</Description>
</Game>

<Game type="rpg" game_id="starswithoutnumber">
<Title>Stars Without Number</Title>
<Edition>
  <Author>Kevin Crawford</Author>
  <Year>2010</Year>
  <Company company_id="sinenomine">Sine Nomine Publishing</Company>
  <Pages>210</Pages>
</Edition>
<Description>
A science fiction RPG set in the year 3200, six centuries after a 
metadimensional pulse killed all psychics and cut off interstellar 
travel.  Humanity is scattered and just beginning to recover from 
centuries of isolation.  It uses a variant of the early ("old school")
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
system, inspired by the "Old School Renaissance" design movement.  
Character creation is by rolling 3d6 for the six attributes and 
choosing a class, along with a background package, training package, 
and homeworld.  The three classes are: Warriors, Experts, and Psychics.  
Skill resolution is by rolling 2d6 + skill + attribute modifier vs. 
difficulty number.  Combat rolls are 1d20 + target's Armor Class + 
attacker's Combat skill, attribute modifier, and attack bonus.  
A result of 20 or more is a hit.  The core rules include starships 
and a starship combat system, using the same hit roll and rules for 
shifting metadimensional phase.  
</Description>
</Game>

<Game type="rpg" game_id="starthugs">
<Title>Star Thugs</Title>
<Edition>
  <Author>Mark Argyle</Author>
  <Year>2004</Year> 
  <Company company_id="ghazpork">GhazPORK Industrial</Company>
  <Pages>122</Pages>
</Edition>
<Description>
A tongue-in-cheek sci-fi RPG focused on starship combat, set in 
"a dangerously jaded galaxy filled with bold adventure and relentless
cynicism."  Each player creates a complete ship, captain, and crew.  
Character creation involves selecting four attributes (Engineering, 
Piloting, Mojo and Thuggery); plus simple skill selection.  It has 
an involved starship combat system, where any number of actions can 
be taken in a turn, but most systems become "BENT" after one use and 
cannot be used again that turn.  Action resolution is generally 
1d12 plus modifiers vs difficulty.  For some rolls, if you roll 
under your attribute you can roll again and add to the total.  
</Description>
</Game>

<Game type="rpg" game_id="startrek_decipher">
<Title>Star Trek</Title>
<Edition>
  <Author>Christian Moore</Author>
  <Author>Ross Isaacs</Author>
  <Author>Kenneth Hite</Author>
  <Author>Steve Long</Author>
  <Year>2002</Year> 
  <Company company_id="decipher">Decipher</Company>
</Edition>
<Description>
A science-fiction game based on the televisions series, closely 
related to the previous 
&lt;a href="GAME#startrek_lastunicorn"&gt;Star Trek&lt;/a&gt; effort 
from Last Unicorn Games.  It is published in a Player's Guide 
and Narrator's Guide.  It uses the "CODA" system, which is based 
on attribute + skill + 2d6 vs difficulty.  Character creation 
uses templates and "overlays" for species and profession, along 
with limited point-based features such as advantages and disadvantages. 
</Description>
</Game>

<Game type="rpg" game_id="startrek_fasa">
<Title>Star Trek</Title>
<Edition>
  <Author>Guy W. McLimore</Author>
  <Author>Greg Poehlein</Author>
  <Author>David Tepool</Author>
  <Year>1982</Year> 
  <Company company_id="fasa">FASA</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Wm John Wheeler</Author>
  <Year>1983</Year>
</Edition>
<Description>
An early sci-fi game based on the original TV series.  This uses
a basic percentile skill-based system.  Character creation is
random-roll attributes with skill picks (of random adds) based on
career path.  The combat system uses a complex action point
system.  It includes world generation but no starship combat.  
</Description>
</Game>

<Game type="rpg" game_id="startrek_heritage">
<Title>Star Trek: Adventure Gaming in the Final Frontier</Title>
<Edition>
  <Author>Michael Scott</Author>
  <Year>1978</Year> 
  <Company company_id="heritage">Heritage Models</Company>
  <Pages>40</Pages>
</Edition>
<Description>
An early sci-fi game based on the original TV series.  It was the 
first official Star Trek RPG, and produced in conjunction with the 
official figure line.  The core rulbook is staple-bound with only 
a large purple gas giant and space background on the cover, and 
no interior illustrations.  The rules are split into a "Basic Game" 
using pre-generated characters from the series, and an "Advanced Game" 
with full character creation and additional combat rules like random 
initiative.  Characters have six attributes (Strength, Dexterity, 
Constitution, Charisma, Luck, and Mentality) generated by 3d6 rolls 
modified by race.  There is a "Hand-to-Hand Class" bonus, but no other 
skills and no experience rules.  Melee combat is resolved in 
a single damage step.  The attacker rolls 1d6-6d6 (depending on 
weapon) plus Strength, Dexterity, and Hand-to-Hand Class modifiers.  
The defender subtracts 1d6 plus Luck and Hand-to-Hand Class modifiers 
from this total to determine damage.  Ranged combat requires a 
1d6 roll under a hit number which depends on range and the 
attacker's Dexterity.  The rules include sheets for bridge crew 
including Kirk, Spock, McCoy, Uhura, Checkov, Sulu, Chapel, and 
Scott as well as M'res and Arex from the Star Trek animated series.  
The advanced rules include descriptions of several alien races 
including Larry Niven's Kzin, an extensive equipment list, tables 
for randomly-generated aliens, and two introductory scenarios.  
There are no starship rules, however, and both scenarios are 
essentially dungeon crawls complete with monsters, radioactive rocks, 
and traps.  
</Description>
</Game>

<Game type="rpg" game_id="startrek_lastunicorn">
<Title>Star Trek Roleplaying Game</Title>
<Edition>
  <Author>Christian Moore</Author>
  <Author>Ross Isaacs</Author>
  <Author>Kenneth Hite</Author>
  <Author>Steve Long</Author>
  <Year>1999</Year>
  <Company company_id="lastunicorn">Last Unicorn</Company>
</Edition>
<Description>
The companion game to
&lt;a href="GAME#startrekthenextgeneration"&gt;Star Trek:TNG&lt;/a&gt;
which covers the original TV series.  It uses the same system,
with altered background and character templates.  
</Description>
</Game>

<Game type="rpg" game_id="startrekthenextgeneration">
<Title>Star Trek: The Next Generation Roleplaying Game</Title>
<Edition>
  <Author>Christian Moore</Author>
  <Author>Ross Isaacs</Author>
  <Author>Kenneth Hite</Author>
  <Author>Steve Long</Author>
  <Year>1998</Year>
  <Company company_id="lastunicorn">Last Unicorn</Company>
</Edition>
<Description>
A sci-fi game based on the TV series (no relation to the FASA
game).  It uses a "best roll" dice pool system (the "Icon"
system), rolling a number of d6's equal to attribute (1-6),
keeping the best and adding skill (1-6) vs difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="starwars">
<Title>Star Wars</Title>
<Edition>
  <Author>Greg Costikyan</Author>
  <Author>Greg Gorden</Author>
  <Author>Bill Slavicsek</Author>
  <Year>1987</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Bill Smith</Author>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>Revised and Expanded</EdName>
  <Author>Bill Smith</Author>
  <Author>Peter Schweighofer</Author>
  <Author>George R. Strayton</Author>
  <Author>Paul Sudlow</Author>
  <Author>Eric S. Trautman</Author>
  <Author>Greg Farshtey</Author>
  <Year>1996</Year> 
</Edition>
<Description>
A sci-fi game set in the universe of the movie series by George
Lucas.  The later editions are nominally set after the film
trilogy, when the New Republic has emerged.  However, play during
the original film period are also supported.  This uses the
simple "D6" system: roll d6's equal to attribute + skill and
compare total vs difficulty.  Character creation is by picking a
pre-gen template or limited point-buy.  
</Description>
</Game>

<Game type="rpg" game_id="starwars_d20">
<Title>Star Wars Roleplaying Game</Title>
<Edition>
  <Author>Bill Slavisceck</Author>
  <Author>Andy Collins</Author>
  <Author>JD Wiker</Author>
  <Year>2000</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Edition>
  <EdName>Saga</EdName>
  <Author>Owen K.C. Stephens</Author>
  <Author>Rodney Thompson</Author>
  <Year>2007</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Description>
A sci-fi game set in the universe of the movie series by George
Lucas.  It uses a variant of the D20 System developed for 3rd edition
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;. 
Character creation is based on random-roll attributes along with 
races and classes as in the original system.  However, characters have 
a Defense Bonus (which adds to Armor Class) as well as a Reputation 
score which depend on class and level.  The damage system has a 
separate pool of Wound Points (always equal to Constitution) and 
Vitality Points (which are gained in dice per level).  Critical 
hits and other special damage subtract directly from WP, but 
otherwise damage comes out of VP first.  It also includes a Force 
Point system, where all characters have Force Points which can be 
spent for a bonus to die rolls.  You gain a force point with each 
level or from performing an act of dramatic heroism. 
</Description>
</Game>

<Game type="rpg" game_id="starwars_ffg">
<Title>Star Wars</Title>
<Edition>
  <EdName>Edge of the Empire</EdName>
  <Author>Jay Little</Author>
  <Author>Chris Gerber</Author>
  <Author>Sam Stewart</Author>
  <Year>2013</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Edition>
  <EdName>Age of Rebellion</EdName>
  <Year>2014</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Description>
A sci-fi game set in the universe of the movie series by George Lucas.  
It uses a dice pool system based on custom dice, positive and negative. Positive dice (D6, D8, or D12) 
come from skill, proficiency, and bonuses - and have symbols for success, advantage, and triumph. 
Negative dice (D6, D8, or D12) come from difficulty and have symbols for failure, threat, and despair. 
A roll is a success if success results outnumber failure results - but there can be advantages gained 
even on a failure, and threats with success. Character creation is based on race and career. 
There are eight races (Human, Wookie, Droid, Trandoshian, Twi'lek, Bothan, Gand and Rodian) 
and six careers (Bounty Hunter, Colonist, Explorer, Hired Gun, Smuggler, and Technician) - 
each with three possible specializations. 
</Description>
</Game>

<Game type="rpg" game_id="starwreck">
<Title>Star Wreck Roleplaying Game</Title>
<Edition>
  <Author>Mike Pohjola</Author>
  <Year>2006</Year>
  <Company company_id="energia">Energia Productions</Company>
  <Pages>48</Pages>
</Edition>
<Description>
A humorous science fiction game, adapted from the Finnish Star Trek 
parody film of the same name.  The PCs are members of the P-republic, 
an advanced society of "radical godless commie feminist liberal pinkos".  
It uses a simple system where you roll 2d6 and try to get higher than 
your Inability score -- which is one of Stupidity, Obliviousness, 
Clumsiness, Repulsiveness, and Weakness.  There are four classes: 
Incompetent Idiot, Annoying Nerd, Psychotic Loud-Mouth, and Frustrated 
Grouch.  Your class grants you from 0 to 2 special talents.  
</Description>
</Game>

<Game type="rpg" game_id="stealawayjordan">
<Title>Steal Away Jordan</Title>
<Edition>
  <Author>Julia  B. Ellingboe</Author>
  <Year>2007</Year>
  <Company company_id="stonebaby">Stone Baby Games</Company>
</Edition>
<Description>
A historical tabletop RPG about characters who are slaves in the 19th 
century U.S. -- inspired by slave narratives like Margaret Walker's 
Jubilee, Toni Morrison's Beloved, and Octavia Butler's Kindred.  
It uses a d6 dice pool system where a character's primary stat is 
a general pool, called Worth, that is rated based on the character's 
market value.  There is also a Death die (d6) rolled during any violent 
conflicts, where a result of 1 means that the character dies.  
</Description>
</Game>

<Game type="rpg" game_id="stellainquisitorus" language="French">
<Title>Stella Inquisitorus</Title>
<Edition>
  <Author>Croc</Author>
  <Year>1993</Year>
  <Company company_id="siroz">Siroz / Ideojeux</Company>
</Edition>
<Description>
A French-language science fantasy RPG.  It is set in a distant
future where after Armageddon has occured, technology has
regressed, and a ruthless Catholic Church rules everything (even
the angels!).  
</Description>
</Game>

<Game type="rpg" game_id="stocslite">
<Title>STOCS Lite</Title>
<Edition>
  <Author>Eoin Connolly</Author>
  <Author>Rob Brennan</Author>
  <Author>Eric Nolan</Author>
  <Year>1994</Year>
  <Company company_id="wasteland">Wasteland</Company>
</Edition>
<Description>
A universal RPG system.  It uses random-roll attributes (advising
GM latitude in allowing rerolls) and point-bought skills (number
of skill points based on attributes: INT+EDU+10).  Action
resolution is basic roll d20 under skill: difficulty is a +- 
modifier, but time spent is a multiplier to skill (x1/2 or x2).
Success is normal or critical.  The combat system is simple and
geared towards realism, and features "panic" rules.  
</Description>
</Game>

<Game type="rpg" game_id="storiaancestrale" language="Italian">
<Title>La Storia Ancestrale</Title>
<Edition>
  <Author>Giuliano Bezzi</Author>
  <Author>Andrea Trapani</Author>
  <Year>1995</Year>
  <Company>Hobby &amp;amp; Work</Company>
</Edition>
<Description> 
An Italian-language fantasy RPG inspired by a story published by the 
same editor as a collection of issues sold in Italian newspaperkiosks. 
The title translates as "The Ancestral Story".  
</Description>
</Game>

<Game type="rpg" game_id="stormbringer">
<Title>Stormbringer</Title>
<Edition>
  <Author>Ken St. Andre</Author>
  <Author>Steve Perrin</Author>
  <Year>1981</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>Ken St. Andre</Author>
  <Author>Steve Perrin</Author>
  <Author>John B. Monroe</Author>
  <Year>1990</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>2001</Year>
</Edition>
<Description> 
A dark fantasy role-playing game set in the world of Michael 
Moorcock's Young Kingdoms series.  It uses a variant of 
the &lt;a href="GAME#basic"&gt;Basic Roleplaying&lt;/a&gt; system.  
The &lt;a href="GAME#elric"&gt;Elric!&lt;/a&gt; game is really another 
edition of this game between 4th and 5th editions.  
</Description>
</Game>

<Game type="rpg" game_id="storyboard">
<Title>Storyboard</Title>
<Edition>
  <Author>Matthew Gaston</Author>
  <Year>1996</Year> 
  <Company company_id="maguscreative">Magus Creative Games</Company>
</Edition>
<Description>
A simple universal mini-system.  Characters have 15 to 20 freeform 
word traits such as "Sorceror" and "Quick".  For action resolution, 
each trait that applies to the action adds one die to the dice pool.  
You roll that number of d10, and each die that is greater than the 
task difficulty is one success.  
</Description>
</Game>

<Game type="rpg" game_id="storycards">
<Title>Story Cards</Title>
<Edition>
  <Author>Carl Klutzke</Author>
  <Year>2008</Year> 
  <Company company_id="dogtown">Dogtown Games</Company>
</Edition>
<Description>
A universal RPG that uses specialized deck of cards inspired by 
astronomical constellations.  There are 60 cards, numbered 1 through 
12 in five suits (Strength, Intellect, Dexterity, Will, and Essence).
The rules use a tarot-like reading to prompt ideas for characters and 
adventures.  Besides the random reading, character stats are open 
point-based, dividing 8, 10, 12, or 20 points (based on the chosen 
power level) among the 4 attributes as well as skills and powers.  
Resolution is by drawing a number of cards from the deck equal to 
appropriate attribute, where each card drawn that is of the Essence 
suit or the suit of the attribute used is a success.  Skill adds a 
number of automatic successes equal to skill level.  
</Description>
</Game>


<Game type="rpg" game_id="storyengine">
<Title>Story Engine</Title>
<Edition>
  <Author>Christian Aldridge</Author>
  <Year>1999</Year> 
  <Company company_id="hubris">Hubris</Company>
</Edition>
<Description>
A universal RPG system, which is a dice pool system which has no
numerical stats.  Instead, the size of the pool depends on the
number of textual "descriptors" (like "strong") the character has
that apply.  Success is determined by the number of odd numbers
rolls ("Odds") vs the difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="storytelling20" language="Italian">
<Title>Storytelling20</Title>
<Edition>
  <Author>Andrea "Anderson" Gualano</Author>
  <Author>Giuseppe "Mitsuhashi" Lanzi</Author>
  <Year>1999</Year>
  <Company>self-published</Company>
</Edition>
<Description>
An Italian-language universal RPG.  It uses a flexible and fast
rule system, using d20 for all rolls.  It was started as an online
project, and much later was collected in one volume.  The basic 
manual has several "classic", "serious" and "humorous" settings. 
</Description>
</Game>

<Game type="rpg" game_id="strandsoffate">
<Title>Strands of Fate</Title>
<Edition>
  <Author>Mike McConnell</Author>
  <Year>2010</Year>
  <Company company_id="voidstar">Void Stars Games</Company>
</Edition>
<Description>
A universal RPG using a variant of the FATE system 
(Fantastic Adventures in Tabletop Entertainment) from 
&lt;a href="GAME#spiritofthecentury"&gt;Spirit of the Century&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="strangefrontiers">
<Title>Strange Frontiers</Title>
<Edition>
  <Author>Mark Hanson</Author>
  <Year>1999</Year>
  <Company company_id="newworld">New World Games</Company>
</Edition>
<Description>
A futuristic "Wild West" RPG.  It is set in the year 2119 on a 
mystically-charged planet called Tarrath on the other side of the 
black hole Cygnus X1.  The Earth government has tried to isolate the 
planet from technology, but their efforts are only partially successful. 
The system includes 11 races, 13 professions, 83 skills, and 144 spells.  
</Description>
</Game>

<Game type="rpg" game_id="streetfighter">
<Title>Street Fighter: The Storytelling Game</Title>
<Edition>
  <Author>Bill Bridges</Author>
  <Author>Phil Brucato</Author>
  <Author>Brian Campbell</Author>
  <Author>Sean Lang</Author>
  <Author>Mike Tinney</Author>
  <Author>Stephan Wieck</Author>
  <Year>1994</Year>
  <Company company_id="whitewolf">White Wolf</Company>
  <Pages>192</Pages>
</Edition>
<Description>
A martial-arts RPG based on the video game, using a variant of
the Storyteller system. 
</Description>
</Game>

<Game type="rpg" game_id="strepysnu" language="Czech">
<Title>St&amp;#345;epy sn&amp;#367;</Title>
<!-- St(lowercase r-hachek)epy sn(uring) -->
<Edition>
  <Author>Matou&amp;#353; Je&amp;#382;ek</Author>
  <Year>2010</Year>
  <Company company_id="midnighttheatre">Midnight Theatre</Company>
  <Pages>160</Pages>
</Edition>
<Description>
A universal system, whose title translates as "shards of dreams".  
It focuses on cinematic storytelling aspects of gaming, with mechanics 
inspired by film techniques.  
</Description>
</Game>

<Game type="rpg" game_id="strikeforce2136">
<Title>StrikeForce: 2136</Title>
<Edition>
  <Author>Lee Kamberos</Author>
  <Year>2007</Year>
  <Company company_id="roleplayersink">RolePlayersInk</Company>
  <Pages>163</Pages>
</Edition>
<Description>
A dark future science fiction RPG, set in the year 2136 where the U.N. 
and corporations have fostered a society aimed at creating ultimate 
opponents and warriors through an adversarial system.  It uses a
percentile skill system where every skill and attribute roll is an
opposed roll, where you subtract a percentile roll from modified skill
level to determine the effectiveness (EF) of the attempt.  The EF is
compared to an opposed roll to see if they succeed.  This may be
modified by a related skill roll ("tweaking") or spending a limited
number of luck points.  Characters are created by a random-roll
class-based system.  The player rolls for the race of the character,
where the races are different genetically engineered versions of
humanity.  Primary attributes are then generated with dice rolls based
on the race.  The player then rolls education level based on a chart,
and chooses a profession from 5 options: Special Tactics Officer
(STO), Corporate Spy (C-Spy), Nano-Tech, Med-Tech and Psi-Tech.
Skills are then bought with points based on education level and
profession.  There are two types of skills: main skills (worth 5
points per level) and sub-skills, which are multipliers of the main
skill total.  It also has a personality system where characters have
defined "passions" that trigger possible disillusionment with the
social order (i.e. "A civilian is about to be killed - do I save them
and lose the plans?").  Triggered attitude checks may make the
character more disillusioned with the system, making it harder go up
ranks and get new technology but granting an experience bonus.  
Besides the game system book, the core game also has a Tech Manual
(covering various equipment) and The Defense Zone Manual (GM's guide).  
</Description>
</Game>

<Game type="rpg" game_id="stuperpowers">
<Title>Stuperpowers</Title>
<Edition>
  <Author>Ryan Dunlavey</Author>
  <Author>Steve Ellis</Author>
  <Author>Jamal Igle</Author>
  <Author>Carson Jones</Author>
  <Author>Stew Noack</Author>
  <Author>Lauren Rabinowitz</Author>
  <Author>Fred Van Lente</Author>
  <Year>1997</Year>
  <Company>Unstoppable Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="eviltwin">Evil Twin Comics</Company>
</Edition>
<Description>
A parody superhero RPG, published as a 32-page comic book (with
an abridged rulebook available on the web).  Characters are
"third-rate heroes" with less than spectacular powers like
"Induce Vietnam Flashbacks" (randomly rolled from a list of 48
powers).  The basic game mechanic is either toss a coin (you call
it, you succeed) or rock-paper-scissors.  Damage has 5 levels,
but you can gain them back by playing "Truth or Dare".  cf. the 
&lt;a href="http://www.stuperpowers.com/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="sufficientlyadvanced">
<Title>Sufficiently Advanced</Title>
<Edition>
  <Author>Colin Fredericks</Author>
  <Year>2008</Year>
  <Company company_id="valent">Valent Games</Company>
  <Pages>180</Pages>
</Edition>
<Description>
A science fiction RPG where the player characters are agents of the extra-governmental Patent Office, travelling to civilizations throughout the universe to enforces intellectual property rights.  It is an open secret that the office run by transcendental artificial intelligences spread throughout time, who are trying to save humanity to ease their loneliness.  Character creation is by rating four player-chosen core values (rated 0-10) representing what they believe in, and also Capabilities (rated 1-10) representing the five kinds of technology built into their bodies (rated 1-10): Biotech, Cognitech, Metatech, Nanotech, and Stringtech.  Higher ratings in Capabilities result in greater complications and fewer levels in the story-level abilities -- the six Themes: Plot Immunity, Intrigue, Empathy, Magnetism, Comprehension, and Romance.  The player spends from 5 to 9 levels among the Themes.  The player also spends points up to two times (Biotech plus Cognitech) among professions (i.e. broad skills).  Resolution is by multiplying Capability and a 1d10 roll, and also Profession and a 1d10 roll, taking the higher result.  A relevant Core Value adds +1 or +2 to the roll.  Players may spend one Twist per session to activate a Theme, with an effect depending on the Theme type and level.  More Twists can be gained by taking Complications.  
</Description>
</Game>

<Game type="rpg" game_id="sullespondedelnilo" language="Italian">
<Title>Sulle sponde del Nilo</Title>
<Edition>
  <Author>Andrea Angiolino</Author>
  <Author>Pier Giorgio Paglia</Author>
  <Author>Stefano Pischedda</Author>
  <Year>1995</Year>
  <Company>City Council of Rome</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year>
  <Company>Kaos magazine #53</Company>
</Edition>
<Description>
An Italian-language historical RPG set in ancient Egypt.  The title 
translates as "On the Nile river banks".  It uses a simple set of 
rules, similar to 
&lt;a href="GAME#mediterraneo"&gt;Mediterraneo&lt;/a&gt; and
&lt;a href="GAME#orlandofurioso"&gt;Orlando Furioso&lt;/a&gt;.  
Most of the space is devoted to the adventure, "Il papiro trafugato" 
("The stolen papyrus").  The first edition was part of the booklet 
"L'Egitto in biblioteca", freely distributed to teachers and 
librarians.  The second edition was published in Kaos magazine #53, 
March 1998. 
</Description>
</Game>

<Game type="rpg" game_id="summerland">
<Title>Summerland: A role-playing game of desolation and redemption within the Sea of Leaves</Title>
<Edition>
  <Author>Greg Saunders</Author>
  <Year>2009</Year> 
  <Company company_id="fireruby">Fire Ruby Designs</Company>
  <Pages>109</Pages>
</Edition>
<Edition>
  <EdName>Revised and Expanded</EdName>
  <Year>2010</Year> 
  <Company company_id="fireruby">Fire Ruby Designs</Company>
  <Pages>180</Pages>
</Edition>
<Description>
A post-apocalyptic sci-fi RPG in a future where a vast forest has 
suddenly imposed itself over human civilization (known as "The Event"), 
and eighty percent of humanity has gone into the forest never to return 
(known as "The Call").  The player characters are rare "drifters" who 
can resist the Call and function deep in the forest due to traumatic 
events that have happened to them.  It uses an original system.  
Character creation is limited point-bought, spending 20 points among 
the four attributes (Body, Finesse, Mind, Empathy) along with specifying 
five freeform descriptive "tags".  Resolution is by rolling under 
attribute plus two tags on a number of dice depending on difficulty, 
from 2d6 (easy) to 5d6 (near impossible).  It has additional mechanics 
for Trauma and Stress, which are stats the both start at 5 but reduce 
over time when invoked.  Trauma lets the character resist the Call but 
keeps them from being part of normal society.  When reduced to zero, the 
character can reintegrate into society.  Stress meaures how close the 
character is to breaking.  
</Description>
</Game>

<Game type="rpg" game_id="sunandstorm">
<Title>Sun and Storm</Title>
<Edition>
  <Author>D. Pilurs</Author>
  <Year>1992</Year>
  <Company>Storm Press</Company>
</Edition>
<Description>
A dark fantasy RPG (with some sci-fi elements), where characters
are struggling to survive in a world plagued with monsters.  
The world was once a techno-magical paradise until a StormWyrm
devastated it.  The cosmology has that evil Storm dragons fight
with good Sun dragons.  The PC races are warlike Kehessek,
magical Requessek, Hadiborean, and mixed-race individuals.  
The system is skill-based with profession packages.  
</Description>
</Game>

<Game type="rpg" game_id="super" language="Italian">
<Title>Super! - Il Gioco di ruolo dei supereroi</Title>
<Edition>
  <Author>Chris Rutkowsky</Author>
  <Year>2008</Year>
  <Company company_id="inspireddevice">Inspired Device</Company>
</Edition>
<Description>
An Italian-language adaptation of the superhero RPG 
&lt;a href="GAME#bash"&gt;BASH! Basic Action Super Heroes&lt;/a&gt;, 
written by Chris Rutkowsky in 2004.  
</Description>
</Game>

<Game type="rpg" game_id="superbabes">
<Title>Superbabes: The Fem Force RPG</Title>
<Edition>
  <Author>Marc Schezzini</Author>
  <Author>Cameron Verkaik</Author>
  <Year>1992</Year>
  <Company>Tri-City Games</Company>
</Edition>
<Description>
A light-hearted superhero RPG in the world of Americomics'
&lt;a href="http://www.iit.edu/~mcfejoe/femforce.html"&gt;
Femforce&lt;/a&gt; comic, playing well-endowed spandex-clad 
superheroines.  It has a "Bimbo Point" mechanic which lets PC's 
do anything once (or maybe twice) a game -- even violate the rules, 
but they accrue debt points when they do.  Each game session the 
GM rolls vs accumulated debt.  If the roll is made, a bad subplot 
(i.e. tabloid story, IRS investigation) happens to the PC and the 
debt is wiped clean. 
</Description>
</Game>

<Game type="rpg" game_id="supercrew">
<Title>The Supercrew</Title>
<Edition>
  <Author>Tobias Rades&amp;auml;ter</Author>
  <Year>2007</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A English-language RPG (produced in Sweden) in the form of a 
28-page comic book.  The players play a version of themselves with 
super powers.  Character creation is by rolling three times on a 
table to determine three abilities.  One ability is Rank 3, powerful 
but only useable once or twice per session.  One ability is Rank 2, 
your primary power.  One ability is Rank 1, weak that causes you 
trouble but earns you hero points if you use it.  Resolution is by 
rolling d6s equal to your ability rank, where each 4, 5 or 6 counts 
as a success.  This is modified by tricks and the Anecdote Bonus.  
The book is self-published through 
&lt;a href="http://www.lulu.com/content/1114579"&gt;Lulu.com&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="supergame">
<Title>Supergame</Title>
<Edition>
  <Author>Jay Hartlove</Author>
  <Author>Aimee Karklyn</Author>
  <Year>1980</Year>
  <Company>DAG Productions</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Jay Hartlove</Author>
  <Author>Aimee Hartlove</Author>
  <Year>1982</Year>
</Edition>
<Description missinginfo="all">
A generic superhero RPG, supposedly based on a variant of 
&lt;a href="GAME#superhero2044"&gt;Superhero 2044&lt;/a&gt;.  
Character creation is point-bought. It had two supplements: a 
collection of adventures titled "Reactor" and a sourcebook 
titled "Heroes of Poseidon".  
</Description>
</Game>

<Game type="rpg" game_id="superhero2044">
<Title>Superhero 2044</Title>
<Edition>
  <Author>Donald Saxman</Author>
  <Year>1977</Year>
  <Company company_id="gamescience">Gamescience</Company>
</Edition>
<Description>
The first superhero RPG.  It had rules inspired by D&amp;amp;D, 
with vague rules for character construction and resolution of
superpower useage.  Players allocated time management (i.e. hours
spent patrolling, etc.) which determined a superhero's overall
effectiveness in stopping crime. 
</Description>
</Game>

<Game type="rpg" game_id="supernatural">
<Title>Supernatural Role Playing Game</Title>
<Edition>
  <Author>Jamie Chambers</Author>
  <Year>2009</Year>
  <Company company_id="margaretweis">Margaret Weis Productions</Company>
</Edition>
<Description>
A modern-day horror RPG adapted from the American television series 
"Supernatural."  It uses a step-die system adapted from the 
&lt;a href="GAME#sovereignstone"&gt;Sovereign Stone&lt;/a&gt; and the 
&lt;a href="GAME#serenity"&gt;Serenity&lt;/a&gt; RPG.  
</Description>
</Game>

<Game type="rpg" game_id="supersentinels">
<Title>Super-Sentinels</Title>
<Edition>
  <Author>unknown</Author>
  <Year>1983</Year>
  <Company company_id="judgesguild">Judges Guild</Company>
</Edition>
<Description missinginfo="all">
A superhero RPG system. 
</Description>
</Game>

<Game type="rpg" game_id="supersquadron">
<Title>Super Squadron</Title>
<Edition>
  <Author>Joseph Italiano</Author>
  <Year>1984</Year>
  <Company company_id="adventuresimulations">Adventure Simulations</Company>
</Edition>
<Description>
An Australian generic superhero RPG, similar to 
&lt;a href="GAME#villiansandvigilantes"&gt;Villians and Vigilantes&lt;/a&gt;.
The game was a boxed set with two books: the main rulebook (56 pages), 
and the adventure book with ten introductory scenarios (24 pages).  
Two supplements were released for it: "The Tome" (with assorted new 
powers, spells, NPCs, and scenarios) and "Super Science" (with 
detailed science and technology).  
</Description>
</Game>

<Game type="rpg" game_id="supervillian">
<Title>Supervillians</Title>
<Edition>
  <Author credit="Design">Rick Register</Author>
  <Author credit="Development">R. Vance Buck</Author>
  <Author credit="Production">Allen D. Eldridge</Author>
  <Year>1982</Year>
  <Company company_id="taskforce">Task Force Games</Company>
</Edition>
<Description>
A boxed, chit/counter-based tactical combat game set in New York City 
involving randomized super villains against DAGGER agents, police, and the 
national guard.  The set includes advanced rules for role-playing.
</Description>
</Game>

<Game type="rpg" game_id="superworld">
<Title>Superworld</Title>
<Edition> 
  <EdName>2nd</EdName>
  <Author>Steve Perrin</Author>
  <Year>1983</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
A superhero RPG.  The "first edition" was one of three 
parts of the &lt;a href="GAME#worldsofwonder"&gt;World of Wonder&lt;/a&gt; 
universal RPG.  It was later expanded and released on its own.  
It uses a variant of the "Basic Role-playing" percentile system.  
</Description>
</Game>

<Game type="rpg" game_id="svavelvinter" language="Swedish">
<Title>Svavelvinter</Title>
<Edition>
  <Author>Tomas H&amp;auml;renstam</Author>
  <Year>2012</Year>
  <Company company_id="frialigan">Fria Ligan</Company>
  <Pages>352</Pages>
</Edition>
<Description>
A Swedish-language fantasy game based on the fantasy novel series 
by Erik Granstr&amp;ouml;m, in a merchant empire ("Tracoria") among 
four main islands in a fictional renaissance world.  The title 
translates as "Winter of Brimstone".  The world is animistic with 
living clouds, mountains and winds along with dragons and other 
mythical beasts.  
</Description>
</Game>

<Game type="rpg" game_id="svenilrollspelet" language="Swedish">
<Title>Svenil Rollspelet</Title>
<Edition>
  <Author>Daniel Lenne&amp;eacute;r</Author>
  <Year>2000</Year>
  <Company company_id="svenil">Svenil Games</Company>
</Edition>
<Description>
A humorous Swedish-language RPG where you play anti-heroes and 
ordinary people in a cartoony version of the modern world.  
</Description>
</Game>

<Game type="rpg" game_id="swansong">
<Title>Swansong</Title>
<Edition>
  <Author>J.J. Prince</Author>
  <Year>2006</Year>
  <Company company_id="princeofdarkness">Prince of Darkness Games</Company>
</Edition>
<Description>
A broad generic fantasy game that uses Tarot cards for task resolution.  
Character creation is open point-based, with players spending 100
character points on stats (Physique, Agility, Psyche); Traits (such as
Might, Markmanship or Magick); player-defined Skills; Perks (such as
guild membership, contacts, etc.); and Talents (including magical
one).  Action resolution is by drawing a number of cards equal to the
appropriate trait, and taking the highest.  The GM draws cards either
based on task difficulty (1 to 10) or based on NPC stat.  Each failure
on a player's part adds a grievance, and if grievances are greater
than the Essence stat, the character is effectively out of the scene.  
Flair can be gained by good descriptions, and creates a pool of points
which can be spent to hold onto a high card for later use, or move the
game to a chosen scene.  Also, some Major Arcana have special
effects -- such as the Death card allowing the player to kill a 
faltering NPC, which is otherwise tricky to do. 
</Description>
</Game>

<Game type="rpg" game_id="swashbuckler">
<Title>Swashbuckler</Title>
<Edition>
  <Author>Jim Dietz</Author>
  <Year>1998</Year>
  <Company company_id="jollyroger">Jolly Roger</Company>
</Edition>
<Description>
A swashbuckling action RPG.  It's system is mixed step-die
(d6 to d20 for attribute) plus dice pool (1d6 per skill) vs
difficulty.  Combat is a special case of 1d20 vs 1d20 based on
cross-referencing each opponent's fencing manuever.  Character
creation is a simple limited-point-buy system.  
</Description>
</Game>

<Game type="rpg" game_id="swashbucklersofthe7skies">
<Title>Swashbucklers of the 7 Skies</Title>
<Edition>
  <Author>Chad Underkoffler</Author>
  <Year>2009</Year>
  <Company company_id="evilhat">Evil Hat Productions</Company>
</Edition>
<Description>
A game of pulp adventure set on an original world, a giant dome of 
floating cloud-islands divided into seven skies which define the 
seasons.  There are also six major cloud-island kingdoms, whose 
people travel by skyships (built of floating bluewood), cloudships, 
and gliders.  There are pirates and musket-wielding swashbucklers, 
of course - as well as magical and religious powers.  
It uses a variant of the Prose Descriptive Qualities (PDQ) system, 
called PDQ# ("PDQ Sharp").  It includes the usual 2d6 + stat versus 
difficulty, as well as a duelling system where opponents divide 3d6 
among attack, defense, or other action.  This is modified by techniques 
and spending of Style Dice - which may give an addition die that is not 
kept (i.e. take thee best 2 out of N dice) or give a flat bonus.  
Character creation is limited point-based, choosing a number of stats 
("Fortes").  
</Description>
</Game>

<Game type="rpg" game_id="sweetagatha">
<Title>Sweet Agatha</Title>
<Edition>
  <Author>Kevin Allen Jr.</Author>
  <Year>2008</Year>
  <Company company_id="kevinallenjr">Kevin Allen Jr Design</Company>
</Edition>
<Description>
A cooperative storytelling game for two players, that incorporates 
elements of traditional fiction in the form of thirty pages of notes, 
pictures, and codes regarding the disappearance of the character of 
Agatha.  There are 67 clues included, but the solution to the mystery 
is decided by the players over the course of ten scenes.  
</Description>
</Game>

<Game type="rpg" game_id="sweetdreams">
<Title>Sweet Dreams: The Storytelling Game of Romance, Espionage and Horror in High School</Title>
<Edition>
  <Author>Allan Dotson</Author>
  <Author>David Richards</Author>
  <Year>2005</Year>
  <Company company_id="maycontainmonkeys">May Contain Monkeys</Company>
</Edition>
<Description>
A game set in a version of the modern world where due to the Dreaming, 
everything imaginable is real -- including unicorns, dragons, fairies, 
ghosts, vampires, werewolves, angels, demons, magic spells and potions, 
and super-powers.  However, most people block it out with adolescence.  
The PCs are the Chosen -- supernatural students who have re-learned 
the truth they knew in pre-adolescence.  
</Description>
</Game>

<Game type="rpg" game_id="swing">
<Title>The Swing</Title>
<Edition>
  <Author>Keith Taylor</Author>
  <Year>2003</Year>
  <Company company_id="93games">93 Games Studio</Company>
</Edition>
<Description>
A modern-day shifting-reality RPG, set in the modern world which 
is in the process of being transformed by mystical processes keyed 
to the will of a number of enlightened beings -- including the PCs.  
The beings are divided into three camps: Naturists, Mechanists, and 
Neutrals.  It uses a dice pool system where you total a number of 
dice for attribute, add skill, and compare that to the Difficulty 
of the task.  There is an extensive combat system that focuses on 
realism.  Character creation is random-roll attributes and 
a random-roll lifepath determining occupation and skills.  
</Description>
</Game>

<Game type="rpg" game_id="swordbearer">
<Title>Swordbearer</Title>
<Edition>
  <Author>Arnold Hendrick</Author>
  <Author>Dennis Sustare</Author>
  <Year>1982</Year>
  <Company company_id="heritage">Heritage Models</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A fantasy-genre RPG without a specific setting, but emphasizing
an authentic medieval feel.  Characters did not track money, but rather 
were allowed any equipment which was allowed to their social status:  
which ranged from slave at 1 to royalty with 20 or more.  The 
rules are skill-based, with characters choosing broad "spheres" to 
concentrate in (such as combat, magic, etc.).  The magic system is 
noteworthy in its use of "nodes" which are collected to power 
spells: either of the 7 elements (fire, metal, crystal, water, 
wood, wind, light/darkness), or the 4 spiritual humors
(vitriolic, phlegmatic, choleric, melancholy).  
</Description>
</Game>

<Game type="rpg" game_id="swordsandglory">
<Title>Swords &amp;amp; Glory</Title>
<Edition>
  <EdName>Volume 1, 1st ed</EdName>
  <Author>M.A.R. Barker</Author>
  <Year>1983</Year>
  <Company company_id="gamescience">Gamescience</Company> 
</Edition>
<Edition>
  <EdName>Volume 2, 1st ed</EdName>
  <Author>M.A.R. Barker</Author>
  <Year>1983</Year>
  <Company company_id="gamescience">Gamescience</Company> 
</Edition>
<Edition>
  <EdName>Volume 1, 2nd ed</EdName>
  <Author>M.A.R. Barker</Author>
  <Year>1987</Year>
  <Company company_id="differentworlds">Different Worlds Publications</Company>
</Edition>
<Description>
This was an incomplete RPG set on the unique alien world called "Tekumel" -- 
previously the setting of the &lt;a href="GAME#empireofthepetalthrone"&gt;
Empire of the Petal Throne&lt;/a&gt; (1975) game.  Originally published 
by Gamescience, Volume 1 was a boxed set with one 136 page book of 
background information and one full-colour mapsheet with four maps.  
Volume 2 was a boxed set with 240 page book, two pamphlets (12 and 16 pages),
an 8 page character sheet, and two 20-sided dice.  It was an incomplete 
rules system which covered character generation, spells, and basic game 
mechanics.  Volume 3 was never published, though Volume 1 was republished 
as two smaller books by Different Worlds Publications.  There are two 
other games set in this world that were published later: 
&lt;a href="GAME#gardasiyal"&gt;Gardisayal&lt;/a&gt; (1995) 
and 
&lt;a href="GAME#tekumel"&gt;Tekumel&lt;/a&gt; (2005).  
</Description>
</Game>

<Game type="rpg" game_id="swordsandwizardry">
<Title>Swords &amp;amp; Wizardry</Title>
<Edition>
  <Author>Matthew J. Finch</Author>
  <Year>2009</Year>
  <Company company_id="mythmere">Mythmere Games</Company> 
  <Pages>116</Pages>
</Edition>
<Description>
A close imitation of the original 1974 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt; game 
by Gary Gygax and Dave Arneson, created using the Wizards of the 
Coast Open Gaming License.  
</Description>
</Game>

<Game type="rpg" game_id="swordsofthemiddlekingdom">
<Title>Swords of the Middle Kingdoms</Title>
<Edition>
  <Author>John R. Phythyon</Author>
  <Author>Matt Harrop</Author>
  <Author>Allan T. Grohe, Jr.</Author>
  <Year>1999</Year>
  <Company company_id="eventhorizon">Event Horizon Productions</Company>
</Edition>
<Description>
A fantasy martial-arts RPG, based on period-piece Chinese
martial-art films, set in a fictitious China during the Manchu
occupation.  It uses the "Cinemaction" system from
&lt;a href="GAME#hongkongactiontheatre"&gt;Hong Kong Action Theatre!&lt;/a&gt;:
stat+specialty+d20 vs difficulty.  There is also magic based on
the I Ching.  
</Description>
</Game>

<Game type="rpg" game_id="swordspathglory">
<Title>Sword's Path: Glory</Title>
<Edition>
  <Author>Barry Nakazano</Author>
  <Author>David McKenzie</Author>
  <Year>1983</Year>
  <Company company_id="leadingedge">Leading Edge</Company>
</Edition>
<Description>
A medieval RPG with an extremely detailed and realistic combat
system.  It uses a time scale of 1/12th of a second, with about
130 hit location charts split into cutting, slashing, and
crushing blows.  
</Description>
</Game>

<Game type="rpg" game_id="swordworld" language="Japanese">
<Title>Sword World RPG (&amp;#65279;&amp;#12477;&amp;#12540;&amp;#12489;&amp;#12539;&amp;#12527;&amp;#12540;&amp;#12523;&amp;#12489;RPG)</Title>
<Edition>
  <Author>Yasuda Hitoshi</Author>
  <Year>1989</Year>
  <Company company_id="groupsne">Group SNE</Company>
</Edition>
<Description missinginfo="rules">
A popular Japanese-language traditional fantasy RPG.  A supplement 
series by Ryo Mizuno was published for adapting the anime series 
"Record of Lodoss War" to the system.  
</Description>
</Game>

<Game type="rpg" game_id="systemsfailure">
<Title>Systems Failure</Title>
<Edition>
  <Author>Bill Coffin</Author>
  <Year>1999</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A satirical post-apocalyptic game set 10 years after the Y2K
problem released alien "Bugs" from another dimension.  The Bugs 
can travel at the speed of light through electrical and phone lines, 
and have all but taken over the world with humans as their slaves.  
The Bug larvae can live in the human brain and control the body, 
allowing Bugs to move into the wilderness where no power lines lie.
The PCs are survivalist freedom fighters in the wilderness who are 
fighting back using older technology.  It uses a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium FRPG&lt;/a&gt; system, 
which is level and class based, with percentile attributes and skills. 
</Description>
</Game>

<Game type="rpg" game_id="tagmar" language="Portuguese">
<Title>Tagmar</Title>
<Edition>
  <Author>Ygor Morais Esteves da Silva</Author>
  <Author>Marcelo Rodrigues</Author>
  <Author>August Julio Cesar Junior</Author>
  <Author>Leonardo Nahoum Pache de Faria</Author>
  <Author>Sergio Fonseca de Castro</Author>
  <Year>1991</Year>
  <Company company_id="gsa">GSA Editora</Company>
</Edition>
<Description>
A Portuguese-language traditional fantasy RPG published in Brazil 
by "Editora Art Bureau editora de arte LTDA" / GSA Editora.  It 
is set in a world with humans, orcs, elves, dwarves, and other 
classic fantasy elements.  It's system is similar to 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
However, it has a split damage system:  Heroic Energy is damaged 
by most attacks, while Physical Energy is damaged by critical 
hits and falls.  (This is similar to the Wound Point / Vitality 
Point distinction used in some D20 games).  It uses two d10s and 
a d20.  This was one of the earliest Brazilian RPGs, and influential
on many Brazilian gamers.  Two sourcebooks were published for it: one
with adventures and other expanding the setting.  
</Description>
</Game>

<Game type="rpg" game_id="tahti" language="Finnish">
<Title>T&amp;auml;hti</Title>
<Edition>
  <Author>Mike Pohjola</Author>
  <Year>2007</Year> 
  <Company>Riimuahjo Publishing</Company>
</Edition>
<Description>
A Finnish-language near future roleplaying game where the player characters 
are members of a Maoist mutant girl band in the Finland of 2017.  The 
action of the game revolves around dating, school, parents, rehearsals, 
fans, gigs, managers, celebrity and so forth.  It uses a resolution 
mechanic based on interpreting fortune cookie fortunes.  
</Description>
</Game>

<Game type="rpg" game_id="taiga">
<Title>Taiga</Title>
<Edition>
  <Author>Ville Vuorela</Author>
  <Year>1998</Year> 
  <Company company_id="burger">Burger Games</Company>
</Edition>
<Description>
A English-language post-ecological-apocalypse RPG published in Finland, 
set in 2039 as civilization is breaking down into anarchy and barbarism 
due to world-wide famine.  
</Description>
</Game>

<Game type="rpg" game_id="talesfromthecrypt">
<Title>Tales from the Crypt</Title>
<Edition>
  <Author>Greg Farshtey</Author>
  <Author>Teenwynn Woodruff</Author>
  <Year>1996</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A horror RPG set in the world of the TV series.  It uses the
&lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="talesfromthefloatingvagabond">
<Title>Tales from the Floating Vagabond</Title>
<Edition>
  <Author>Lee Garvin</Author>
  <Author>Nick Atlas</Author>
  <Author>John Huff</Author>
  <Year>1992</Year>
  <Company company_id="avalonhill">Avalon Hill</Company>
  <Pages>96</Pages>
</Edition>
<Description>
A humorous sci-fi RPG, set in a universe with lots of aliens and
hi-tech stuff in the year 4012.  "The Floating Vagabond" is the
name of a bar in the center of the multiverse, which acts as the
home base for intergalactic mercenaries.  The system is roll
under stat on a step-die based on difficulty (d4 to d100).  
</Description>
</Game>

<Game type="rpg" game_id="talesofbladesandheroes">
<Title>Tales of Blades and Heroes</Title>
<Edition>
  <Author>Andrea Sfiligoi</Author>
  <Year>2012</Year>
  <Company company_id="ganesha">Ganesha Games</Company>
  <Pages>56</Pages>
</Edition>
<Description>
A simple fantasy RPG rules system based on the miniature rules, 
"Song of Blades and Heroes".  It uses a simple dice pool system, 
with three attributes (Quality) for Physical, Mental, and Social; 
and also a general Combat rating.  Character creation is open 
point-based, with 50 points at base.  Points can be spent on 
attributes, but most are spent on Special Rules that function as 
skills, advantages, and disadvantages.  Skill resolution is rolling 
a number of d6s, with successes based on the appropriate attribute.  
Combat is 1d6 + bonuses compared to opponent's roll.  There is a 
freeform magic system where each magic-using character has a set 
of nouns and verbs to form spells from.  
</Description>
</Game>

<Game type="rpg" game_id="talesofgaea">
<Title>Tales of Gaea: Fantasy Role-Playing Game</Title>
<Edition>
  <Author>William Corrie III</Author>
  <Year>2003</Year>
  <Company company_id="hinterwelt">HinterWelt Enterprises</Company>
  <Pages>234</Pages>
</Edition>
<Description>
A fantasy RPG with a percentile skill-based system (the "Iridium System") 
and an original setting.  It is set on the continent of Narheim in the 
world of Gaea, which is inhabited by humans as well as dwarves, elves, 
halfings, and gnomes.  Society is relatively advanced and enlightened 
with the use of magic.  Character creation is choosing race, random-roll 
attributes (best of 3d20 for each of eleven attributes), followed by 
choosing one of seventeen classes which influence skills.  It includes 
a magic system, where all characters may have some magic but specialists 
have true power.  
</Description>
</Game>

<Game type="rpg" game_id="talesofgargentihr">
<Title>Tales of Gargentihr</Title>
<Edition>
  <Author>Richard Cooper</Author>
  <Author>Alastair Cowan</Author>
  <Year>1995</Year>
  <Company>Sanctuary Games Ltd</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year> 
  <Company company_id="digitalanimations">Digital Animations</Company>
  <Company company_id="mindventures">Mind Ventures</Company>
</Edition>
<Description>
A swashbuckling fantasy RPG set in a semi-historical alternate
world in the year 1585.  On Gargentihr, continents drift and
magical energy fills the sky.  However, it is in an age of
exploration (of the New World) and early science similar to our
1700's.  PC's are part of a secret society of adventurers
("Clondis") who organize into teams.  The system is skill-based,
with random-roll attributes, point-bought skills, and a life-path
development system.  Combat is fairly detailed.  cf. the 
&lt;a href="http://www.digital-animations.com/tog/"&gt;
official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="talespinner">
<Title>Talespinner</Title>
<Edition>
  <Author>Vincent Diakuw</Author>
  <Year>2004</Year> 
  <Company>Thousandpress</Company>
  <Pages>14</Pages>
</Edition>
<Description>
An electronically-published role-playing game focusing on storytelling 
and descriptive skills.  Players take turns narrating the outcome of 
scenes.  The flow of action is moderated by a fluctuating pool of dice 
which the players share.
</Description>
</Game>

<Game type="rpg" game_id="talislanta">
<Title>Talislanta</Title>
<Edition>
  <Author>Stephan Michael Sechi</Author>
  <Year>1987</Year>
  <Company company_id="bard">Bard Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Stephan Michael Sechi</Author>
  <Author>Jonathan Tweet</Author>
  <Year>1992</Year> 
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Author>John Harper</Author>
  <Author>Stephan Michael Sechi</Author>
  <Author>Adam Sonfield</Author>
  <Year>2000</Year> 
  <Company company_id="shootingiron">Shootingiron</Company> 
</Edition>
<Edition>
  <EdName>4th Reprint</EdName>
  <Author>John Harper</Author>
  <Author>Stephan Michael Sechi</Author>
  <Author>Adam Sonfield</Author>
  <Year>2000</Year> 
  <Company company_id="morrigan">Morrigan Press</Company> 
</Edition>
<Description>
A post-magical-apocalypse fantasy game set on an original fantasy
world.  Powerful pre-disaster magic can be found, while there is
also the menace of barbaric sub-men.  There are no elves or
dwarves (a tag line for the game).  Character creation is by
picking from a large set of templates.  Action resolution is
similar to D&amp;amp;D.  cf. the 
&lt;a href="http://www.talislanta.com/"&gt;official website&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="taq">
<Title>TAQ</Title>
<Edition>
  <Author>Theron</Author>
  <Author>Arvola</Author>
  <Year>1991</Year>
  <Company>Peter's Press</Company>
</Edition>
<Description missinginfo="all">
A traditional fantasy RPG, reviewed in White Wolf #28.  
</Description>
</Game>

<Game type="rpg" game_id="tasnar" language="Finnish">
<Title>Tasnar</Title>
<Edition>
  <Author>Aleksi Stenberg</Author>
  <Year>1997</Year>
  <Company>Saruwine</Company>
</Edition>
<Description>
A Finnish-language fantasy RPG, set on the world of Tasnar
focusing on the land of Medharmark which is modelled after
medieval Scandinavia.  
</Description>
</Game>

<Game type="rpg" game_id="tasteformurder">
<Title>A Taste For Murder</Title>
<Edition>
  <Author>Graham Walmsley</Author>
  <Year>2010</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A GMless murder-mystery RPG for 4-6 players set in a 1930s country house.  
It begins with a series of characters playing out events before the 
murder, establishing motives by keeping track of relationships that 
become more complex.  Halfway through the game, the murder occurs, and 
the player of the murdered character switches to playing the detective.  
The true murderer is not determined until the end of the game, when 
two characters have their motive charts filled and the detective 
determines which of the two is the real murderer.  It uses d6 mechanics 
called "die circles" that give bonuses when characters act particularly 
evil, or like victims. 
</Description>
</Game>

<Game type="rpg" game_id="tastemysteel">
<Title>Taste My Steel</Title>
<Edition>
  <Author>Don Johnson</Author>
  <Year>1982</Year>
  <Company>Phantasy Network</Company>
</Edition>
<Description missinginfo="all">
A historical swashbuckling RPG.  The rules are focused on combat 
(swordplay, firearms, and brawling) but also cover creating scenarios 
and campaigns.  
</Description>
</Game>

<Game type="rpg" game_id="teatrodemente" language="Spanish">
<Title>Teatro Demente</Title>
<Edition>
  <Author>A. Diego</Author>
  <Author>D. Fernandez</Author>
  <Author>J. Garcia</Author>
  <Author>P.J. Ramos</Author>
  <Year>2002</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Spanish-language live-action parody RPG set in the "Mundo de Demencia". 
This is a parody of White Wolf's "World of Darkness" where the PCs 
are disturbing night-beings -- like smokers, drunkens, women, 
and role-players -- who have astonishing powers. 
</Description>
</Game>

<Game type="rpg" game_id="technoir">
<Title>Technoir</Title>
<Edition>
  <Author>Jeremy Keller</Author>
  <Year>2011</Year>
  <Company company_id="cellar">Cellar Games</Company>
</Edition>
<Description>
A cyberpunk sci-fi RPG set 20 to 30 years in the future, with general 
advances in technology but not much detail on the world.  It uses a 
d6 dice pool system where characters have ratings from 1 to 3 in nine 
Verbs and a number of binary Adjectives used as modifiers.  Resolution 
is by the player rolling "Action Dice" equal to the Verb stat used, with 
additional "Push Dice" for each applicable positive Adjective or 
object Tag - comparing the highest die to the target's reaction rating.  
Rolled Push Dice can be spent for extra success results.  Character 
creation involves picking three Training Programs, where each gives 
you +1 in three Verbs and 1 choice of Adjective.  
</Description>
</Game>

<Game type="rpg" game_id="tedeumpourunmassacre">
<Title>Te Deum Pour Un Massacre</Title>
<Edition>
  <Author>Jean-Philippe Jaworski</Author>
  <Year>2005</Year>
  <Company company_id="matagot">Editions du Matagot</Company>
</Edition>
<Description>
A French-language historical RPG set in 16th century Europe amidst the 
Wars of Religion.  The core set is published as a series of four small 
paperback books in a cardboard sleeve: a setting book on everyday life 
(70 pages), a historical background book (194 pages), the main rulebook 
(146 pages), and a book of scenarios (44 pages).  It uses a step-die 
system where each of six attribute has six levels, with named levels 
corresponding to D4, D6, D8, D10, D12 and D20.  Character creation 
uses a life path system, starting with picking a birth rank and then 
templates for your life as a baby, as a child, as a youth and as a 
teenager.  Each stage includes background questions ranging from what 
your favourite hiding place was as a child to who your first lover was.
After adolescence, you pick one of 46 professions.  The rules also 
include detailed combat rules with hit location and precise weapon 
stats.  
</Description>
</Game>

<Game type="rpg" game_id="teenagemutantninjaturtles">
<Title>Teenage Mutant Ninja Turtles and Other Strangeness</Title>
<Edition>
  <Author>Erick Wujcik</Author>
  <Year>1985</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A superhero RPG based on the parody/action comic, with characters
as any of a variety of anthropomorphic mutated animals of various 
abilities.  It uses a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium FRPG&lt;/a&gt; system, 
with limited point-bought character creation (via "bio-energy").  
</Description>
</Game>

<Game type="rpg" game_id="teenagersfromouterspace">
<Title>Teenagers From Outer Space</Title>
<Edition>
  <EdName>1st</EdName>
  <Author>Mike Pondsmith</Author>
  <Year>1987</Year>
  <Company company_id="rtalsorian">R Talsorian</Company>
  <Pages>80</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
  <Pages>96</Pages>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Author>Mike Pondsmith</Author>
  <Author>Greg Costikyan</Author>
  <Year>1997</Year>
</Edition>
<Description>
A Japanese anime comedy RPG, set on Earth as aliens are increasingly 
drawn in by the wonders of designer jeans, hi-fi stereos, cool cars, 
and fast food.  Characters are high school students competing for 
popularity and dates while occaisionally saving the world or such.  
It uses a very simple system based on attribute + skill + 1d6 vs 
difficulty.  Notably, rolling over a certain amount results in a 
"horrible success" which has unintended consequences.  Character 
creation is rolling 1d6 for each attribute, plus point-bought 
traits / skills.  The combat system has no lethal damage.  Instead 
characters lose "Bonk" from being hit, and they go into a stupor 
for a while if reduced to zero.  
</Description>
</Game>

<Game type="rpg" game_id="tekumel">
<Title>Tekumel: The Empire of the Petal Throne</Title>
<Edition>
  <Author>M.A.R. Barker</Author>
  <Author>Joe Saul</Author>
  <Author>Patrick Brady</Author>
  <Author>Edwin Voskamp</Author>
  <Year>2005</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
  <Pages>238</Pages>
</Edition>
<Description>
A non-traditional fantasy game set on a unique alien world called
"Tekumel".  Set 60,000 years in the future, Tekumel was settled
by Earth, but a great disaster threw Tekumel into a pocket
dimension where gods and magic existed.  The setting has a strong
Hindu and Aztec flavor rather than European, and is lavishly
detailed.  It uses a variant of the Tri-Stat system originally from the 
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;
RPG.  There are two previously-published games set in this world, 
though with unrelated rules systems: 
&lt;a href="GAME#empireofthepetalthrone"&gt;
Empire of the Petal Throne&lt;/a&gt; (1975) and 
&lt;a href="GAME#gardasiyal"&gt;Gardisayal&lt;/a&gt; (1995).  
</Description>
</Game>

<Game type="rpg" game_id="tellus" language="Swedish">
<Title>Tellus</Title>
<Edition>
  <Author>David Bergqvist</Author>
  <Author>Terje Nordin</Author>
  <Year>2001</Year>
  <Company>Terra Incognita</Company>
  <Company company_id="vasterasstift">V&amp;auml;ster&amp;aring;s Stift</Company>
</Edition>
<Description>
A Swedish-language RPG set in a post-apocalyptic future where the 
remnants of mankind have built a new society, free from violence and
injustice, but not without its problems, on the ruins of the old world.
</Description>
</Game>

<Game type="rpg" game_id="tenchimuyo">
<Title>Tenchi Muyo RPG</Title>
<Edition>
  <Author>David L. Pulver</Author>
  <Author>Karen A. McLarney</Author>
  <Year>2000</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
A science fantasy RPG based on the anime series, where a
Japanese teenage boy discovers a magic sword and gets mixed
up in adventures dealing with various aliens.  It uses the
Tri-Stat system from &lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes,
Small Mouth&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="tenrabansho" language="Japanese">
<Title>Tenra Bansho</Title>
<Edition>
  <Author>Junichi Inoue</Author>
  <Year>1997</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Edition>
  <EdName>Zero</EdName>
  <Year>2000</Year>
</Edition>
<Description>
A Japanese-language science fantasy RPG, set on a distant planet in 
the far future called "Tenra".  The title is a play on the phrase 
"Shinrabansho", which means "Everything in Earth and Heaven", or 
"All of Nature".  Humans were exiled there centuries ago, and 
developed a feudal culture similar to Sengoku era Japan -- though 
with advanced technology and magic.  It includes samurai, cyborg 
footsoldiers, taoist demon-summoning wizards, medicine men with colonies 
of useful insects inside their bodies, and magically-enhanced mecha 
powered by innocent children.  It uses a d6-based system, and includes 
hero points ("Aiki Chits") which are earned by good role-playing and 
spent on improving abilities, strengthening Fates, or increasing 
die rolls.  
</Description>
</Game>

<Game type="rpg" game_id="terminus5">
<Title>Terminus 5</Title>
<Edition>
  <Author>Wolf</Author>
  <Year>2000</Year> 
  <Company company_id="scorpionsnest">Scorpion's Nest Tactical Gaming</Company>
</Edition>
<Description>
A post-apocalyptic tabletop RPG and/or wargame, set in a
militaristic future where scavenged present-day technology
is used.  It uses a complex tactical system given in the 
422 page Master Rulebook.  
</Description>
</Game>

<Game type="rpg" game_id="terraincognita">
<Title>Terra Incognita: The NAGS Society Handbook</Title>
<Edition>
  <Author>Scott Larson</Author>
  <Year>2001</Year> 
  <Company company_id="circa">Circa Games</Company>
  <Company company_id="greyghost">Grey Ghost Games</Company>
</Edition>
<Description>
A Victorian adventure game, using a variant of the 
&lt;a href="GAME#fudge"&gt;FUDGE&lt;/a&gt; system.  The PC's are 
members of the National Archeological and Geographic Society, which 
is a worldwide organization devoted to discovering the supernatural 
and for the most part keeping it hidden.  
</Description>
</Game>

<Game type="rpg" game_id="terranstory">
<Title>The Terran Story</Title>
<Edition>
  <Author>Richard Parkinson</Author>
  <Year>2004</Year> 
  <Company company_id="timeless">Timeless Games</Company>
</Edition>
<Description>
A sci-fi RPG set in the 25th century.  Character creation is 
either random-roll or limited-point-bought attributes; and an 
occupation package.  Action resolution is generally percentile 
roll under stat, though d6s are also used.  
</Description>
</Game>

<Game type="rpg" game_id="terrantradeauthority">
<Title>The Terran Trade Authority Roleplaying Game</Title>
<Edition>
  <Author>Scott Agnew</Author>
  <Author>Jeff Lilly</Author>
  <Year>2007</Year> 
  <Company company_id="morrigan">Morrigan Press</Company> 
</Edition>
<Description>
A sci-fi RPG based on the comic series by Stewart Cowley, started in 
1978 with Spacecraft 2000 to 2100 AD, created in cooperation with the 
author.  It uses a variant of the "Omni RPG System" used by other RPGs 
from Morrigan Press.  Action resolution uses skill or attribute minus 
difficulty + 1d20, interpreting the results on a universal degree of 
success table.  
</Description>
</Game>

<Game type="rpg" game_id="terraprimate">
<Title>Terra Primate</Title>
<Edition>
  <Author>Patrick Sweeney</Author>
  <Author>David F. Chapman</Author>
  <Author>M. Alexander Jurkat</Author>
  <Year>2002</Year> 
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
A sci-fi RPG in the genre of humans transplanted into a world of 
intelligent apes, such as the Planet of the Apes movies.  There 
is no specific setting, though there are details on the intelligent 
apes to fit the genre.  It uses a variant of the Unisystem rules, 
originally from &lt;a href="GAME#witchcraft"&gt;Witchcraft&lt;/a&gt;. 
Action resolution is attribute + skill + 1d10 - difficulty modifiers, 
rated on a small universal table for degree of success.  Character 
creation is limited point-based.  
</Description>
</Game>

<Game type="rpg" game_id="terrathegunslinger" language="Japanese">
<Title>Terra the Gunslinger</Title>
<Edition>
  <Author>Junichi Inoue</Author>
  <Year>2001</Year>
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Description>
A Japanese-language modern fantasy RPG set in the Wild West. 
</Description>
</Game>

<Game type="rpg" game_id="terrecreuse" language="French">
<Title>La Terre Creuse</Title>
<Edition>
  <Author>Laurent Alonzo</Author>
  <Author>Alain Paris</Author>
  <Year>1989</Year>
  <Company>Silmarils</Company>
</Edition>
<Description>
A French-language sci-fi RPG, based on a series of novels of the
same name by Alain Paris.  It is set in the far future of an
alternate history where WWII ended in thermonuclear war and
people live in the shadow of a Nazi Germany turned into a
low-tech Imperium. 
</Description>
</Game>

<Game type="rpg" game_id="terrornetwork">
<Title>Terror Network: Counter Terrorism Role Playing Game</Title>
<Edition>
  <Author>Brendan Davis</Author>
  <Author>William Butler</Author>
  <Author>Steve Bowden</Author>
  <Year>2010</Year>
  <Company company_id="bedrock">Bedrock Games</Company>
  <Pages>105</Pages>
</Edition>
<Description>
A modern-day counter-terrorism RPG, where the player characters are 
covert counter-terrorism agents.  The game recommends having one full 
set of characters working on the home front (i.e. FBI or DHS) and one 
full set of characters involved in foreign operations.  It uses a d10 
dice pool system (the "Network System"), rolling dice equal to skill 
and comparing the highest roll to difficulty or opposing skill.  
Rolls of 10 are open-ended.  Character creation is purely skill-based, 
there are no attributes.  
</Description>
</Game>

<Game type="rpg" game_id="terrorthirteen">
<Title>Terror Thirteen</Title>
<Edition>
  <Author>Eric A. Kugler</Author>
  <Year>2009</Year>
  <Company company_id="anansi">Anansi Games LLC</Company>
</Edition>
<Description>
A horror RPG focused on emulating classic horror stories including 
those by authors Shelley, Stoker, Hawthorne, Poe, and Stevenson.  
Resolution is by comparing 3d6 + attribute + skill + backgrounds + bonds 
versus an opposed roll, where the winner is allowed to narrate the outcome.  
Backgrounds are traits beyond attribute and skill that are still rated 1-10, 
and the rating can change as part of an appropriate scene.  Bonds are 
attachments or relationships a character has, also rated numerically.  
Character creation is either by an open point-buy method or by 
non-mechanic-based consensus.  
</Description>
</Game>

<Game type="rpg" game_id="theatrix">
<Title>Theatrix</Title>
<Edition>
  <Author>David Berkman</Author>
  <Author>Travis Eneix</Author>
  <Author>Andrew Finch</Author>
  <Author>Anthony Gallela</Author>
  <Year>1993</Year>
  <Company>Backstage Press</Company>
</Edition>
<Description>
A universal diceless RPG emphasizing drama.  Action resolution is 
largely in the hands of the GM, with flow-charts provided to guide 
thinking.  However, player input is emphasized via "plot points" 
and "statements" -- using which players can force certain results.  
</Description>
</Game>

<Game type="rpg" game_id="thievesguild">
<Title>Thieves Guild</Title>
<Edition>
  <Author>Richard Meyer</Author>
  <Author>Kerry Lloyd</Author>
  <Author>Michael Watkins</Author>
  <Year>1984</Year>
  <Company company_id="gamelords">The Game Lords, Ltd.</Company>
  <Pages>128 loose-leaf hole-punched</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year>
  <Pages>Boxed set of three books (40,32,32)</Pages>
</Edition>
<Description>
A traditional fantasy game which richly detailed thieves as its
focus.  The system is skill-based, although different skills had
different mechanics (combat, thief, and other).  Character
creation is mixed random-roll attributes and point-bought skills
(with a random number of points).  It is notable for its detailed 
subsystems devoted to thief skills (picking locks, etc.) 
</Description>
</Game>

<Game type="rpg" game_id="thievesworld">
<Title>Thieves' World</Title>
<Edition>
  <Author>Lynn Abbey</Author>
  <Author>Gary Astleford</Author>
  <Author>Patrick O'Duffy</Author>
  <Author>Robert J. Schwalb</Author>
  <Year>2005</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>192</Pages>
</Edition>
<Description>
A fantasy RPG based on a multi-author, shared-world series of stories 
started in 1979 by Robert Lynn Asprin, Gordon Dickson, and Lynn Abbey -- 
and on the new stories starting with Lynn Abbey's 1999 novel "Sanctuary". 
It is set in a seedy city called "Sanctuary" filled with murderers, 
cutthroats, wizards, cultists, and more.  The game uses a variant of 
3rd edition &lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
aka the D20 System.  There was an earlier setting book on Thieves' World 
in the 1980s published by Chaosium, with stats for several games.  
</Description>
</Game>

<Game type="rpg" game_id="thirty">
<Title>Thirty: A Big Game about a Big Mystery</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2005</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
  <Pages>144</Pages>
</Edition>
<Description>
A historical fantasy game where the PCs are among the thirty 
Templar knights who disappeared in the 14th century after the 
Pope declared their order to be heretics.  In the game, they 
are carrying a secret treasure and lost in a magical mist, 
trying to find their way home. It uses a dice pool system, 
including a special system for "Fraternitas" -- morale and 
trust in one's fellow knights.  Fraternitas dice can either be 
kept to oneself or put in a pool shared with other PCs. 
</Description>
</Game>

<Game type="rpg" game_id="thoan" language="French">
<Title>Thoan</Title>
<Edition>
  <Author>Leonidas Vesperini</Author>
  <Author>Orso Vesperini</Author>
  <Year>1995</Year>
  <Company company_id="jeuxdescartes">Jeux Descartes</Company>
  <Pages>430 hardback</Pages>
</Edition>
<Description>
A French-language RPG based on P.J. Farmer's World of Tiers series
of novels.  The universe includes several worlds created and rules by
powerful beings called the Thoans, linked by interdimensional gates.  
The central world (and the only one covered in the basic rules) is 
an enormous tower with circular levels surrounding a central mountain 
topped by the Lord's citadel.  The basic games includes a wealth of 
source material on this "World of Tiers".  The rules are a dice-pool
system geared for beginners.  Action resolution is by rolling d6's 
equal to one's attribute, where each die over a target number counts 
as 1 success.  Character creation is based on a fixed set of 20 
templates.  Combat uses a complex system where players pre-allocate 
a set of action ranks each round.  
</Description>
</Game>

<Game type="rpg" game_id="thogs" language="Finnish">
<Title>THOGS</Title>
<Edition>
  <Author>Ilmari Virtanen</Author>
  <Year>1995</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A Finnish-language unusual fantasy RPG, whose title is an acronym for 
"The Hunters Of Golden Sirbul".  It is set on a strange fantasy world 
with over 100 intelligent races (25 of which are suitable for character 
races), such as the hyper-intelligent Xiga, who float in the air and 
have two heads (!). 
</Description>
</Game>

<Game type="rpg" game_id="tholfar">
<Title>The Thol-Far RPG</Title>
<Edition>
  <Author>Thomas Cook</Author>
  <Year>1998</Year>
  <Company company_id="tholfar">Thol-Far Adventures</Company>
</Edition>
<Description>
A traditional fantasy RPG set on a slowly crumbling world,
composed of thousands of "splinters", each intended as a GM's own
personal campaign setting.  
</Description>
</Game>

<Game type="rpg" game_id="thousandandonenights">
<Title>A Thousand and One Nights</Title>
<Edition>
  <Author>Meguey Baker</Author>
  <Year>2006</Year> 
  <Company company_id="nightsky">Night Sky Games</Company>
</Edition>
<Description>
A storytelling RPG about courtiers in the palace of the Sultan.  It 
uses a rotating GM system where the player of the character telling a 
story becomes the GM, casting the other players as parts in a story.  
It uses a simple, abstract dice system where players pose questions 
about the story and later roll the dice when the question gets 
answered.  Points earned through rolls can be used to progress on 
three fronts (the only numerical stats of the game): Safety, Ambition, 
or Freedom.  
</Description>
</Game>

<Game type="rpg" game_id="thousandsuns">
<Title>Thousand Suns</Title>
<Edition>
  <Author>Richard Iorio II</Author>
  <Author>James Maliszewski</Author>
  <Year>2008</Year> 
  <Company company_id="roguegames">Rogue Games</Company>
</Edition>
<Description>
A science fiction game.  It uses a streamlined system, where action 
resolution uses 2d12.  Character creation is by choosing 
skill packages based on homeworld type, and a set of career 
archetype(s).  
</Description>
</Game>

<Game type="rpg" game_id="throwingstones">
<Title>Throwing Stones</Title>
<Edition>
  <Author>Jeff Siadek</Author>
  <Year>1995</Year>
  <Company company_id="gamesmiths">Gamesmiths, Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year> 
  <Company company_id="prism">Prism Games</Company>
</Edition>
<Description>
An RPG based on a unique set of collectible dice (aka "stones"),
each with a name printed on one face, such as "Barbarian",
"Thief", "Monk", "Wizard", "Druid", etc.  Character creation is
simply by selecting 4 stones (out of over 30), and then choosing 
equipment and spells.  Action resolution is simply by rolling your 
dice for activities.  To increase the odds that certain symbols, 
you can 'focus' a roll as you act, choosing some of your stones to 
be re-rolled. However, your opponent then gets to re-roll some of 
your stones on your next defense roll (making it worse). 
</Description>
</Game>

<Game type="rpg" game_id="thunderingsteel">
<Title>Thundering Steel: The Role-Playing/Combat Game Of Warfare In The Near Future</Title>
<Edition>
  <Author>Edwin M. Dyer</Author>
  <Year>1991</Year> 
  <Company company_id="mindsinone">Minds in One Productions</Company>
</Edition>
<Description missinginfo="rules">
A role-playing / combat game of warfare in the near future. 
</Description>
</Game>

<Game type="rpg" game_id="tibet">
<Title>Tibet the RPG</Title>
<Edition>
  <Author>Brian St.Claire-King</Author>
  <Year>2004</Year>
  <Company company_id="vajra">Vajra Enterprises</Company>
</Edition>
<Description>
A modern-era RPG set in Tibet in 1959 as communist Chinese soldiers are 
on the verge of total conquest and further atrocities against the 
Tibetans.  However, the game includes fantastic elements which fit 
with the religion and mythology of Tibet.  It uses a detailed skill-based 
system, the "Organic Rule Components" system.  Character creation 
uses classes and limited point buy.  In order, the players chooses 
personality traits and worldviews, splits 80 points between eight 
attributes, chooses from among 25 classes, and split 100 points 
among skills (with costs based on class).  Action resolution is 
attribute + skill + 1d20 vs difficulty.  It has a detailed combat 
system with maneuvers and three Health attributes: Blood, Body, 
and Incapacity.  
</Description>
</Game>

<Game type="rpg" game_id="tigresvolants" language="French">
<Title>Tigres Volants</Title>
<Edition>
  <Author>Staphane Gally</Author>
  <Year>1991</Year>
  <Company company_id="createursgenevois">Les Cr&amp;eacute;ateurs Genevois</Company>
</Edition>
<Description missinginfo="rules">
A French-language sci-fi RPG from Switzerland, with some touches
of fantasy.  It is set 200 years after warlike humans unload upon a 
galaxy which until then had known 10 millenia of peace.  Strange 
phenomena and powers have also begun to manifest.  
</Description>
</Game>

<Game type="rpg" game_id="tilsaworld" language="Finnish">
<Title>Tilsaworld</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Author>Hans Zenjuga</Author>
  <Year>2001</Year>
  <Company>Artic Ranger Production</Company>
</Edition>
<Description>
A small-press Finnish-language cartoon RPG based on the work of 
Finnish cartoon artist Jukka Tilsa.  It uses a simple system to 
emphasize play as working as if you were drawing a cartoon. 
</Description>
</Game>

<Game type="rpg" game_id="timeandtemp">
<Title>Time &amp;amp; Temp</Title>
<Edition>
  <EdName>Unbound</EdName>
  <Author>Epidiah Ravachol</Author>
  <Year>2009</Year>
  <Company company_id="digathousandholes">Dig a Thousand Holes Publishing</Company>
</Edition>
<Description>
A humorous science fiction RPG set in the modern day, where the player 
characters are temp workers employed by Browne Chronometrics, a company 
that fixes temporal anomalies.  Since more important people pose a greater 
risk to the time stream, the company instead sends temps back in time as 
the least important people imaginable.  It uses a mix of dice for resolution. 
The players choose either Effort or Effect, and the GM determines the other. 
A table determines the type of die rolled, and the result is put on a grid. 
Patterns on the grid may give players special time-bending abilities or 
collect Paradox.  The original "Unbound" Edition consists of a standard 
manila office folder with a welcome letter, an employee handbook, and a 
number of cardstock handouts that contain the actual rules, as well as a 
management policy guidebook for the GM.  
</Description>
</Game>

<Game type="rpg" game_id="timeandtimeagain">
<Title>Time and Time Again</Title>
<Edition>
  <Author>H.N. Voss</Author>
  <Author>W.P. Worzel</Author>
  <Year>1984</Year>
  <Company company_id="timeline">Timeline Ltd</Company>
</Edition>
<Description>
A realism-oriented time travel game, where the past cannot be
changed.  Characters go back in time to study the past.  The
system is realism-based but not easily understood or playable.  
</Description>
</Game>

<Game type="rpg" game_id="timedrifters">
<Title>Time Drifters</Title>
<Edition>
  <Author>Zinny Brown</Author>
  <Author>James K. Shepard</Author>
  <Year>1990</Year>
  <Company company_id="dimensionalstrategies">Dimensional Strategies</Company>
</Edition>
<Description>
A "science fiction time travel" RPG, where the basic game is set
entirely in the Old West.  It uses a universal table of attribute
plus modifiers vs percentile roll.  Character creation is
random-roll attributes, class-based, and random-roll binary
skills.  
</Description>
</Game>

<Game type="rpg" game_id="timelord">
<Title>Timelord</Title>
<Edition>
  <Author>Ian Marsh</Author>
  <Author>Peter Darvill-Evans</Author>
  <Year>1991</Year>
  <Company>Virgin Books</Company>
</Edition>
<Description>
A licensed sci-fi role-playing game based on the BBC Television series 
"Doctor Who".  It uses a simple skill-based system.  Action resolution 
is attribute plus skill plus the difference between two d6 rolls 
(giving a number between +0 and +5) vs difficulty.  Many tasks are 
resolved as automatic successes if attribute plus skill exceeds 
difficulty.  The basic game provides a large number of characters 
adapted from the show, and a system for generating yourself as 
someone caught up in time travel.  However, there is no other 
character creation system.  As the authors point out, the vast 
power differences of characters on the show means that any point 
system will fail to represent it.  
</Description>
</Game>

<Game type="rpg" game_id="timelords">
<Title>Timelords</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>1987</Year>
  <Company company_id="btrc">BTRC</Company>
</Edition>
<Description>
A time-travel RPG with two campaign types: In one you play
yourself, accidentally thrown from world to world by a strange
device.  In the other, you play members of a "Time Patrol" who
fix kinks in the time lines caused by people like the former as
well as intentional trouble-makers.  It uses a detailed skill-based 
system, which uses roll d20 under skill value for success, but 
modifiers use a multiplicative chart rather than adding/subtracting
(i.e. a +4 modifier adds 20% of your skill: changing 5 to 6, 10 
to 12, etc.)  Each skill has a learning rate determined by one or 
more attributes.  For example, Survival is linked to Intelligence 
and Perception, while Music is linked to Intelligence, Perception, 
and Dexterity.  Two other notable features: there is a system for 
rating yourself to determine the &lt;i&gt;player's&lt;/i&gt; 
attributes; and there are no fixed hit points.  
</Description>
</Game>

<Game type="rpg" game_id="timemaster">
<Title>Timemaster</Title>
<Edition>
  <Author>Mark Acres</Author>
  <Author>Gali Sanchez</Author>
  <Author>Garry Spiegle</Author>
  <Author>Andria Hayday</Author>
  <Author>Smith</Author>
  <Year>1983</Year>
  <Company company_id="pacesetter">Pacesetter</Company>
</Edition>
<Description>
A time-travel RPG, set in 7128 in the time parallel that has
advanced the furthest into the metafuture.  A Time War devastated
humanity, after which those whose ancestors were not wiped out
decided to fund "Time Corps" to guard over time -- opposed by 
the alien Demoreans (from parallel A-217), who intend to take
over all of time destroying human history.  It uses a variant of
the original &lt;a href="GAME#chill"&gt;Chill&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="timeship">
<Title>Timeship</Title>
<Edition>
  <Author>Herbie Brennan</Author>
  <Year>1982</Year> 
  <Company company_id="yaquinto">Yaquinto</Company>
</Edition>
<Description>
A time-travel RPG.  Characters travel back in time using
"Personal Energy" which limits how much they can bring with them.
The system is simple and loose, to encourage wild action.  
</Description>
</Game>

<Game type="rpg" game_id="timestream">
<Title>Timestream: A Role-playing Game</Title>
<Edition>
  <Author>Nathan Paoletta</Author>
  <Year>2005</Year>
  <Company company_id="hamsterprophet">Hamsterprophet Productions</Company>
  <Pages>74</Pages>
</Edition>
<Description>
Timestream is an RPG of cinematic time travel, where the PCs are one of 
three types: Travelers (who can go forward and back through time, bring 
others to another time, or view the past or future), Time Manipulators 
(who can change the time around them, slow things down, speed them up, 
or even loop time), and Thralls (a mix of the two but they serve a 
master who can dictate what and when they do things).  The characters 
are connected to each other by a set of Anchors -- important people to 
the characters -- with each PC having an association to another PC's 
anchors.  It uses narrational conflict mechanics use stat + 2d6 vs 
(opposing stat or difficulty) + 2d6, where the side which rolls higher 
determines the outcome.  PCs also have two stats for "Time" and "Strain", 
where Time is spent to manipulate time, and Strain results from failures 
during such.  Strain can eventually pop you back to your own time with 
bodily damage, or pull you outside of time into Limbo.   
</Description>
</Game>

<Game type="rpg" game_id="tinkersdamn">
<Title>Tinker's Damn</Title>
<Edition>
  <Author>Andrew LaRoy</Author>
  <Year>1997</Year> 
  <Company company_id="studiocranium">Studio Cranium</Company>
</Edition>
<Description>
An multigenre anime-based RPG.  The system uses d20 for
resolution and d6 for damage and other effects.  The main
rulebook (103 pages) includes several campaign settings:
including police in a modern-day magic world, a space opera
campaign, and friendly competition of ace pilots from all sides
after WWII.  
</Description>
</Game>

<Game type="rpg" game_id="tochallengetomorrow">
<Title>To Challenge Tomorrow</Title>
<Edition>
  <Author>Dave Nalle</Author>
  <Year>1982</Year>
  <Company company_id="ragnarok">Ragnarok Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1992</Year>
</Edition>
<Description>
A universal RPG system, developed from the fantasy RPG
&lt;a href="GAME#ysgarth"&gt;Ysgarth&lt;/a&gt;.  It uses a percentile skill
system, with limited point-bought character creation.  It has an
action point based combat system. &lt;br&gt;
There were numerous background books, some which came with
complete TCT mechanics, including: "By the Gods" (mythological),
"Challengers" (superhero), "Cyberia" (cyberpunk), "Esperagents"
(psychic espionage), and "Triad" (sci-fi). 
</Description>
</Game>

<Game type="rpg" game_id="tokyonova" language="Japanese">
<Title>Tokyo NOVA</Title>
<Edition>
  <Author>Taro Suzubuki</Author>
  <Year>1993</Year> 
  <Company company_id="fear">F.E.A.R.</Company>
</Edition>
<Edition>
  <EdName>Tokyo NOVA: The Revolution</EdName>
  <Year>1998</Year> 
</Edition>
<Description>
A Japanese-language cyberpunk action RPG with playing-card-based 
mechanics similar to &lt;a href="GAME#castlefalkenstein"&gt;
Castle Falkenstein&lt;/a&gt;.  There are 22 character archetypes based 
on the major arcana of the tarot.  You choose a combination of three to 
make your character.  The first archetype is your public identity or 
profession, the second is your true nature, and the third is your hobby 
or sideline.  Archetypes include Politicians (Karisma), Bodyguards (Kabuto), 
Biker (Kaze-J), Seducer (Manikin), Corporate Executive (Exek), 
Street Samurai (Katana), and more.  Your choice of archetypes determines 
your four stats: Reason, Passion (emotional manipulation and charisma), 
Life (physical prowess), and Mundane (influence, money, and connections).  
Resolution is by playing a card from your hand of 3-4 cards and adding 
your stat number versus difficulty number (from 2 to 30).  You also have 
a skill level from 0 (unskilled = zero suits) to 4 (all suits).  
You may also draw a card from the deck rather than playing from your 
hand, but there is then a chance that you will fumble upon failure.  
The present edition is "Tokyo NOVA: the Revolution," with a supplement 
("Grand X Cross") in the works.  There is also a related play-by-mail 
game on the magazine "Discovery." 
</Description>
</Game>

<Game type="rpg" game_id="tombreavers">
<Title>Tomb Reavers</Title>
<Edition>
  <Author>Jim Anuszczyk</Author>
  <Year>2002</Year>
  <Company company_id="dreamingmerchant">Dreaming Merchant Press</Company>
  <Pages>107</Pages>
</Edition>
<Description>
A fantasy RPG published in electronic format, set in an original 
fantasy world on the "Tomb Coast" of the Draemon Empire.  The PCs 
are "Reavers" -- commoners who make their fortune by looting ancient 
graves protected by powerful guardians.  Their code is to only reave 
tombs after the soul has departed, which happens when all people who 
knew the person have themselves died.  However, it is still illegal 
and the Reavers must stay clear of the authorities.  
</Description>
</Game>

<Game type="rpg" game_id="tombstonesntumbleweeds">
<Title>Tombstones n' Tumbleweeds</Title>
<Edition>
  <Author>Christopher Bracket</Author>
  <Year>2004</Year>
  <Company company_id="gamewerks">Game Werks</Company>
  <Pages>56</Pages>
</Edition>
<Description>
A skirmish-level wargame of the Wild West.  
</Description>
</Game>

<Game type="rpg" game_id="tomorrowknights">
<Title>Tomorrow Knights</Title>
<Edition>
  <Author>Eddy Webb</Author>
  <Author>Cynthia Celeste Miller</Author>
  <Author>Roy Richardson</Author>
  <Author>Rod Whigham</Author>
  <Year>2005</Year>
  <Company company_id="zman">Z-Man Games</Company>
</Edition>
<Description>
An action-heavy sci-fi RPG with cybernetics and power armor mixed with 
elements of noir and pulp.  It is set in a near future where the 
Universal Corporate Council dominates the world both as a conglomorate 
and as a megacorp unto itself.  Some governments, including the U.S., 
are opposed to its policies.  A limited nuclear exchange has fouled 
the global climate, warfare is now dominated by power armor troops, 
and cybernetics are common but still detrimental.  Action resolution 
is by rolling 2d6 + trait vs a difficulty number from 3 (Dead Simple) 
to 18 (Impossible).  Character creation is point-based, buying traits 
in three broad categories of Body, Mind, and Style.  
</Description>
</Game>

<Game type="rpg" game_id="tomtarochtroll" language="Swedish">
<Title>Tomtar och Troll</Title>
<Edition>
  <Author>Carl Johan Str&amp;oacute;m</Author>
  <Year>1986</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A small-press Swedish-language fantasy-genre RPG, whose title 
translates to "Gnomes and Trolls".  The first and only publication 
was "Bok 1, Hj&amp;auml;ltarnas &amp;Aring;terkomst", which translates 
to "Book 1, The Return of the Heroes".  The system is similar to 
&lt;a href="GAME#traveller"&gt;Traveller&lt;/a&gt;, with 
attributes from Chaosium's 
&lt;a href="GAME#basic"&gt;Basic Role-Playing&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="toolsofignorance">
<Title>The Tools of Ignorance</Title>
<Edition>
  <Author>clash bowley</Author>
  <Year>2011</Year>
  <Company company_id="flyingmice">Flying Mice LLC</Company>
  <Pages>53</Pages>
</Edition>
<Description>
A modern-day baseball RPG where the player characters are players on 
the same professional team, where the main action is playing out key 
games of a season.  It uses a version of the StarPool system, also used
in later editions of the 
&lt;a href="GAME#starcluster"&gt;Starcluster&lt;/a&gt; RPG.  The player 
rolls a number of d20s equal to skill rating, where every die under 
attribute rating is a success.  Character creation is by picking 1 of 8 
Background templates, picking 1 of 7 Professional templates, combining 
the bonuses from each, rolling to determine handedness, and 
then applying system-defined Edges and player-defined Traits.  
</Description>
</Game>

<Game type="rpg" game_id="toon">
<Title>Toon</Title>
<Edition>
  <Author>Greg Costikyan</Author>
  <Author>Warren Spector</Author>
  <Year>1984</Year>
  <Company company_id="stevejackson">Steve Jackson Games</Company>
</Edition>
<Edition>
  <EdName>Deluxe Ed</EdName>
  <Year>1991</Year>
</Edition>
<Description>
A cartoon RPG with simple mechanics (roll under skill on 2d6).  
It features a lot of pure comedy: characters have "schticks" and
receive "plot points" whenever the player makes the GM laugh.  
When they run out of hit points, characters simply "fall down" -
forcing the player to sit out for three minutes (real time) after
which he comes back as normal.  
</Description>
</Game>

<Game type="rpg" game_id="topsecret">
<Title>Top Secret</Title>
<Edition>
  <Author>Merle M. Rasmussen</Author>
  <Year>1980</Year>
  <Company company_id="tsr">TSR</Company>
</Edition>
<Edition>
  <EdName>Top Secret/SI</EdName> 
  <Author>Douglas Niles</Author>
  <Year>1987</Year>
</Edition>
<Description>
A modern-day espionage game.  The original focused closely on
realistic intelligence techniques, while SI incorporated more of
pulp action.  The systems are almost unrelated.  
</Description>
</Game>

<Game type="rpg" game_id="torg">
<Title>Torg</Title>
<Edition>
  <Author>Greg Gorden</Author>
  <Year>1990</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Edition>
  <EdName>Revised and Expanded</EdName>
  <Author>Jim Ogle</Author>
  <Year>2005</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A multi-genre game set on Earth being invaded by beings from
other dimensions ("cosms"), who have transformed swaths of Earth
into "realms" where different laws apply: simulating a traditional
genre with a twist.  i.e. Egypt is transformed into a pulp action
realm, England is transformed into a traditional fantasy realm,
etc.  The system uses a 1d20 roll (open-ended on 10 or 20) which
refers to a universal chart that give "bonus".  Action resolution 
is by comparing bonus + skill vs difficulty.  It has an
exponential scale of game "values" similar to the MEGS system 
(from &lt;a href="GAME#dcheroes"&gt;DC Heroes&lt;/a&gt;).  It also 
uses a "Drama Deck" of special cards.  Each round in combat, a card is 
turned up to show initiative and special opportunities.  Further, each
player has a hand of 4 cards which can be played to cause special 
events.  
</Description>
</Game>

<Game type="rpg" game_id="toughjustice">
<Title>Tough Justice</Title>
<Edition>
  <Author>Ian Warner</Author>
  <Year>2011</Year> 
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>276</Pages>
</Edition>
<Description>
A historical RPG where the player characters are legal teams arguing a 
capital case in England during the years of "The Bloody Code" - from 
the end of the 17th to the beginning of the 19th Centuries.  There are 
two teams of players: prosecution and defense.  Character creation 
begins by distributing 18 points among six attributes: Authority, 
Jibe, Charm, Investigation, Violence, and Composure.  They then pick 
two +1 traits, one +2 trait, one merit and one flaw.  Player characters 
then choose teams and create a defendant by a series of random rolls for 
sex, age, and profession.  Play follows with an explicit order of play 
for the arrest and court case.  Actions can include legal maneuvers 
as well as assaulting an opponent, intimidating witnesses, seducing 
key figures, and more.  Core resolution is by rolling 1d6 and adding 
stats and special bonuses, compared to a difficulty or opposed roll - 
called the "Beer and Crisps" system.  
</Description>
</Game>

<Game type="rpg" game_id="trailofcthulhu">
<Title>Trail of Cthulhu</Title>
<Edition>
  <Author>Kenneth Hite</Author>
  <Year>2008</Year> 
  <Company company_id="pelgrane">Pelgrane Press</Company>
</Edition>
<Description>
A horror game set in the 1930s, based on the works of H.P. Lovecraft. 
It uses a version of the "GUMSHOE" system that first appeared in  
&lt;a href="GAME#esoterrorists"&gt;The Esoterrorists&lt;/a&gt;.  
It uses diceless point-spending to resolve investigative skills, 
and die rolls modified by points for core skills.  Character creation 
is limited point-based, with no attributes and splitting between 
the 39 investigative skills and the 13 core skills.  Characters 
have two ratings for mental health: Stability (short-term, affected 
by mundane horrors) and Sanity (long-term, affected by Cthulhu mythos 
exposure and knowledge).  
</Description>
</Game>

<Game type="rpg" game_id="trauma" language="French,English">
<Title>Trauma</Title>
<Edition>
  <EdName>1st [French]</EdName>
  <Year>1986</Year> 
  <Company>"Chroniques d'outre monde" Magazine</Company>
</Edition>
<Edition>
  <EdName>2nd [French]</EdName>
  <Year>1988</Year> 
  <Company>Aujourd'hui Communication</Company>
</Edition>
<Edition>
  <EdName>1st [English]</EdName>
  <Year>1992</Year>
  <Company>Darcsyde Productions</Company>
</Edition>
<Description>
A modern RPG about violent crime, originally published in
magazine format.  The concept is fairly "normal" characters who
get thrown into realistic violent situation and must fight for
their lives -- softened somewhat that characters who die are
returned to life.  It uses random-roll attributes and
point-bought skills.  The combat system is complex, realistic,
and (predictably) deadly. 
</Description>
</Game>

<Game type="rpg" game_id="traumauniversal" language="German">
<Title>TRAUMA Universalrollenspiel</Title>
<Edition>
  <Author>Markus D. Still</Author>
  <Year>2003</Year> 
  <Company company_id="flying">Flying Games</Company>
  <Pages>164</Pages>
</Edition>
<Description>
A German-language universal RPG system.  It uses a detailed percentile 
skill-based system, rolling under stat on 1d100 for success -- with 
grades of success for lower or higher rolls.  There are 18 attributes 
(6 physical, 6 mental, and 6 perception) rated from 25 to 100 for 
normal humans.  Character creation includes either point-bought or 
random-roll attributes.  Skills are bought using points based on the 
openly chosen age of the character, with increased age balanced by 
reduction in attributes.  It includes a detailed and deadly combat 
system with short combat rounds of 3 seconds in which combatants get
from 0 to 2 actions depending on their reaction rolls and their weapons.
It includes a number of settings: Parydia (fantasy), T1111 (fantasy), 
T-40K (stone age), T2222 (low SF), T3333 (high SF), T50K (dark SF)
Worlds are rated with a magical, a technical, and a political number. 
Skills and equipment have a technical rating that may not be higher 
than the number of the setting.  
</Description>
</Game>

<Game type="rpg" game_id="traveller">
<Title>Traveller</Title>
<Edition>
  <Author>Marc Miller</Author>
  <Year>1977</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Marc Miller</Author>
  <Year>1981</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>MegaTraveller</EdName>
  <Year>1987</Year>
</Edition>
<Edition>
  <EdName>The New Era</EdName>
  <Author>Frank Chadwick</Author>
  <Author>Dave Nilsen</Author>
  <Year>1993</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1996</Year>
  <Company company_id="imperium">Imperium Games</Company> 
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Author>Gareth Hanrahan</Author>
  <Year>2008</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
</Edition>
<Description>
The first science fiction RPG, this is set in a large intersteller 
human empire ("The Imperium"), competing with other human strains 
(the psionic "Zhodani" and the Earth-derived "Solomani") along 
with select alien races (the wolf-like Vargr, starfish-like 
Hivers, and lion-like Aslan).  It is a mix of hard sci-fi with 
isolated space-opera elements: notably psionics.  &lt;br&gt; 
The mechanics change greatly between editions.  The original 
and second editions (currently being reprinted by author Marc Miller's 
&lt;a href="GAME#farfuture"&gt;Far Future Enterprises&lt;/a&gt;) have 
d6-based resolution -- generally roll 2d6 under a target number.  
Character creation uses a random-roll lifepath generation.  The 2nd 
and 3rd edition converted many of the rules over to the GDW house 
system. The fifth edition from Mongoose also has separately-published 
settings including a "Judge Dredd" setting and "Strontium Dogs" setting 
(based on the British comics series). 
</Description>
</Game>

<Game type="rpg" game_id="traveller20">
<Title>Traveller20</Title>
<Edition>
  <Author>Martin J. Dougherty</Author>
  <Author>Hunter Gordon</Author>
  <Year>2002</Year>
  <Company company_id="quiklink">QuikLink Interactive</Company>
  <Pages>464</Pages>
</Edition>
<Description>
This is an adaptation of the original 
&lt;a href="GAME#traveller"&gt;Traveller&lt;/a&gt; game and 
universe to the D20 System from third edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It adapts the rules by adding in two new attributes (Education and 
Social Standing).  It has new core classes and adds in rules for 
prior history in character generation, similar to the original 
Traveller rules except that this adds experience to the character, 
raising it to levels beyond first.  
</Description>
</Game>

<Game type="rpg" game_id="traveller2300">
<Title>Traveller 2300 (aka 2300 A.D.)</Title>
<Edition>
  <Author>Marc Miller</Author>
  <Author>Frank Chadwick</Author>
  <Author>Timothy B. Brown</Author>
  <Year>1986</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>2300 A.D.</EdName>
  <Author>Marc Miller</Author>
  <Author>Frank Chadwick</Author>
  <Author>Lester W. Smith</Author>
  <Author>Timothy B. Brown</Author>
  <Year>1988</Year>
</Edition>
<Description>
A spacefaring sci-fi RPG, unrelated to the original Traveller in 
background or system.  It is set in 2300 A.D. where Earth has
explored the surrounding several hundred worlds, establishing
many colonies and meeting a handful of intelligent races (none 
suitable for PC's).  It uses a "task" based system, which is 
simple but has many options.  The basic roll is 1d10 + stat vs
difficulty, where the stat varies (skill, attribute, or
combinations).  Character creation is random-roll attributes and
point-bought skills based on career path.  It includes rules for
spaceship combat and world generation.  
</Description>
</Game>

<Game type="rpg" game_id="tri" language="German">
<Title>TRI</Title>
<Edition>
  <Author>Gunter Rumland u.a.</Author>
  <Year>1999</Year>
  <Company company_id="rumlandandflory">Rumland &amp;amp; Flory</Company>
</Edition>
<Description>
A German-language dimension-hopping RPG with 3 backgrounds:
a 30's pulp setting (Terra), a fantasy setting (Rulegard),
and a cyberpunk setting (Ion).  The PC's are special figures
("Nebelgaenger") who can jump between the worlds.  The rules come
in three books: Player book (208 pages), World book (232 pages), 
and GM book (176 pages).  
</Description>
</Game>

<Game type="rpg" game_id="trialsofthegrail">
<Title>Trials of the Grail</Title>
<Edition>
  <Author>Jasper McChesney</Author>
  <Year>2004</Year>
  <Company company_id="primeval">Primeval Games Press</Company>
  <Pages>70</Pages>
</Edition>
<Description>
A themed RPG designed for a variety of settings from ancient history 
to cyberpunk.  There are four constants: the PCs are "knights", 
their "king" is dying, the "kingdom" around them is dying, and 
the "grail" is the only thing that can cure the king and, thus, 
the kingdom.  However, each element can be broadly interpreted.  
One player is the lead character, who begins as a less experienced 
"knight" but is fated to save the kingdom.  It uses a storytelling 
system, where players can spend narrative points to control outcomes, 
and can .  Characters advance by adding to their Virtue stat by 
doing good deeds.  
</Description>
</Game>

<Game type="rpg" game_id="tribe8">
<Title>Tribe 8</Title>
<Edition>
  <Author>Philippe R Boulle</Author>
  <Author>Stephane Brochu</Author>
  <Author>Joshua Mosqueira Asheim</Author>
  <Year>1998</Year>
  <Company company_id="dreampod9">Dream Pod 9</Company>
</Edition>
<Description>
A post-magical-apocalypse RPG, set in a ruined city where
matriarchal tribes of humans hold out against demons (the
"Z'Bri") who had formerly enslaved them.  The seven official 
tribes were founded by the mythic Fatimas who freed humans from 
the Z'Bri.  Now, however, the seven official tribes are largely 
corrupt, while the organized outcasts are known as "Tribe 8" who 
identify with the only male Fatima who died in the war.  
Magic is available through tapping into the "River of Dreams". 
It uses the "Silhouette" system, adding a semi-freeform magic 
system.  Character creation is limited point-bought. 
</Description>
</Game>

<Game type="rpg" game_id="trinity">
<Title>Trinity</Title>
<Edition>
  <Author>Andrew Bates</Author>
  <Author>Ken Cliffe</Author>
  <Year>1997</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A sci-fi superhero game, set in the 22nd century where powerful
"Psions" defend the Earth from twisted "Aberrants" (who wield
"quanta" rather than "psi").  The Aberrants were expelled from
Earth after a massive war, but having made interstellar colonies
some are now returning to reclaim it.  It uses a variant of the
"Storyteller" system.  It was formerly called &amp;AElig;on, but the 
name was changed for legal reasons.  
</Description>
</Game>

<Game type="rpg" game_id="tristatdx">
<Title>Tri-Stat DX Core System</Title>
<Edition>
  <Author>Mark C. MacKinnon</Author>
  <Year>2003</Year>
  <Company company_id="guardiansoforder">Guardians of Order</Company>
</Edition>
<Description>
A universal rules system, published as a free electronic download 
and as a low-cost bare-bones rulebook.  The rules are a variant of 
the Tri-Stat system from 
&lt;a href="GAME#silveragesentinels"&gt;Silver Age Sentinels&lt;/a&gt;, 
which itself was based on the earlier generic anime system
&lt;a href="GAME#bigeyessmallmouth"&gt;Big Eyes, Small Mouth&lt;/a&gt;.  
This is not specific to anime, and adds in scaling rules to allow 
for low-power realistic play as well as superheroes.  The "DX" refers 
to using different dice depending on the type of campaign:  D4s for 
low-power play, up to d12s for superheroes.  It has three core 
attributes of Body, Mind, and Soul.  Character creation is open 
point-based.  
</Description>
</Game>

<Game type="rpg" game_id="triune">
<Title>Triune</Title>
<Edition>
  <Author>WJ MacGuffin</Author>
  <Year>2002</Year>
  <Company company_id="happybishop">Happy Bishop Games</Company>
</Edition>
<Description>
A science fiction RPG where humanity discovered connections to 
Heaven and Hell while attempting to enter theoretical hyperspace.  
This began a massive war that ended with a treaty that humanity 
shall remain neutral and Heaven and Hell will leave humanity alone. 
The Hegemony of humanity then banned all religion and worship.  The 
player characters are enforcers - para-military agents who investigate 
angels and devils along with their human allies.  However, they might 
secretly be working for Heaven or Hell, gaining powers and working 
against their organization.  Among other high-tech, the Hegemony has the 
Weave, an omnipresent network that lets characters pull gear out of 
thin air or even resurrect themselves upon death.  Resolution uses 
the Effort System, a strategic d10 mechanic where players can decide 
how much risk and reward with each roll.  Players roll 1d10 under 
attribute to determine success or failure, and then roll from 1d6 
to 3d6 for the level of success/failure based on the level of risk 
chosen.  Characters must choose "faiths" for each of three paths: 
Heaven, Hell, and Hegemony - and have a level rating for each path.  
Characters can change only by re-allocating attribute points upon 
death or in getting Faith Points to increase ratings in their paths.  
</Description>
</Game>

<Game type="rpg" game_id="trollbabe">
<Title>Trollbabe</Title>
<Edition>
  <Author>Ron Edwards</Author>
  <Year>2002</Year>
  <Company company_id="adeptpress">Adept Press</Company>
</Edition>
<Description>
A fantasy RPG where the PC's are peculiar creatures: female half-human, 
half-troll hybrids, known as "trollbabes".  It is set on a vaguely 
defined fantasy world based on Germanic/Norse cultural types.  
The system is strongly focused on storytelling.  The character has 
only a single stat: roll low to succeed in fights, roll high to 
succeed in magic.  A limited number of re-rolls are allowed per 
session based on a list of events or relationships.  
</Description>
</Game>

<Game type="rpg" game_id="trollvinter" language="Swedish">
<Title>Trollvinter</Title>
<Edition>
  <Author>Krister Sundelin</Author>
  <Year>unknown</Year>
  <Company company_id="ravsvansforlag">R&amp;auml;vsvans F&amp;ouml;rlag</Company>
</Edition>
<Description>
A Swedish-language fantasy RPG, based on folklore and fairy
tales.  The campaign world is a mix of traditonal stories and
myths and regular fantasy. 
</Description>
</Game>

<Game type="rpg" game_id="true20">
<Title>True20 Adventure Roleplaying</Title>
<Edition>
  <EdName>1st Electronic</EdName>
  <Author>Steve Kenson</Author>
  <Year>2005</Year>
  <Company company_id="greenronin">Green Ronin Publishing</Company>
  <Pages>97</Pages>
</Edition>
<Edition>
  <EdName>1st Print</EdName>
  <Author>Steve Kenson</Author>
  <Year>2006</Year>
  <Pages>224</Pages>
</Edition>
<Description>
A generic fantasy RPG -- a standalone system loosely based on the 
D20 System used by 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
adding in rules variations from 
&lt;a href="GAME#mutantsandmasterminds"&gt;Mutants &amp;amp; 
Masterminds&lt;/a&gt;.  This is a minor variant of the True20 
System used by the 
&lt;a href="GAME#bluerose"&gt;Blue Rose&lt;/a&gt; RPG. 
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.  
</Description>
</Game>

<Game type="rpg" game_id="truthandjustice">
<Title>Truth &amp;amp; Justice</Title>
<Edition>
  <Author>Chad Underkoffler</Author>
  <Year>2005</Year>
  <Company company_id="atomicsockmonkey">Atomic Sock Monkey Press</Company>
  <Pages>133</Pages>
</Edition>
<Description>
A superhero RPG of heroism and mad, beautiful ideas.  It uses a 
variant of the Prose Descriptive Qualities (PDQ) system used 
in &lt;a href="GAME#deadinside"&gt;Dead Inside&lt;/a&gt; and 
&lt;a href="GAME#monkeyninjapiraterobot"&gt;
Monkey, Ninja, Pirate, Robot: the RPG&lt;/a&gt; -- 
streamlined and chromed-up for superheroic flexibility, simplicity, 
and speed.  The core book includes three sample settings: 
"Second-String Supers" (minor supers in the town of Drakesville); 
"SuperCorps" (a futuristic corporation); and 
"Fanfare for the Amplified Man." 
</Description>
</Game>

<Game type="rpg" game_id="tunnelsandtrolls">
<Title>Tunnels and Trolls</Title>
<Edition>
  <Author>Ken St. Andre</Author>
  <Year>1975</Year>
  <Company company_id="flyingbuffalo">Flying Buffalo</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1977</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1979</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>1984</Year>
</Edition>
<Edition>
  <EdName>5.5th</EdName>
  <Year>2005</Year>
</Edition>
<Edition>
  <EdName>Unofficial 6th</EdName>
  <Year>2005</Year>
  <Company company_id="outlaw">Outlaw Press</Company>
</Edition>
<Edition>
  <EdName>7th/30th anniversary</EdName>
  <Year>2005</Year>
  <Company company_id="fierydragon">Fiery Dragon</Company>
  <Company company_id="flyingbuffalo">Flying Buffalo</Company>
</Edition>
<Edition>
  <EdName>7.5th</EdName>
  <Year>2008</Year>
</Edition>
<Description>
A traditional fantasy game, similar to but simpler than 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
It uses only six-sided dice, where combat has each side rolls their 
dice and totals them up. The side with the highest total wins the 
round. The difference in the rolls is then divided up among the 
losing side as damage.  The 7th edition, published through Fiery 
Dragon Productions, saw a number of changes, including a new 
attribute for Wizardry, and determining character level based 
on the highest of a character's class attributes.  The 7.5th 
edition added a solo adventure, GM adventure, spellbook, and 
monster compendium to the core book.  
</Description>
</Game>

<Game type="rpg" game_id="twerps">
<Title>TWERPS</Title>
<Edition>
  <Author>Manda</Author>
  <Author>Jeff Dee</Author>
  <Year>1988</Year>
  <Company>Reindeer Games</Company>
</Edition>
<Edition>
  <EdName>Expanded</EdName>
  <Author>Lou Zocchi</Author>
  <Author>Niels Erickson</Author>
  <Year>1995</Year>
  <Company company_id="gamescience">Gamescience</Company> 
</Edition>
<Description>
An ultra-simple universal system 
(short for "The World's Easiest Role-Playing Game"), a parody of Steve 
Jackson Games' GURPS.  It has only one stat: Strength, that is used
for all rolls.  The roll uses 1d10.  It has a surprising number 
of genre books, including: "Fly-by-Knights", "Kung Fu Dragons", 
"Rocket Rangers", "Space Cadets", "Superdudes", and "Twek".  
</Description>
</Game>

<Game type="rpg" game_id="twilight2000">
<Title>Twilight 2000</Title>
<Edition>
  <Author>Frank Chadwick</Author>
  <Year>1984</Year>
  <Company company_id="gamedesignersworkshop">GDW</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1990</Year>
</Edition>
<Description>
A post-nuclear-apocalypse RPG where the characters are soldiers in
military units stuck in Europe just after the bombs fell and 
civilization collapsed.  It uses a percentile system: roll under
skill*10 ("easy"), skill*5 ("average"), or skill*2.5
("difficult").  Character creation is random-roll
attributes and point-bought skills, with a military career
life-path.  
</Description>
</Game>

<Game type="rpg" game_id="twilightimperium">
<Title>Twilight Imperium</Title>
<Edition>
  <Author>Todd Nilsen</Author>
  <Author>Jason S. Williams</Author>
  <Author>Darrell Hardy</Author>
  <Year>1999</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Description>
A sci-fi space opera RPG with a focus on politics and intrigue,
set in the universe of the board-game "Twilight Imperium" (by
Christian T. Petersen).  The setting has six great races
competing for dominance of the Lazax Imperium, currently
re-expanding after being reduced to their homeworlds by the
devastating Twilight Wars.  The system is a standard percentile
system: roll under attribute+skill.  Character creation is
point-based, with racial and professional packages.  
</Description>
</Game>

<Game type="rpg" game_id="twofistedtales">
<Title>Two-Fisted Tales</Title>
<Edition>
  <Author>Matt Stevens</Author>
  <Year>2003</Year>
  <Company company_id="spectre">Spectre Press</Company>
  <Pages>120</Pages>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Author>Matt Stevens</Author>
  <Year>2007</Year>
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>192</Pages>
</Edition>
<Description>
A pulp action RPG, in the style of the 30's and 40's pulp tales. 
Character creation uses 21 character templates, plus customization 
rules to modify these.  
</Description>
</Game>

<Game type="rpg" game_id="ultimaeclisse" language="Italian">
<Title>Ultima Eclisse</Title>
<Edition>
  <Author>G. Niccolai</Author>
  <Author>F. Baroni</Author>
  <Author>M. Corsini</Author>
  <Author>A. Silvestrini </Author>
  <Year>1993</Year>
  <Company>Draco Flamula Games</Company>
</Edition>
<Description>
An Italian-language fantasy genre RPG, whose title translates as 
"Last Eclipse".  The design is strongly inspired by 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="ultimatepower">
<Title>Ultimate Power</Title>
<Edition>
  <Author>Blake Mobley</Author>
  <Year>1994</Year> 
  <Company company_id="gamelords">The Game Lords, Ltd.</Company>
</Edition>
<Description missinginfo="all">
A fantasy genre RPG. 
</Description>
</Game>

<Game type="rpg" game_id="ultimathule" language="Finnish">
<Title>Ultima Thule: Roolipeli muinaisessa Pohjolassa</Title>
<Edition>
  <Author>Ilmari Piela</Author>
  <Year>1999</Year>
  <Company>Suomalaisen kirjallisuuden seura</Company>
  <Pages>80</Pages>
</Edition>
<Description>
A Finnish-language historical RPG set in medieval and pre-medieval 
Finland.  Although this game touches the national epic of Kalevala, 
it does not focus on it.  It includes magical spells and monsters, 
including historical resources for authentic-feeling spells.  
It uses a rules-lite system.
</Description>
</Game>

<Game type="rpg" game_id="ultimeepreuve" language="French">
<Title>L'Ultime &amp;Eacute;preuve</Title>
<Edition>
  <Author>Fabrice Cayla</Author>
  <Year>1983</Year>
  <Company>Jeux Actuels</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1984</Year> 
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1987</Year> 
</Edition>
<Description>
A French-language fantasy genre RPG, the first French RPG.  It 
is set in the largely open world of Lina&amp;iuml;s, which is 
inhabited by six types of humans: mountain people, forest people, 
sea people, etc.  The PCs have the defined goal to fight against 
the lords of destruction, become powerful enough to pass the 
ultimate test, cross the door, and join the lords of balance.  
It uses a skill-based system similar to Chaosium's 
&lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt;, with 
six attributes (determined by 3d6): Intelligence, Force, 
Dext&amp;eacute;rit&amp;eacute;, Pouvoir, Constitution, Charisme.  
There are also broad skills (only 10 in the original game), 
calculated by the sum of two or three attributes.  These are 
increased only be increasing the attributes themselves.  Character 
advancement is done by buying "training courses" in schools that 
increase attributes.  It includes a magic system based on your 
Magic skill rating, with choice and number of spells determined by 
your skill.  The expanded second edition is entitled 
"Les Chroniques de Lina&amp;iuml;s".
</Description>
</Game>

<Game type="rpg" game_id="umlaut">
<Title>Uml&amp;auml;ut: Game Of Metal</Title>
<Edition>
  <EdName>1st (electronic)</EdName>
  <Author>Rich Stokes</Author>
  <Year>2009</Year>
  <Company company_id="lordofthepies">Lord of the Pies</Company>
</Edition>
<Edition>
  <EdName>1st (print)</EdName>
  <Year>2010</Year>
</Edition>
<Description>
A GMless storytelling game for 3-8 players, where players (individually 
or in pairs) take on the roles of heavy metal bands rather than an 
individual characters.  It is designed for 3-4 hours of play with no 
prep, using playing cards rather than dice.  The system centers on 
charting their bands' careers as they rehearse, play gigs, fight 
among themselves and pull crazy publicity stunts.  Bands have four 
stats (Hope, Ego, Fanbase and Cash) and three performance traits 
(Power, Technique and Stagecraft).  It uses a card draw scene resolution 
mechanic similar to &lt;a href="GAME#primetimeadventures"&gt;
Primetime Adventures&lt;/a&gt; and 
&lt;a href="GAME#contenders"&gt;Contenders&lt;/a&gt;.  
Each player takes a turn with a scene, with the players on their 
left acting as "roadie" (opposition) for the turn.  The active 
player and roadie are dealt a number of cards based on stats and 
money spent.  If the player has more blacks, he succeeds in the 
scene.  Whichever of the two has the highest card gets narration 
rights.  
</Description>
</Game>

<Game type="rpg" game_id="underground">
<Title>Underground</Title>
<Edition>
  <Author>Ray Winninger</Author>
  <Year>1993</Year>
  <Company company_id="mayfair">Mayfair</Company>
</Edition>
<Description>
A dark-future superhero RPG, set in 2020 where the superpowered
veterans of past wars are abandoned and oppressed by a corrupt
U.S. government.  The system is based on &lt;a href="GAME#dcheroes"&gt;
DC Heroes&lt;/a&gt;.  Character creation is point-based, spending
government money on super-soldier aspects: including genetic
surgery (i.e. superpowers), recruitment (i.e. attributes/skills),
cash (i.e. equipment), and reconditioning (i.e. curing power
induced stress).  There are random aspects to superpowers and
reconditioning.  The system also includes strategic-level
mechanics of dealing with the community's problems such as
corruption and safety -- which are numerically rated, and can be
affected by PCs.  
</Description>
</Game>

<Game type="rpg" game_id="undermyskin">
<Title>Under My Skin: Who do you love?</Title>
<Edition>
  <Author>Emily Care Boss</Author>
  <Year>2008</Year>
  <Company company_id="blackandgreen">Black &amp;amp; Green Games</Company>
</Edition>
<Description>
A live-action RPG about romantic relationships for 4 to 8 people, though 
optional tabletop rules are also included.  Play is aimed at taking from 
4 to 6 hours.  There is a GM (Director), but there are no rules for combat 
or conflict resolution.  Characters have ratings (from 1-3) for intimacy 
and passion for a number of relationships, possibly including Partner, 
Friend, Best Friend, and New Flame.  Play proceeds by going through a 
number of scenes according to a general structure, though all details 
are left up to the players.  
</Description>
</Game>

<Game type="rpg" game_id="underthebed">
<Title>Under the Bed</Title>
<Edition>
  <Author>Joshua A.C. Newman</Author>
  <Year>2005</Year>
  <Company company_id="glyph">The Glyph Press</Company>
</Edition>
<Description>
A horror RPG about childhood perils.  The PCs are a child's toys who 
are trying to defend the child but also competing with each other 
for the child's affection.  Each character has a set of binary traits, 
and a rating for Favoritism.  Conflict resolution is by rolling 
opposed sets of d8s, adding dice for relevant traits, where the highest 
roll wins.  
</Description>
</Game>

<Game type="rpg" game_id="underworld">
<Title>Underworld</Title>
<Edition>
  <Author>Gareth-Michael Skarka</Author>
  <Author>Laura D. Hanson</Author>
  <Author>T.S. Luikart</Author>
  <Author>Sean Jaffe</Author>
  <Year>2000</Year>
  <Company company_id="synister">Synister Creative</Company>
</Edition>
<Description>
An urban fantasy RPG, along the lines of the television series 
&lt;u&gt;Neverwhere&lt;/u&gt; by Neil Gaiman or the television series 
&lt;u&gt;Beauty and the Beast&lt;/u&gt; by Ron Koslow.  It is set in 
and below the New York City subway system, which were somehow manipulated 
to run along magical ley lines ("The Radiance"). It uses a rules-light 
system of coin flipping, built for play in either tabletop or live-action 
mode.  It uses class-based character creation.  Character creation 
involves choosing 1 of 9 Breeds, 1 of 10 Guilds, 3 Defining 
Traits, 3 Secondary Skills from the Guild list, and choosing 
starting equipment.  The Breeds range from intelligent animals 
to magical robots to wandering immortals.  Guilds are roughly 
professions.  
</Description>
</Game>

<Game type="rpg" game_id="undiscovered">
<Title>Undiscovered: The Quest for Adventure</Title>
<Edition>
  <Author>Adam D. Theriault</Author>
  <Author>Antonio Da Rosa</Author>
  <Author>Phillip Theriault</Author>
  <Year>2001</Year>
  <Company company_id="eilfin">Eilfin Publishing</Company>
</Edition>
<Description>
A swords-and-sorcery fantasy RPG, set on the world of "Arkas".  
This is inhabited by traditional races like humans, elves, 
and dwarves as well as new races like the Dusters (humans with 
faint reptilian ancestry), Seraphs (a magical race of neuter 
beings), Muklags (hairy Bigfoot-like humanoids), and Dracomensc 
(humanoid dragons).  It uses a percentile skill-based system, 
rolling under skill or attribute on 1d100.  Character creation 
is classless and point-based, with some random adjustments during 
the process.  There are also 150 skills each with five levels.  
Advancement is level-based.  
</Description>
</Game>

<Game type="rpg" game_id="unexplained">
<Title>The Unexplained: Chronicles of the FPI</Title>
<Edition>
  <Author>Bradford Younie</Author>
  <Year>2010</Year>
  <Company company_id="carnivore">Carnivore Games</Company>
  <Pages>296</Pages>
</Edition>
<Description>
A modern-day supernatural RPG where the player characters are members of 
the Foundation for Paranormal Investigation - investigating ghosts, aliens, 
rare and monstrous creatures, and magicians.  It uses a variant of the 
&lt;a href="GAME#fudge"&gt;FUDGE&lt;/a&gt; system, extending on the 
&lt;a href="GAME#nowplaying"&gt;Now Playing&lt;/a&gt; system, 
where the FPI was introduced as a sample campaign.  
</Description>
</Game>

<Game type="rpg" game_id="universalis">
<Title>Universalis</Title>
<Edition>
  <Author>Ralph Mazza</Author>
  <Author>Mike Holmes</Author>
  <Year>2002</Year>
  <Company company_id="ramshead">Ramshead Publishing</Company>
</Edition>
<Description>
A universal storytelling role-playing system.  The system has no 
no game-master.  Instead, each player acts as GM to some degree 
by use of coin-spending mechanics.  Players may make Complications 
to the story which are targetted at other players.  Rules resolve 
who controls using die rolls and the traits of the characters 
involved.  
</Description>
</Game>

<Game type="rpg" game_id="universe">
<Title>Universe</Title>
<Edition>
  <Author>John H. Butterfield</Author>
  <Year>1981</Year>
  <Company company_id="simulationspublications">SPI</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year>
  <Company>SPI / Bantam Books</Company>
</Edition>
<Description>
A sci-fi game around interstellar adventure in a free-market 
Federation (similar to &lt;a href="GAME#traveller"&gt;Traveller&lt;/a&gt;),
featuring semi-realistic high tech and prevalent psionics, but
with little background information.  The system is a complex
percentile skill system, with the bonus to the roll being the
square of the skill.  The character creation and combat systems
are both particularly involved.  
</Description>
</Game>

<Game type="rpg" game_id="universe_towerravens">
<Title>Universe, The Sci-Fi RPG</Title>
<Edition> 
  <Author>Mark Wilkinson</Author>
  <Author>Michael Wilkinson</Author>
  <Author>William T. Pace</Author>
  <Year>2003</Year>
  <Company company_id="towerravens">Tower Ravens LLC</Company>
</Edition>
<Description>
A science fiction role-playing game set on an independent world in 
the midst of several galactic empires, some of which are waring against 
alien incursions.  Characters are skill based.  System uses percentile 
dice and a universal lookup table.
</Description>
</Game>

<Game type="rpg" game_id="universo" language="Spanish">
<Title>Universo</Title>
<Edition> 
  <Author>Pedro Alc&amp;aacute;ntara</Author>
  <Year>1993</Year>
  <Company>Ediciones Cron&amp;oacute;polis</Company>
</Edition>
<Description>
A Spanish-language universal RPG.  It uses a percentile system with 
characteristics and skills.  Advancement is level-based.  It 
includes rules about magic, psionics, robots, and time and space 
travel.  
</Description>
</Game>

<Game type="rpg" game_id="universom" language="French">
<Title>Universom</Title>
<Edition> 
  <EdName>Silrin</EdName>
  <Author>Laurent Tr&amp;eacute;mel</Author>
  <Author>Nicolas Th&amp;eacute;ry</Author>
  <Author>Eric Bouchaud</Author>
  <Author>Fred Pannetier</Author>
  <Author>Franck Bouchaud</Author>
  <Year>1988</Year>
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Edition>
  <EdName>Koros</EdName>
  <Author>Laurent Tr&amp;eacute;mel</Author>
  <Author>Nicolas Th&amp;eacute;ry</Author>
  <Author>Eric Bouchaud</Author>
  <Author>Fred Pannetier</Author>
  <Author>Yann</Author>
  <Author>Jos&amp;eacute; Das Neves</Author>
  <Year>1988</Year>
</Edition>
<Edition>
  <EdName>Berlin XVIII</EdName>
  <Author>Olivier No&amp;euml;l</Author>
  <Author>Laurent Tr&amp;eacute;mel</Author>
  <Author>Fr&amp;eacute;deric Texier</Author>
  <Author>Eric Bouchaud</Author>
  <Author>Nicolas Th&amp;eacute;ry</Author>
  <Year>1989</Year>
</Edition>
<Description>
A French-language series of sci-fi mini-RPGs: "Silrin", 
"Koros", "Berlin XVIII", and a few others.  Each book detailed a 
single star system.  &lt;a href="GAME#berlinxviii"&gt;Berlin XVIII&lt;/a&gt; 
was later released as its own game.  It uses a percentile skill-based
system.  
</Description>
</Game>

<Game type="rpg" game_id="unknownarmies">
<Title>Unknown Armies</Title>
<Edition>
  <Author>Greg Stolze</Author>
  <Author>John Tynes</Author>
  <Year>1998</Year>
  <Company company_id="atlas">Atlas Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2002</Year>
  <Pages>336</Pages>
</Edition>
<Description>
A modern-day occult conspiracy RPG with an emphasis on "furious
action", based around the concept that the cosmos will soon die
and be reborn.  The PC's are conspirators within the occult
underground, trying to influence what the next world will be
like.  It uses a percentile skill-based system.  Action resolution 
is by rolling under skill on d100, where "doubles" (11,22,etc.) are 
special results, and quality of success is measured by the roll 
itself.  Character creation is limited point-based, with freeform 
skills.  There is a mental health system which divides trauma into 
five categories in which mental stress points can accumulate.  
</Description>
</Game>

<Game type="rpg" game_id="unsanctioned">
<Title>UNSanctioned</Title>
<Edition>
  <Author>Greg Poehlein</Author>
  <Author>Paul Arden Lidberg</Author>
  <Year>2000</Year> 
  <Company company_id="nightshift">Nightshift Games</Company>
</Edition>
<Description>
A dark superheroes RPG, set in an alternate 1999 where
meta-humans (i.e. superheroes) have been working for the United
Nations since the 1940's.  Known as "Peacekeepers" (for their
leader), they have come to dominate the planet.  The PC's are
meta-human rebels against the now-oppressive U.N. supers.
The system uses d20 rolls for skills, but 2d10 rolls for combat.
Character creation is point-bought, with 3 attributes (Body,
Mind, and Agility) plus skills and powers.  
</Description>
</Game>

<Game type="rpg" game_id="unsung">
<Title>Unsung</Title>
<Edition>
  <Author>Kirt Dankmyer</Author>
  <Year>2005</Year> 
  <Company company_id="ivanhoeunbound">Ivanhoe Unbound</Company>
</Edition>
<Description>
A narrative game with no defined setting, but focuses on situation where 
the character make tough moral and ethical choices under pressure -- 
such as inner city police, American soldiers in the Vietnam War, or the 
American Civil War.  It uses a simple one-die mechanic, where a loss 
during a stressful situation means that the other players may decide 
what happens to the character.  
</Description>
</Game>

<Game type="rpg" game_id="untitled">
<Title>Untitled</Title>
<Edition>
  <Author>Keith Senkowski</Author>
  <Year>2005</Year> 
  <Company company_id="bobgoat">Bob Goat Press</Company>
</Edition>
<Description>
A game designed mainly as an artifact, about a man in the modern world
who is struggling with insanity and suicide.  It has only a single
player taking the part of the protagonist, lead by multiple antagonist
players (like GMs).  The game comes as a hand-sewn journal with hand 
written notes, a letter, a rapsheet, a photocopy of a hand written
journal, and an audio recording.  
</Description>
</Game>

<Game type="rpg" game_id="urbanfaerie">
<Title>Urban Faerie</Title>
<Edition>
  <Author>James Desborough</Author>
  <Year>2004</Year>
  <Company company_id="postmortem">Postmortem Studios</Company>
  <Pages>44</Pages>
</Edition>
<Description>
A humorous RPG about faeries as envisioned in Victorian England, now 
adapted to living in modern times.  For example, Oberon had a midlife 
crisis and moved off to L.A. to start an Internet porn business.  
The faerie population is now divided into the "Seedy" and the "Unseedy" 
courts.  The game uses a very simple system, where resolution works 
by 1d6 + attribute + possible bonus for one of two skills versus 
difficulty or opposed roll.  Character creation is by choosing one 
of 25 archetypes, which defines your base attributes and a general 
skill ("thing they're good at").  You choose one additional skill, 
and may optionally raise one attribute by 1 and lower another by 1.  
</Description>
</Game>

<Game type="rpg" game_id="urchin">
<Title>Urchin</Title>
<Edition>
  <Author>Clint Krause</Author>
  <Year>2007</Year>
  <Company company_id="clintkrause">Clint Krause Games</Company>
  <Pages>36</Pages>
</Edition>
<Description>
A short modern fantasy RPG based on the independent film of the same 
name by John Harlacher.  It is set in an underground haven for the 
homeless beneath Manhattan called Scum City.  The place is ruled by 
a figure called the Old Man, who has promised to lead the inhabitants 
to a paradise within the hollow earth once he finds five noble souls.  
It uses a simple original system intended to force players to be 
proactive. 
</Description>
</Game>

<Game type="rpg" game_id="usagiyojimbo_goldrush">
<Title>Usagi Yojimbo</Title>
<Edition>
  <Author>Greg Stolze</Author>
  <Year>1997</Year>
  <Company company_id="goldrush">Gold Rush Games</Company>
</Edition>
<Description>
An RPG set in 17th century Japan, based on the anthropomorphic animal 
comic books by Stan Sakai about a deadly rabbit ronin.  The inhabitants 
are all anthropomorphic animals in an otherwise fairly historical setting.  
It uses the &lt;a href="GAME#fuzion"&gt;Instant Fuzion&lt;/a&gt; system.  
The system includes 4 attributes, 11 races (i.e. animal species), and 
9 job packages.  This is unrelated from the later RPG adaptation,
&lt;a href="GAME#usagiyojimbo_goldrush"&gt;Usagi Yojimbo&lt;/a&gt; 
by Jason Holmgren and Pieter van Hiel for Sanguine Productions.
</Description>
</Game>

<Game type="rpg" game_id="usagiyojimbo_sanguine">
<Title>The Usagi Yojimbo Role-Playing Game</Title>
<Edition>
  <Author>Jason Holmgren</Author>
  <Author>Pieter van Hiel</Author>
  <Year>2005</Year>
  <Company company_id="sanguine">Sanguine Productions</Company>
</Edition>
<Description>
An RPG set in 17th century Japan, based on the anthropomorphic animal 
comic books by Stan Sakai about a deadly rabbit ronin -- the second 
RPG adaptation, after Greg Stolze's game 
&lt;a href="GAME#usagiyojimbo_goldrush"&gt;Usagi Yojimbo&lt;/a&gt; 
for Gold Rush Games.  The inhabitants are all anthropomorphic animals 
in an otherwise fairly historical setting.  It uses a modified version 
of the step-die system from the 
&lt;a href="GAME#ironclaw"&gt;Ironclaw&lt;/a&gt; game.  
</Description>
</Game>

<Game type="rpg" game_id="uuhraah">
<Title>Uuhraah!</Title>
<Edition>
  <Author>Bob King</Author>
  <Year>1976</Year>
  <Company>Blackhawk Games</Company>
</Edition>
<Description missinginfo="rules">
A silly prehistoric RPG emphasizing cavemen vs dinosaur combat.  
</Description>
</Game>

<Game type="rpg" game_id="valence">
<Title>Valence</Title>
<Edition>
  <Author>Colin Fredericks</Author>
  <Year>2005</Year>
  <Company company_id="valent">Valent Games</Company>
</Edition>
<Description>
A space opera science fantasy game set in an original background 
in the year 3029 A.D.  There are ten races divided into four 
megacorporation cultures, along with four remnant cultures, 
and scattered independents.  The human empire has disintegrated 
after an artificial slave race (now known as "demons") rebelled.  
The other races include the reptilian Caractingessen, aquatic 
silicon-based Valorians, plant-like Nesti, snake-like Sa'crontor, 
aptly named Ogres, the artificially perfect Archangels, and others.  
There is also magic, known as "lording".  Action resolution is 
1d20 + attribute + skill vs difficulty.  Character creation is 
selecting defaults for race, selecting one of 17 classes, followed 
by advantages, disadvantages, and skills.  
</Description>
</Game>

<Game type="rpg" game_id="valherjar">
<Title>Valherjar: The Chosen Slain</Title>
<Edition>
  <Author>Greg Spyridis</Author>
  <Year>2006</Year>
  <Company company_id="gamemonkey">Game Monkey Press</Company>
  <Pages>233</Pages>
</Edition>
<Description>
A modern-day urban fantasy RPG inspired by classic Norse mythology 
where the player characters are Valherjar - an elite caste of fallen 
warriors from all cultures and times resurrected by the Norse gods to 
fight in Ragnarok.  They are divided into six groups by their patron 
god: Frigga, Heimdall, Odin, Sif, Thor or Tyr.  Each warrior is 
nimated by six runestones implanted in their bodies, and has other 
abilities such as accelerated healing, ability to not eat or drink, 
and possible rune magic.  It uses an original system called the 
AOR Gaming System.  Resolution is based on rolling 3d6, then taking 
two dice to add to the appropriate stat to compare to difficulty, 
while the third die is used for initiative ("Action Opportunity Roll").  
Characters have eight attributes: Dexterity, Agility, Strength, 
Endurance, Intelligence, Perception, Charisma and Will, ranked 
from 0 to 4 for mortal humans, while others may go up to 6.  
Character creation is limited point-based, spending 12 priority points 
among 4 categories (Attributes, Skill, Rune Magic, and Prestige). 
Each category then has options based on the priority points spent.  
</Description>
</Game>

<Game type="rpg" game_id="valleyofthepharaohs">
<Title>Valley of the Pharaohs</Title>
<Edition>
  <Author>Matthew Balent</Author>
  <Year>1983</Year>
  <Company company_id="palladium">Palladium Books</Company>
</Edition>
<Description>
A fantasy/historical RPG set in ancient Egypt, using a variant of the 
&lt;a href="GAME#palladiumfantasy"&gt;Palladium System&lt;/a&gt;.  
Character creation is random-roll caste (Nobility, Clergy, Bureaucracy, 
Commons) and attributes (Strength, Speed, Intellect, Power, and Persona); 
with a chosen occupation within the caste (Soldier, Priest, Scholar, 
Merchant, Thief), and partly chosen skills based on occupation.  
</Description>
</Game>

<Game type="rpg" game_id="valtyrchronicles">
<Title>Valtyr Chronicles</Title>
<Edition>
  <Author>Chuck D. Yager</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
  <Pages>132</Pages>
</Edition>
<Description>
A fantasy RPG set in on an original fantasy world, Valtyr.  
It uses a skill-based dice pool system.  Resolution is by rolling 
a number of d6s based on skill, where every 5-6 is a success.  
The rulebook is independently published via 
&lt;a href="http://www.lulu.com/spotlight/lavaking"&gt;Lulu.com&lt;/a&gt;, 
while notes are available at the 
&lt;a href="http://thehiddenobelisk.blogspot.com"&gt;designer's blog&lt;/a&gt;.
</Description>
</Game>

<Game type="rpg" game_id="vampirehunter">
<Title>Vampire Hunter$</Title>
<Edition>
  <Author>Mark Arsenault</Author>
  <Author>Paul Arden Lidberg</Author>
  <Year>1999</Year>
  <Company company_id="nightshift">Nightshift Games</Company>
</Edition>
<Description>
A horror spoof RPG about mercenary employess of a worldwide
franchise monster-extermination service.  The system is the
"Cinematic Adventure System", which uses totalled dice vs
difficulty.  
</Description>
</Game>

<Game type="rpg" game_id="vampirethedarkages">
<Title>Vampire: The Dark Ages</Title>
<Edition>
  <Author>Kevin Hassall</Author>
  <Author>Jennifer Hartshorn</Author>
  <Year>1996</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A variant of the &lt;a href="GAME#vampirethemasquerade"&gt;Vampire:
The Masquerade&lt;/a&gt; RPG set in medieval times, including the
complete rules adapted for that time period.  
</Description>
</Game>

<Game type="rpg" game_id="vampirethemasquerade">
<Title>Vampire: The Masquerade</Title>
<Edition>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Author>Graeme Davis</Author>
  <Author>Tom Dowd</Author>
  <Author>Lisa Stevens</Author>
  <Author>Stewart Wieck</Author>
  <Year>1991</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1992</Year>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A popular horror RPG, set in a Gothic-Punk "World of Darkness" inspired 
by Anne Rice's novels where clans of vampires vie for supremacy.  
It uses a dice-pool system (the "Storyteller" system), rolling a 
set of d10's equal to (attribute + skill) where each roll over 
target number is 1 success.  Character creation is limited point-based. 
</Description>
</Game>

<Game type="rpg" game_id="vanishingpoint">
<Title>Vanishing Point</Title>
<Edition>
  <Author>Ashok Desai</Author>
  <Year>2005</Year>
  <Company company_id="sane">Sane Studios</Company>
  <Pages>346</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2007</Year>
  <Pages>281</Pages>
</Edition>
<Description>
A RPG set in an alternate Victorian world ruled by a totalitarian 
government, populated by insane and/or enlightened people who have 
vanished from Mundane Earth - along with strange animals, plants, and 
other races.  It includes an original system.  Resolution uses a d8 dice 
pool system where players roll dice equal to talent, with 8s being 
open-ended.  The highest die is added to attribute and compared to the 
difficulty or opposed roll.  The core attributes are Physique, Agility, 
Dexterity, Knowledge and Insight - each rated 0 to 6, with 1 being human 
average.  Character creation is limited point-based, with an optional 
random-roll variant.  Players distribute 5 points among attributes over 
the base for their genus, and the further points for talents.  The 
core rules include 14 races, 38 optional career packages, and 
21 pseudo-magical abilities.  
</Description>
</Game>

<Game type="rpg" game_id="vastmark" language="Swedish">
<Title>V&amp;auml;stmark</Title>
<Edition>
  <EdName>3rd</EdName>
  <Author>Krister Sundelin</Author>
  <Year>2003</Year>
  <Company company_id="ravsvansforlag">R&amp;auml;vsvans F&amp;ouml;rlag</Company>
  <!-- ISBN 91-974603-0-3 -->
</Edition>
<Description>
A Swedish-language historical fantasy RPG set in the Saxon kingdom 
of V&amp;auml;stmark in the year 1192.  The setting is based on 
various chivalric myth and legend as well as history.  The Third 
Crusade rages in the Holy Land, causing enmities between the 
Holy Roman Empire, France and England is temporarily laid aside 
in order to free the Holy Land.  However, there is an ancient 
darkness rising on Lyonia, an island southwest of Britain. 
</Description>
</Game>

<Game type="rpg" game_id="venetiaobscura" language="Italian">
<Title>Venetia Obscura</Title>
<Edition>
  <Author>unknown</Author>
  <Year>2000</Year>
  <Company>editore il Pentacolo</Company>
  <Company company_id="nexus">Nexus Editrice</Company>
</Edition>
<Description>
An Italian-language sci-fi RPG, set in an obscure future Venice
where different factions fight for control.  The game is very
combat centered, but the setting of Venice is very well treated. 
The title is Latin, meaning "Dark Venice". 
</Description>
</Game>

<Game type="rpg" game_id="ventonero" language="Italian">
<Title>Vento Nero</Title>
<Edition>
  <Author>Agostino Carocci</Author>
  <Year>1987</Year>
  <Company>Giochi magazine #5</Company>
</Edition>
<Description missinginfo="all">
An Italian-language humorous one-shot RPG.  It is a short adventure
with a very simple set of rules, set on a Sicilian island (Filicudi) 
during a nuclear disaster.  It was published in issue #5 
of the first year of Giochi Magazine (1987).  The title 
tranlates as "Black Wind". 
</Description>
</Game>

<Game type="rpg" game_id="venus2141">
<Title>Venus 2141</Title>
<Edition>
  <Author>Tony Pace</Author>
  <Year>2009</Year>
  <Company company_id="soyuzarts">Soyuz Arts</Company>
</Edition>
<Description>
A science fiction tabletop roleplaying game set in the year 2141, where 
the solar system has been partly colonized.  Venus is a colony of nearly 
500 million including many Canadians and Russians who are fleeing global 
cooling on Earth.  The people live on bio-engineered "rafts" that float 
50km above the surface, supported by various other biotechnology.  Mars 
is engaged in a war of independence, and the Venus colony supports Earth 
with an economy based on deuterium extraction, low-cost manufacturing, 
and biotechnology designs.  It uses a dice pool system with broad rules 
for goals and conflicts.  Characters have a three-tier skill tree 
of Field, Focus, and Specialty.  For example, a character might have the 
Field of Coordination, Focus of Piloting, and Specialty of Boat.  
Resolution uses a dice pool system, rolling two d6s for every skill 
that is primary to the task (i.e. 2 for Field through 6 for Specialty). 
Every 4-6 is a success, with sixes open-ending.  The GM has limited 
pools of dice - the Scene Pool and Session Pool - for use in conflicts.  
Successes in conflict are eventually used to buy goals - either from a 
set of defined goals for the Field, or negotiated for the conflict. 
Character creation is by picking six Lifestyles - each of which defines 
a set of Skills, Gear and Contacts - followed by six free skill picks.  
</Description>
</Game>

<Game type="rpg" game_id="vermine" language="French">
<Title>Vermine</Title>
<Edition>
  <Author>Alexandre Amir&amp;agrave;</Author>
  <Author>Remi Barbarin</Author>
  <Author>Julien Blondel</Author>
  <Author>Arnaud Cuidet</Author>
  <Author>Miroslav Dragan</Author>
  <Author>Philippe Fenot</Author>
  <Author>Johan Scipion</Author>
  <Author>Pascal Bernard</Author>
  <Author>Micha&amp;euml;l Croitoriu</Author>
  <Author>Lo&amp;iuml;c Portno&amp;euml;</Author>
  <Author>L&amp;eacute;onidas Vesperini</Author>
  <Author>Gaylord Desurmont</Author>
  <Author>Gr&amp;acute;gory Privat</Author>
  <Year>2004</Year>
  <Company company_id="7emecercle">7&amp;egrave;me Cercle</Company>
</Edition>
<Description>
A French-language post-apocalyptic RPG, set in Europe of 2037 after 
three decades of deteriorating chaos rather than a single cataclysmic 
event.  Humanity has fallen and vermin have taken over.  It uses an 
original system with dice-pool mechanics and limited point-bought 
character creation.  
</Description>
</Game>

<Game type="rpg" game_id="vicesquad">
<Title>Vice Squad: Eighties Police Adventures</Title>
<Edition>
  <Author>Mark Bruno</Author>
  <Year>2003</Year>
  <Company company_id="politicallyincorrect">Politically Incorrect Games</Company>
  <Pages>48</Pages>
</Edition>
<Description>
A modern-day police action mini-RPG, published as a 48-page electronic 
download and part of the "genreDiversion" series of one-shot, 
setting-lite games.  It is in the genre of 1980's TV cop and 
action shows such as "Miami Vice" and "The A-Team".  Character 
creation is limited point-based and includes a selection of 
cliches -- a player can use a selected cliche to gain an advantage 
in play.  Action resolution is roll under Attribute + Skill on 2d6. 
</Description>
</Game>

<Game type="rpg" game_id="victoria">
<Title>Victoria: A Roleplaying Game of Action and Intrigue in Victorian England</Title>
<Edition>
  <Author>Daniel Hodges</Author>
  <Year>2011</Year>
  <Company company_id="hazard">Hazard Gaming</Company>
  <Pages>219</Pages>
</Edition>
<Description>
A historical RPG set in Victorian era England, focusing on suspense, 
action, and intrigue - including certain supernatural elements.  
It uses an original system that is based on the old English dice 
game "hazard" for resolution.  The player rolls 2d6, where each 
skill has a range in the for success such as 6-8 or 5-9 (called 
their "main").  The main can be modified by spending plot points.  
</Description>
</Game>

<Game type="rpg" game_id="victoriana">
<Title>Victoriana: A role-playing game of Vile Villainy &amp;amp; Glorious Adventure</Title>
<Edition>
  <Author>John Tuckey</Author>
  <Author>Scott Rhymer</Author>
  <Author>Richard Nunn</Author>
  <Year>2003</Year>
  <Company company_id="heresy">Heresy Gaming</Company>
  <Pages>296</Pages>
</Edition>
<Description>
An urban fantasy RPG, set in an alternate 1867 with magic, dwarves, 
eldren (elves), halfings, gnomes, beastmen, and ogres.  In addition 
to the added fantasy elements, it combines together a range of 
historical events from 1838 to 1898 for its recent history.  Religion 
is dominated by the Aluminat Church, which substitutes for Christianity. 
It uses a variant of the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt;
system.  Character creation is limited point-based after picking 
a class (Proletariat, Bourgeois, or Gentry) and a race.  Lower 
classes are given more attribute points to balance their lack of 
money and influence.  
</Description>
</Game>

<Game type="rpg" game_id="victorianadventure">
<Title>Victorian Adventure</Title>
<Edition>
  <Author>Stephen Smith</Author>
  <Year>1983</Year>
  <Company>Kestrel Design / SKS Distribution</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1985</Year>
</Edition>
<Description>
A historical mystery/adventure RPG set in 19th century England,
using a simple system.  
</Description>
</Game>

<Game type="rpg" game_id="viking_danish" language="Danish">
<Title>Viking</Title>
<Edition>
  <Author>Mads Lunau Madsen</Author>
  <Author>Troels Christian Jacobsen</Author>
  <Author>Malik Hyltoft</Author>
  <Year>1990</Year>
  <Company>Bogfabrikken Fakta</Company>
</Edition>
<Description>
A Danish-language historical RPG about the daily lives of Sandinavian 
vikings in 800 A.D.  It concentrates on historical detail and has 
no fantasy or mythological elements.  There are optional rules for 
folk magic, including using runes for prediction and herbal 
concoctions.  There are two adventures published: "Glemt af Valhal" 
(Forgotten by Valhalla) and "Rejsen til Nordhavet" (The Journey to 
the North Sea).
</Description>
</Game>

<Game type="rpg" game_id="viking_swedish" language="Swedish">
<Title>Viking</Title>
<Edition>
  <Author>Fabian Fridholm</Author>
  <Author>Carl Johan Str&amp;ocirc;m</Author>
  <Author>Marco Behrmann</Author>
  <Author>Mattias Svendsen</Author>
  <Year>1994</Year>
  <Company company_id="neogames">Neogames AB</Company>
</Edition>
<Description>
A Swedish-language historical/fantasy RPG.  It uses a skill-based
system with no classes or levels, using mainly d6's.  
</Description>
</Game>

<Game type="rpg" game_id="vikingsandvalkyrs">
<Title>Vikings &amp;amp; Valkyrs</Title>
<Edition>
  <Author>Laurence Gillespie</Author>
  <Year>1985</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A game based on the Icelandic Eddas, which uses a class-based system 
with six stats rolled on 3d6, similar to 
&lt;a href="GAME#advanceddungeonsanddragons"&gt;AD&amp;amp;D&lt;/a&gt;.  
However, there is an original skill system and magic system.  
According to the back cover, the designer had done "eight years 
of graduate level research of Old Icelandic sources".  
Volume I was "Character Classes, Skills, Magic"; Volume II was
"Combat, Runes, Songs of Power".  An advertisement suggested that 
a third volume was coming soon, to be called 
"Monsters and Treasures of Middle Earth" -- but it is not clear 
whether this was ever published.  
</Description>
</Game>

<Game type="rpg" game_id="villiansandvigilantes">
<Title>Villians and Vigilantes</Title>
<Edition>
  <Author>Jeff Dee</Author>
  <Author>Jack Herman</Author>
  <Year>1979</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1982</Year>
</Edition>
<Description>
A generic superhero RPG.  It uses a simple d20-based system (roll
low) with random-roll character creation.  The 3rd edition is
retitled &lt;a href="GAME#livinglegends"&gt;Living Legends&lt;/a&gt;
and is being published by
&lt;a href="COMPANY#unigames"&gt;Unigames&lt;/a&gt;. 
</Description>
</Game>

<Game type="rpg" game_id="violence">
<Title>Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed</Title>
<Edition>
  <Author>"Designer X"</Author>
  <Year>1999</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
</Edition>
<Description>
A "new style" RPG from Hogshead, at 24 pages.  A parody of
AD&amp;amp;D and other games, with tables for "random tenement
generation" and "wandering victim treasure types".  
</Description>
</Game>

<Game type="rpg" game_id="vox">
<Title>Vox</Title>
<Edition>
  <Author>Michael Fiegel</Author>
  <Year>2009</Year>
  <Company company_id="aetherealforge">Aethereal Forge</Company>
</Edition>
<Description>
A surreal RPG with multiple settings, where each player plays both 
a character with voices in his or her head, and the voice(s) in 
another PC's head.  It uses the PDQ2 game engine, designed by 
Chad Underkoffler.  The core book includes four setting seeds: 
"Facility," a distant future sci-fi horror setting; "Oversight," 
a modern-day political conspiracy setting; "Currents," a 1920s 
Lovecraftian mad science setting; and "Reckoning," an alternate 
Victorian historical mystery setting.  
</Description>
</Game>

<Game type="rpg" game_id="vpviaprudensia" language="Danish">
<Title>VP: Via Prudensia</Title>
<Edition>
  <Author>Gimle Larsen</Author>
  <Author>Ask Agger</Author>
  <Year>1994</Year>
  <Company>Modtryk</Company>
</Edition>
<Description missinginfo="all">
A Danish-language universal RPG system with no specific setting.  It 
is a 128-page A4-size book with a color cover.  The rules are similar 
to GURPS and focused on combat.  There is only a single edition and 
no supplements, but it has had some popularity within Denmark.  
</Description>
</Game>

<Game type="rpg" game_id="warcraft">
<Title>Warcraft: The Roleplaying Game</Title>
<Edition>
  <Author>Deird're Brooks</Author>
  <Author>Andrew Bates</Author>
  <Year>2003</Year>
  <Company company_id="swordandsorcery">Sword and Sorcery Studios</Company>
  <Pages>248</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Mike Johnstone</Author>
  <Author>Andrew Bates</Author>
  <Author>Luke Johnson</Author>
  <Year>2005</Year>
  <Company company_id="swordandsorcery">Sword and Sorcery Studios</Company>
  <Pages>400</Pages>
</Edition>
<Description>
A fantasy roleplaying game based on the real-time strategy and 
massively multiplayer online computer games from Blizzard Entertainment.  
It is set in war-torn world, Azeroth, where humans, dwarves, high elves,
night elves, goblins, orcs, and tauren struggle with the demonic 
Burning Legion and undead Scourge.  It uses a variant of 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
aka the D20 System.  The first edition was officially a campaign 
setting for D&amp;amp;D, which included new core classes as well 
as 18 prestige classes.  The second edition was renamed 
&lt;a href="GAME#worldofwarcraft"&gt;
World of Warcraft: The Roleplaying Game&lt;/a&gt;, and was a 
standalone game using the same system.  The second edition also 
changes some prestige classes to core classes, and renamed the 
core abilities to Strength, Stamina, Agility, Intellect, Spirit, 
and Charisma.  
</Description>
</Game>

<Game type="rpg" game_id="waresblades" language="Japanese">
<Title>Wares Blades</Title>
<Edition>
  <Author>unknown</Author>
  <Year>unknown</Year>
  <Company>unknown</Company>
</Edition>
<Description missinginfo="all">
A Japanese-language science fantasy RPG, featuring magical mecha
robots.  
</Description>
</Game>

<Game type="rpg" game_id="warhammer40000darkheresy">
<Title>Warhammer 40,000: Dark Heresy</Title>
<Edition>
  <Author>Owen Barnes</Author>
  <Author>Kate Flack</Author>
  <Author>Mike Mason</Author>
  <Year>2008</Year>
  <Company company_id="blackindustries">Black Industries</Company>
  <Pages>398</Pages>
</Edition>
<Description>
A science fantasy role-playing game based on the Warhammer 40,000 
miniatures games, set in the 41st millenium where humanity is organized 
under the Imperium - a reactionary feudal state of millions of worlds, 
whose leader the Emperor is worshipped as a living god.  The players 
are acolytes of the Inquisition fighting perceived enemies of mankind 
including aliens, mutants, and heretics.  It uses a variant of the 
&lt;a href="GAME#warhammerfantasy"&gt;Warhammer Fantasy RPG&lt;/a&gt;
system.  There are eight career paths: Adept, Arbitrator, Assassin, 
Cleric, Guardsman, Imperial Psyker, Scum, and Tech-Priest.  
Advancement for characters is via a pre-defined career path 
called ranks.  As the character advances they may be presented 
with some career rank choices but these are almost chosen 
beforehand by the character's previous skill and talent choices, 
and how the player has played the character.
</Description>
</Game>

<Game type="rpg" game_id="warhammer40000deathwatch">
<Title>Warhammer 40,000: Deathwatch</Title>
<Edition>
  <Author>Ross Watson</Author>
  <Year>2010</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
  <Pages>400</Pages>
</Edition>
<Description>
A science fantasy role-playing game based on the Warhammer 40,000 
miniatures games, set in the 41st millenium where humanity is organized 
under the Imperium - a reactionary feudal state of millions of worlds, 
whose leader the Emperor is worshipped as a living god.  The players are 
Space Marines, member of the militant arm of the Inquisition that 
opposes alien influences, known as Inquisitorial Ordo Xenos.  
It uses a variant of the 
&lt;a href="GAME#warhammerfantasy"&gt;Warhammer Fantasy RPG&lt;/a&gt;
system.  Character creation has higher attribute values, and characters 
pick one of six chapters of the marines: The Black Templars, The Blood Angels, 
the Dark Angels, the Space Wolves, the Storm Wardens and the Ultramarines. 
This game adds a mechanic for Demeanors, traits that may be invoked 
once per story to modify a roll.  Each PC has one Demeanor from their 
chapter and one that is personal.  
</Description>
</Game>

<Game type="rpg" game_id="warhammer40000roguetrader">
<Title>Warhammer 40,000: Rogue Trader</Title>
<Edition>
  <Author>Rick Priestly</Author>
  <Year>1987</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Edition>
  <Author>Owen Barnes</Author>
  <Author>Alan Bligh</Author>
  <Author>John French</Author>
  <Author>Andy Hoare</Author>
  <Author>Tim Huckelbery</Author>
  <Author>Michael Hurley</Author>
  <Author>John Ivicek</Author>
  <Author>Reason</Author>
  <Author>Sam Stewart</Author>
  <Year>2009</Year>
  <Company company_id="fantasyflight">Fantasy Flight Games</Company>
</Edition>
<Description>
The original Rogue Trader is a set of rules for science fiction wargaming, 
a precursor to the popular miniatures game Warhammer 40,000 and related to 
the &lt;a href="GAME#warhammerfantasy"&gt;Warhammer Fantasy RPG&lt;/a&gt;
system.  The "rogue traders" of the title are human adventurers with a 
special charter from the Emperor.  A new game based on 
&lt;a href="GAME#warhammerfantasy"&gt;Warhammer Fantasy RPG&lt;/a&gt;
was released by Fantasy Flight as part of a trilogy of role-playing 
games set in the Warhammer 40,000 universe.  
</Description>
</Game>

<Game type="rpg" game_id="warhammerfantasy">
<Title>Warhammer Fantasy Roleplay</Title>
<Edition>
  <Author>Richard Halliwell</Author>
  <Author>Rick Priestly</Author>
  <Author>Graeme David</Author>
  <Author>Jim Bambra</Author>
  <Author>Phil Gallagher</Author>
  <Year>1986</Year>
  <Company company_id="gamesworkshop">Games Workshop</Company>
</Edition>
<Edition>
  <EdName>Revised</EdName>
  <Year>1995</Year>
  <Company company_id="hogshead">Hogshead Games</Company>
  <Pages>366</Pages>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>2005</Year>
  <Company company_id="blackindustries">Black Industries</Company>
  <Pages>366</Pages>
</Edition>
<Description>
A dark fantasy game, set on an original fantasy world called simply 
the "Old World".  It closely resembles renaissance Europe, with the 
addition of dwarves, elves, orcs, trolls, and other fantasy creatures. 
There is a mighty empire ruled by emperor Karl Franz, which is 
threatened by Chaos creatures and Dark Gods from the North 
threaten civilization.  The setting is extremely dark with bits 
of black humor: most sides are decadent, corrupt, evil, or all three.  
It uses a simple percentile system.  Skills are simple binary, 
resolution is by rolling percentile dice under your attribute.  
Character creation is class-based, with level-based advancement.  
The combat system is particularly dangerous to the PC's (with the 
possible exception of dwarves).  After 1989, the first edition was 
turned over to an independent division of Games Workshop called 
Flame Publications, which over three years produced a new set of 
supplements.  The second edition was taken over by Fantasy Flight 
Games in 2008, after the Black Industries imprint of Games Workshop 
was shut down.  
</Description>
</Game>

<Game type="rpg" game_id="warlock">
<Title>Warlock: Dark Spiral</Title>
<Edition>
  <Author>Brandon Blackmoor</Author>
  <Author>Susan Blackmoor</Author>
  <Author>Chris Nasipak</Author>
  <Author>David Bolack</Author>
  <Author>Nathan Bordsley</Author>
  <Author>R. Sean Borgstrom</Author>
  <Year>1998</Year>
  <Company company_id="blackgate">Black Gate Publishing</Company>
</Edition>
<Description>
A modern magic RPG set in 2015, where warlocks have hidden
themselves since the time of the Inquisition, and demons lurk in
a nearby dimension.  The system uses simple roll under
attribute+skill on 1d10 resolution, although it also has notes on
diceless play.  Combat includes many options and modifiers.
Character creation uses limited point-buy, similar to the 
"Storyteller" system used by White Wolf.  The system concentrates 
(obviously) on the magic, which uses spontaneous spells based on 
13 categories of magical skill.  
</Description>
</Game>

<Game type="rpg" game_id="warmachine">
<Title>War Machine: The Quasi-Historical Retro Sci Fi Role-Playing Game</Title>
<Edition>
  <Author>Jason Knizley</Author>
  <Year>2000</Year>
  <Company company_id="happynebula">Happy Nebula Adventure Publishing</Company>
</Edition>
<Description>
An alternate history war genre RPG, set in 1942 a world where Nazi 
Germany gained access to horrific weapons based on a medieval codex 
found in 1937, and deciphered by scientists working for the SS in 1939.  
By 1942, London is destroyed, and most of Europe is occupied by Axis 
troops. 
</Description>
</Game>

<Game type="rpg" game_id="warp9" language="French">
<Title>Warp 9</Title>
<Edition>
  <Author>David Sic&amp;eacute;</Author>
  <Year>1994</Year>
  <Company>Warp 9</Company>
</Edition>
<Description>
A French-language unofficial RPG adaptation of the television 
series Star Trek:The Next Geneation.  It was sold as a fanzine, 
with each issue adding rules to the game. 
</Description>
</Game>

<Game type="rpg" game_id="warpworld">
<Title>WarpWorld</Title>
<Edition>
  <Author>Greg Porter</Author>
  <Year>1991</Year>
  <Company company_id="btrc">BTRC</Company>
  <Pages>192</Pages>
</Edition>
<Description>
A post-apocalyptic science fantasy RPG set in 2312 -- 300 years
after World War III.  The nuclear fires somehow opened up a
gateway which allowed the "Old Gods" to return and mythic
creatures to roam.  It uses a variant of the
&lt;a href="GAME#timelords"&gt;Timelords&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="warriorrogueandmage">
<Title>Warrior, Rogue and Mage</Title>
<Edition>
  <Author>Michael Wolf</Author>
  <Year>2010</Year>
  <Company company_id="stargazer">Stargazer Games</Company>
  <Pages>40</Pages>
</Edition>
<Description>
A simple, lightweight roleplaying game where characters have three attributes: Warrior, Rogue, and Mage. 
Action resolution is by comparing difficulty to 1d6 + attribute, plus 2 if there is an applicable skill.
It also includes opposed check and modifiers along with Fate points. There is a magic system included. 
</Description>
</Game>

<Game type="rpg" game_id="wars">
<Title>Wars: The Roleplaying Game</Title>
<Edition>
  <Author>Ian Lizard Harac</Author>
  <Author>Greg Lynch</Author>
  <Year>2005</Year>
  <Company company_id="mongoose">Mongoose Publishing</Company>
  <Pages>304</Pages>
</Edition>
<Description>
A science fiction RPG based on the trading card game from Decipher, Inc.  
It is set in the 24th century, when humanity is divided into 
Earthers, the Gongen (the largely Asian population of Mars), and the 
"Mavericks" inhabiting the moons of Jupiter.  Recently, the Mumon Rift 
opened near the asteroid belt, and a mysterious and conquering race 
known as the Shi pulled their entire planet through, while being 
pursued by a monstrous four-legged race called the Quay.  This uses 
a variant of 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
aka the D20 System.  
</Description>
</Game>

<Game type="rpg" game_id="wastelands" language="Swedish">
<Title>Wastelands</Title>
<Edition>
  <Author>Stefan Burstrom</Author>
  <Author>Anders Blixt</Author>
  <Author>Hakan Jonsson</Author>
  <Author>Hans Sundqvist</Author>
  <Year>1990</Year> 
  <Company company_id="lancelot">Lancelot Games</Company>
</Edition>
<Description>
"No Law, No Rules, Only Chaos"  A Swedish-language post-apocalyptic
RPG with a light-hearted, action-based tone.  It is set 30 years
after a devastating invasion by aliens from outer space.  The
system is a simplified version of the &lt;a href="GAME#khelataar"&gt;
Khelataar&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="wasteworld">
<Title>Waste World</Title>
<Edition>
  <Author>Bill King</Author>
  <Year>1997</Year> 
  <Company company_id="manticore">Manticore Productions</Company>
  <Pages>288</Pages>
</Edition>
<Description>
A far-future post-apocalyptic RPG, set on a planet ravaged by 
ten millennia of total war, where five gigantic city-states 
("metrozones") are struggling over dwindling supplies of Drakonium, 
the ultimate energy source.  The warfare has spawned mutation-causing 
weapons, bio-engineered plagues, robots turned amok by a computer 
virus, and a Galactic interdict trapping unpleasant aliens on the
planet.  Resolution is a simple d20+stat+skill+modifiers, where 
an 11+ succeeds.  A roll of 1 fumbles, while 20 is roll again.  
Character creation is open point-bought.  There are four 
attributes (Strength, Dexterity, Intelligence, and Psyche) rated 
-3 to +3, and skills rated 0 to 9 (divided into Easy, Normal, 
and Hard).  Combat bases damage on the degree of success, with 
a possible multiplier and/or additive bonus.  It also has hit 
location and critical hits.  cf. Mark Hughes'
&lt;a href="http://kuoi.asui.uidaho.edu/~kamikaze/WasteWorld/"&gt;
Waste World resources&lt;/a&gt;.  
</Description>
</Game>

<Game type="rpg" game_id="way" language="Swedish,English">
<Title>The Way</Title>
<Edition>
  <EdName>1st "V&amp;auml;gen"</EdName>
  <Author>Johan Anglemark</Author>
  <Year>1993</Year> 
  <Company company_id="vasterasstift">V&amp;auml;ster&amp;aring;s Stift</Company>
</Edition>
<Edition>
  <EdName>Quo Vadis?</EdName>
  <Year>1995</Year>
</Edition>
<Edition>
  <EdName>1st "The Way" [English]</EdName>
  <Year>1997</Year>
</Edition>
<Edition>
  <EdName>Ansgar</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A Swedish-language Christian educational RPG, developed for church 
youth groups. It is Christian but non-denominational, intended to 
let the players deal with complex moral problems and serves as a 
basis for teaching a Christian way of life.  Each part includes 
built-in scenarios.  Part I ("Vagen") is a fantasy setting.  
Part II ("Quo Vadis?") is set in the early Roman times of the 
Christian church.  Part III ("Ansgar") is based around missionaries 
to 9th century Sweden.  In the base rules there are three races 
(Elf, Human, Dwarf) and three classes (Wizard, Warrior, Scout). 
The player rolls 2d6+6 for six characteristics (Strength, Intelligence, 
Attentiveness, Agility, Endurance, Looks).  There are 18 skills 
split among the classes, where each skill has a base chance equal 
to its key characteristic.  Resolution is by rolling 3d6 under 
skill value.  cf. http://www.rollspel.com/engelsk/theway.htm
</Description>
</Game>

<Game type="rpg" game_id="wayfarerinfinity">
<Title>Wayfarer Infinity</Title>
<Edition>
  <Author>Timothy S. Till</Author>
  <Year>1998</Year> 
  <Company company_id="runeslaw">Rune's Law</Company>
</Edition>
<Description>
A science fantasy RPG, set in a far-flung space empire with a
huge variety of races and very common psionics (or "Genetic 
Abilities").  The system is rather chart intensive. 
</Description>
</Game>

<Game type="rpg" game_id="wayfarers">
<Title>Wayfarers</Title>
<Edition>
  <Author>J. Swill</Author>
  <Author>G. Vrill</Author>
  <Year>2008</Year> 
  <Company company_id="yeoldegamingcompanye">Ye Olde Gaming Companye</Company>
</Edition>
<Description>
A fantasy role-playing game in the genre of "old school" 
Dungeons &amp;amp; Dragons.  The core book includes details on the 
fantasy world of Twylos.  Character creation is limited 
point-bought; modified by race (dwarf, elf, half-elf, hobgobling, 
half-orc, human, or orc); plus choice of disciplines and 
proficiencies (advantages and skills).  
</Description>
</Game>

<Game type="rpg" game_id="weaponsandwarriors">
<Title>Weapons and Warriors</Title>
<Edition>
  <Author>Robert Alan Beatty</Author>
  <Year>1981</Year> 
  <Company>self-published</Company>
  <!-- Weapons and Warriors, 1291 Heights Road, Lake Orion, MI 48035-->
</Edition>
<Description>
A small-press fantasy RPG, published as a 66 pages long
single-sided booklet with no table of contents or index.
It uses a percentile system with other dice used for certain
effects.  The system has character classes of Fighter, Mage,
Psychic, and Shape-changer -- plus the "Thief" class which has 
a skill-based subsystem.  It suggests that other skill-based
classes can use Thief as a template.  There is a brief sample
campaign setting (6 pages).  
</Description>
</Game>

<Game type="rpg" game_id="weaponsofthegods">
<Title>Weapons of the Gods</Title>
<Edition>
  <Author>Rebecca Sean Borgstrom</Author>
  <Author>Brad Elliott</Author>
  <Year>2005</Year> 
  <Company company_id="eos">EOS Press</Company>
  <Pages>384</Pages>
</Edition>
<Description>
A wuxia martial arts RPG, based on the comic book series by 
Tony Wong.  This is set in China in a fictional mythic age, with 
extensive background on the history and culture.  It uses a dice pool 
system where you roll as many d10s as your skill rating (0 to 5) 
and look for matches, where each matching die adds +10 to the 
number shown.  So rolling two 7s would be 27, and three 4s would 
be 34.  There are 25 general skills grouped into 5 attributes: 
Might, Speed, Presence, Genius and Wu Wei (or "harmony with the world").  
The game includes a system for chi powers and secret arts.  
</Description>
</Game>

<Game type="rpg" game_id="webs">
<Title>Webs Basic Gaming System</Title>
<Edition>
  <Author>Keith Bailey</Author>
  <Year>1991</Year> 
  <Company company_id="web">Web Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
</Edition>
<Description>
A small-press universal RPG system.  It uses a percentile skill-based 
system (roll under skill).  Character creation is by random-roll 
attributes (1d20 for each of the seven attributes) with point-bought 
skills and advantages.  There are world-dependent "archetypes" which 
give a package of skills.  There were two genre supplements published: 
"Web of Horrors" and "Web of Stars".  
</Description>
</Game>

<Game type="rpg" game_id="weirdwarii">
<Title>Weird War II: Blood on the Rhine</Title>
<Edition>
  <Author>Shane Lacy Hensley</Author>
  <Author>John R. Hopler</Author>
  <Year>2001</Year> 
  <Company company_id="pinnacle">Pinnacle Entertainment Group</Company>
</Edition>
<Description>
A modern-day magic RPG set in an alternate history period of 
World War II, in which runic magic, miracles, werewolves, and 
haunted tanks play a role.  It uses the D20 System from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;.  
Complete rules are not provided: basic rules for character creation, 
combat, and other systems refer to the D&amp;amp;D Players Handbook.  
</Description>
</Game>

<Game type="rpg" game_id="weirdwartwo">
<Title>Weird War Two: Crusade for Europe</Title>
<Edition>
  <Author>Larry Snider</Author>
  <Author>Matt Maaske</Author>
  <Year>1999</Year> 
  <Company company_id="gameswhatgames">Games What Games</Company>
</Edition>
<Description>
A modern-day magic RPG set in an alternate historical period of WWII 
where the rumors of Nazi occult practices prove true as they
unleash the old ways of magic into a world of technological warfare. 
(Note that this is unrelated to the "Weird War II" sourcebook 
from Pinnacle Games for the D20 System released in 2001.)
</Description>
</Game>

<Game type="rpg" game_id="werewolftheapocalypse">
<Title>Werewolf: The Apocalypse</Title>
<Edition>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Year>1992</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
</Edition>
<Description>
A modern horror/action game, where PCs are werewolves that are
dedicated to defending the Earth and the environment against evil
beings which are distorting the cosmic balance.  It uses a
variant of the "Storyteller" system.  
</Description>
</Game>

<Game type="rpg" game_id="werewolfthewildwest">
<Title>Werewolf: The Wild West</Title>
<Edition>
  <Author>Justin Achilli</Author>
  <Author>Ethan Skemp</Author>
  <Year>1997</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A companion games to &lt;a href="GAME#werewolf"&gt;Werewolf&lt;/a&gt; set 
in the old west.  The rules are almost identical to the original.  New
features besides the old west background are the Storm Umbra (a
spirit disrupting the Umbra in this time period).  
</Description>
</Game>

<Game type="rpg" game_id="western" language="Swedish">
<Title>Western</Title>
<Edition>
  <Author>Anders Gillbring</Author>
  <Author>Mikael Hermansson</Author>
  <Author>Anders Thyberg</Author>
  <Year>1989</Year>
  <Company company_id="lancelot">Lancelot</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1989</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1998</Year> 
  <Company company_id="ravspel">R&amp;auml;vspel</Company> 
</Edition>
<Description>
A Swedish-language RPG set in the American wild west, with 
has detailed background and complex rules.  It used a skill-based 
system with rules for skill improvement and maintenance.  
There are at least 5 adventures published for it.  
</Description>
</Game>

<Game type="rpg" game_id="westerncity" language="German,English">
<Title>Western City</Title>
<Edition>
  <EdName>1st (German)</EdName>
  <Author>J&amp;ouml;rg D&amp;uuml;nne</Author>
  <Year>2009</Year>
  <Company company_id="vagrantworkshop">Vagrant Workshop</Company>
</Edition>
<Edition>
  <EdName>1st (English)</EdName>
  <Author>J&amp;ouml;rg D&amp;uuml;nne</Author>
  <Year>2009</Year>
  <Company company_id="vagrantworkshop">Vagrant Workshop</Company>
</Edition>
<Description>
A historical GMless RPG set in the American Wild West.  Players each 
create a PC for themselves and two NPCs (a friend and a foe) that 
another player may play.  Character creation includes by choosing a 
profession with top fixed rank, and five player-defined skills 
with a lower rank, along with three attributes (Body, Mind, and 
Charisma).  Resolution works by a bidding mechanic used when two 
players differ on how to resolve a scene.  The winner gets to control 
the scene, but the chips in the pot are passed out to all the other 
players. 
</Description>
</Game>

<Game type="rpg" game_id="whap">
<Title>WHAP Pulp Adventure System</Title>
<Edition>
  <Author>Tom K. Loney</Author>
  <Year>2008</Year> 
  <Company company_id="peryton">Peryton Publishing</Company>
</Edition>
<Edition>
  <EdName>Deluxe</EdName>
  <Author>Tom K. Loney</Author>
  <Year>2009</Year> 
  <Company company_id="peryton">Peryton Publishing</Company>
</Edition>
<Description>
A pulp action game, the title an acronym for "Wildly Heroic Action Pulp", 
using the minimalist TAG (Tom's Adventure Gaming) system.  Resolution 
uses 2d6 against a target number of difficulty minus attribute.  
Character creation includes eight character classes including 
Scrapper, Gumshoe, Flatfoot, Medium, Gimmick, and Professor. 
</Description>
</Game>

<Game type="rpg" game_id="what">
<Title>W.H.A.T.? Customizable RPG</Title>
<Edition>
  <Author>Ryan Johnson</Author>
  <Year>1997</Year> 
  <Company company_id="guildofblades">Guild of Blades</Company>
</Edition>
<Description>
A universal mini-RPG (16 pages).  The system uses a simple stat 
+ 1d6 roll vs difficulty (open-ending on rolls of 6).  Combat
includes initiative and dodge mechanics.  There are also rules
for spell casting, weapon mastery, magical weapon smithing, and
immortal characters.  
</Description>
</Game>

<Game type="rpg" game_id="whatpriceglory">
<Title>What Price Glory?!</Title>
<Edition>
  <Author>John Dankert</Author>
  <Author>Jim Lauffenburger</Author>
  <Year>1978</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A medieval fantasy RPG similar to &lt;a href="GAME#dungeonsanddragons"&gt;
D&amp;amp;D&lt;/a&gt;, using a hex-grid position-based combat system and a
spell-point magic system. 
</Description>
</Game>

<Game type="rpg" game_id="wheeloftime">
<Title>Wheel of Time Roleplaying Game</Title>
<Edition>
  <Author>Charles Ryan</Author>
  <Author>Steven Long</Author>
  <Author>Christian Moore</Author>
  <Author>Owen K.C. Stephens</Author>
  <Year>2001</Year>
  <Company company_id="wizardsofthecoast">Wizards of the Coast</Company>
</Edition>
<Description>
A fantasy RPG set in the world of Robert Jordan's fantasy novel 
series.  The system is derived from 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;
Dragons&lt;/a&gt;.  Compared to that, it eliminates alignments 
and replaces the core classes with new ones.  It also adds 
"Backgrounds" as options which modify character creation, and 
adds a new magic system with variable-level spells.  
</Description>
</Game>

<Game type="rpg" game_id="whenworldscollide">
<Title>When Worlds Collide</Title>
<Edition>
  <Author>John Fountain</Author>
  <Author>Alistair Dandy</Author>
  <Year>2010</Year>
  <Company company_id="whenworldscollide">When Worlds Collide, Ltd</Company>
</Edition>
<Description>
A multi-versal RPG system designed to cover traditional role-playing 
genres including fantasy, western, medieval, horror, and cyberpunk.  
It is set in a background where the player characters can shift between 
realities and gain powers at the cost of side effects to their own 
bodies.  The system called the Tri Hexahedral Engine or T.H.E. System, 
using 3d6 for most rolls.  Resolution is by rolling 3d6, adding attribute 
and skill modifiers, and comparing the total to a difficulty level 
(with the standard being 10).  Character creation is point-based, 
with a chosen occupation that gives a bonus to broad skill groups, 
such as academic and technological.  Character have 7 attributes, 
ranging from -3 to +5, along with detailed skills and special 
abilities.  It also includes rules for the Rifts by which characters 
move between dimensions and gain powers.  
</Description>
</Game>

<Game type="rpg" game_id="whiletheworldends">
<Title>While the World Ends: A story game about a future on the brink of change</Title>
<Edition>
  <EdName>1st (Swedish)</EdName>
  <Author>Wilhelm Person</Author>
  <Year>2008</Year>
  <Company>self-published</Company>
</Edition>
<Edition>
  <EdName>1st (English)</EdName>
  <Author>Wilhelm Person</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
</Edition>
<Description>
A short story game for 3-4 players, published in Swedish and English - 
with the original Swedish title "Medan V&amp;auml;rlden g&amp;aring;r under". 
</Description>
</Game>

<Game type="rpg" game_id="whisperingvault">
<Title>Whispering Vault</Title>
<Edition>
  <Author>Mike Nystul</Author>
  <Year>1993</Year>
  <Company>Pariah Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1994</Year>
  <Company>Pariah Press</Company>
  <Company company_id="ronin">Ronin</Company>
</Edition>
<Description>
A modern-day horror game where each PC is a unique horror from
another dimension, fighting even more horrible things from
beyond.  The imagery is very strong in this.  
</Description>
</Game>

<Game type="rpg" game_id="whogshrog" language="French">
<Title>Whog Shrog</Title>
<Edition>
  <Author>Laurent Tr&amp;eacute;mel</Author>
  <Author>Eric Bouchaud</Author>
  <Author>Nicolas Th&amp;eacute;ry</Author>
  <Year>1988</Year>
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Description>
A French-language sci-fi mecha RPG, with powered-armor warriors
of devastating power.  It uses a variant of the 
&lt;a href="GAME#universom"&gt;Universom&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="wiedzmin" language="Polish">
<Title>Wied&amp;#378;min, gra wyobra&amp;#378;ni</Title>
<Edition>
  <Author>Tomek Kreczmar</Author>
  <Author>Michal Marszalik</Author>
  <Author>Maciej Nowak-Kreyer</Author>
  <Author>Michal Studniarek</Author>
  <Year>2001</Year>
  <Company company_id="mag">Wydawnictwo MAG</Company>
</Edition>
<Description>
A Polish-language fantasy RPG, based on novels by Andrzej Sapkowski. 
The title translates as "Hexer, the imaginary role playing".  
It uses a complex skill-based rules set. 
</Description>
</Game>

<Game type="rpg" game_id="wildernessofmirrors">
<Title>Wilderness of Mirrors</Title>
<Edition>
  <Author>John Wick</Author>
  <Year>2006</Year>
  <Company company_id="wickeddead">Wicked Dead Brewing Company</Company>
</Edition>
<Description>
A modern espionage RPG, which concentrates on bringing to life the 
planning of espionage operations.  
</Description>
</Game>

<Game type="rpg" game_id="wildside">
<Title>Wildside Gaming System</Title>
<Edition>
  <Author>Leigh Ronald Grossman</Author>
  <Year>2005</Year>
  <Company company_id="wildside">Wildside Press</Company>
  <Pages>272</Pages>
</Edition>
<Description>
A generic role-playing system, focused on medieval fantasy.  It uses 
a detailed skill-based mechanics, with hundreds of skills.  Character 
creation is random-roll attributes and limited point-bought skills, 
with a number of skill points equal to the Intelligence attribute.  
Costs are listed for each skill, with cases of discounts for a high
controlling attribute or related skill.  Advancement is per skill
based on use and training.  The basic rules include a magic system 
with a wide range of spells among eighteen types of magic
(Conjuration, Weather, Generation, Fire, Earth, Air, Water, Emotion,
Healing, Illusion, Motion, Necromancy, Summoning, Transmutation,
Animal, Vegetable, and Mineral).  
</Description>
</Game>

<Game type="rpg" game_id="wildtalents">
<Title>Wild Talents: Superhero Roleplaying in a World Gone Mad</Title>
<Edition>
  <Author>Greg Stolze</Author>
  <Author>Dennis Detwiller</Author>
  <Year>2006</Year>
  <Company company_id="arcdream">Arc Dream Publishing</Company> 
</Edition>
<Description>
A gritty superhero roleplaying game, the sequel to the previous game 
&lt;a href="GAME#godlike"&gt;Godlike&lt;/a&gt;: Superhero Roleplaying 
in a World on Fire, 1936-1946.  After the war, even more powerful 
Talents appeared.  This is a more general superhero game, though 
tending towards cinematically gritty inspired by comics like 
"Top 10" and "Watchmen".  The rules use Greg Stolze's "One-Roll Engine." 
Actions are resolved by rolling d10's equal to stat plus skill.  
The number of matches (i.e. d10's with the same value) indicate 
speed of success, while the number matched indicates quality of 
success.  
</Description>
</Game>

<Game type="rpg" game_id="wildwest">
<Title>Wild West</Title>
<Edition>
  <Author>Anthony P. LeBoutillier</Author>
  <Author>Gerald D. Seypura</Author>
  <Year>1981</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company> 
</Edition>
<Description>
An old west RPG.  The detailed system uses a skill-based system
with a universal probability chart, resolving using d20s and d6s 
only.  Combat includes detailed facing rules and individual stats 
for horses.  The 45 skills are cross-referenced to indicate where 
they add to each other.  
</Description>
</Game>

<Game type="rpg" game_id="witchcraft">
<Title>Witchcraft</Title>
<Edition>
  <Author>C.J. Carrella</Author>
  <Year>1996</Year>
  <Company company_id="myrmidon">Myrmidon</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="eden">Eden Studios</Company>
</Edition>
<Description>
A game of modern-day magic, drawing on real-world beliefs of
Wicca and other groups.  The characters are practitioners of
magic secretly fighting monsters and conspiracies in our world.  
</Description>
</Game>

<Game type="rpg" game_id="witchgirlsadventures">
<Title>Witch Girls Adventures: The Drama Diaries Game</Title>
<Edition>
  <Author>Malcolm Harris</Author>
  <Year>2009</Year>
  <Company>self-published</Company>
  <Pages>250</Pages>
</Edition>
<Description>
A modern fantasy RPG for beginners, based on the independent 
comic of the same name.  The PCs are 11 to 12 year old witches 
attending a School of Magic.  Character creation is by choosing 
a clique, distributing a set of die values based on clique 
among the six attributes (Body, Mind, Senses, Will, Social, and 
Magic), and spending from two point pools (Mundane and Magic) 
on skills.  It uses a step-die system, rolling a die type for 
attribute and adding the skill value versus difficulty.  
cf. http://www.witchgirlsadventures.com/
</Description>
</Game>

<Game type="rpg" game_id="witchhunt">
<Title>Witch Hunt</Title>
<Edition>
  <Author>Paul D. Baader</Author>
  <Author>Roger Buckelew</Author>
  <Year>1983</Year>
  <Company>Statcom Simulations, Inc.</Company>
  <Pages>46</Pages>
</Edition>
<Description>
A historical/horror RPG set in Salem, Massachusetts in 1692.
Player characters are either witches with actual magic, or lawful 
magistrates trying to hunt them down and prosecute them.
It includes detailed notes on the setting: including daily lives 
of the Puritan Colonists, maps of typicial buildings, accusation process,
and magistrate duties and procedures.  It uses a simple percentile 
system.  Character creation includes percentile random-roll of ten 
attributes (five physical and five mental), followed by 30 points to 
distribute among them, and then rolls for Age, Marital Status, Children, 
Height, Weight, Social Status, Home Town, and Occupation.  Advancement 
is by level and consist of adds to attributes, depending on whether 
the character is a Witch or a Magistrate.  Witches get most of their 
experience for remaining free and casting spells, while Magistrates 
get experience mainly from disrupting magic rituals, making accusations,
and executing witches.  There is a detailed accusation and trial process, 
as well as a magic system for witches. 
</Description>
</Game>

<Game type="rpg" game_id="witchhunter">
<Title>Witch Hunter: the Invisible World</Title>
<Edition>
  <Author>Scott Charlton</Author>
  <Author>Rucht Lilavivat</Author>
  <Author>Henry Lopez</Author>
  <Author>M. Sean Molley</Author>
  <Author>Brian Schoner</Author>
  <Author>Robert J. Schwalb</Author>
  <Author>Robert Vaughn </Author>
  <Year>2007</Year>
  <Company company_id="paradigm">Paradigm Concepts</Company>
  <Pages>256</Pages>
</Edition>
<Description>
A role-playing game in the genre of "swashbuckling horror", set in a 
the 1690s of a parallel Europe and America.  In the New World, Aztecs 
and Incas are still around -- resisting the Spanish with magic.  
The PCs are among the few who by providence can deal with the 
invisible world of the supernatural.  There are a variety of factions 
among these, though all signed an Accord following the London fire 
of 1666, which had resulted from infighting.  It uses a dice pool 
system similar to White Wolf's Storyteller system from 
&lt;a href="GAME#worldofdarkness"&gt;World of Darkness&lt;/a&gt;.  
Roll a number of d10s equal to attribute plus skill, where each 
result of 7 or higher is a success.  Character creation is limited 
point-based.  There are nine attributes divided into physical, mental, 
and spiritual.  All begin at 2 and you have a set of points to increase 
them.  
</Description>
</Game>

<Game type="rpg" game_id="withextremeprejudice">
<Title>With Extreme Prejudice</Title>
<Edition>
  <EdName>Pre-release</EdName>
  <Author>Christopher Dorn</Author>
  <Author>Matthew D. Grau</Author>
  <Author>Lance P. Johnstone </Author>
  <Year>1995</Year>
  <Company company_id="apex">Apex Publications Inc</Company>
  <Pages>32</Pages>
</Edition>
<Description>
A sci-fi RPG by Apex Publishing.  The full version was never published, 
but several hundred copies of a pre-release were sold at GenCon 
which included the battle rules but not full role-playing material.  
It was illustrated by C. Brent Ferguson, edited by Peter Mork.   
It was set in a futuristic interstellar setting with humans and 
several alien races.  The prerelease version uses a dice pools system 
where you add together base dice for the weapon and the character's 
ability in that weapon class.  Die types range from d3 to d12.  
</Description>
</Game>

<Game type="rpg" game_id="withgreatpower">
<Title>With Great Power...</Title>
<Edition>
  <EdName>Preview/Interim</EdName>
  <Author>Michael S. Miller</Author>
  <Year>2004</Year>
  <Company company_id="incarnadine">Incarnadine Press</Company>
  <Pages>136 comic-book-sized pages</Pages>
</Edition>
<Edition>
  <EdName>Full</EdName>
  <Year>2005</Year>
</Edition>
<Description>
A superhero RPG specifically about the dramatic side of Silver Age
comics, only incidentally about superpowers.  The system is designed
so that as you take losses you gain advantages against the GM's
villains, so all stories involve getting beaten for the first two
acts.  Resolution uses a hand of playing cards rather than dice.
There is a strong emphasis on story advice and examples of play for
how to generate an interesting storyline.  Character creation is done
by filling in six Aspects, namely Origin, Powers, Convictions (i.e. 
deep-set beliefs), Relationships, Identity (i.e. non-superhero secret
identity), and any Duties you might have to others.
</Description>
</Game>

<Game type="rpg" game_id="wizards">
<Title>Wizards</Title>
<Edition>
  <Author credit="Source Material">Ralph Bakshi</Author>
  <Author credit="System Design">Ken Whitman</Author>
  <Author credit="System Design">Jeff Zitomer</Author>
  <Author credit="System Design">Brett Maddox</Author>
  <Year>1992</Year>
  <Company company_id="whit">Whit Productions</Company>
  <Pages>136</Pages>
</Edition>
<Description>
An RPG set in the fantasy world of Ralph Bakshi's animated 
movie "Wizards" (1977), where magical faeries fight against 
technology-wielding mutants led by the evil wizard Blackwolf.  It 
uses a simple skill-based system (roll under skill on d20), with
point-bought character creation, dominated by choice of race.  
</Description>
</Game>

<Game type="rpg" game_id="wizardsrealm">
<Title>Wizard's Realm</Title>
<Edition>
  <Author>Niels Erickson</Author>
  <Author>C. Polite</Author>
  <Author>W.G. Murphy</Author>
  <Year>1981</Year>
  <Company>Mystic Swamp</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1983</Year>
</Edition>
<Description>
A medieval fantasy RPG using a simple system.  Character creation
is class-based and advancement is level-based.  
</Description>
</Game>

<Game type="rpg" game_id="wizardsworld">
<Title>Wizard's World</Title>
<Edition>
  <Author>David Silvera</Author>
  <Author>Douglas S. Krull</Author>
  <Year>1983</Year>
  <Company company_id="fantasyworldsunlimited">Fantasy Worlds Unlimited</Company>
  <Pages>80</Pages>
</Edition>
<Description>
A fantasy genre RPG, subtitled "A Complete Fantasy Role-playing game 
For Imaginitive Players Of All Ages".  It is set in an original 
fantasy world with a central city known as "Mousehole".  The 
game as a whole is very similar to 
&lt;a href="GAME#dungeonsanddragons"&gt;Dungeons &amp;amp; Dragons&lt;/a&gt;, 
particularly in the experience tables and magic lists was copied 
almost verbatim.  The rules are fairly simple, with a few innovations, 
such as spell points for regulating wizard's spell memorization.
</Description>
</Game>

<Game type="rpg" game_id="wladcylosu" language="Polish">
<Title>Wladcy losu</Title>
<Edition>
  <Author>Krzysztof Piskorski</Author>
  <Year>2003</Year>
  <Company company_id="portal">Portal</Company>
</Edition>
<Description>
A Polish-language fantasy RPG, whose title translates as 
"Masters of fate".  It is a new style game where players become gods 
of light and darkness and are trying to manipulate with a live of 
a single ordinary person.  The goal is to win with another player. 
</Description>
</Game>

<Game type="rpg" game_id="woodlandwarriors">
<Title>Woodland Warriors</Title>
<Edition>
  <Author>Simon Washbourne</Author>
  <Year>2011</Year>
  <Company company_id="beyondbelief">Beyond Belief Games</Company>
</Edition>
<Description>
A fantasy RPG about anthropomorphic animals in the genre of the 
Redwall novels by Brian Jacque.  The player character races include 
mice, moles, hedgehogs, squirrels and badgers - collectively known 
as the Kind.  The default setting is that the player characters are 
residents of Alder Vale, home of Stonewell Abbey and Murkenhill Fort.  
They defend their home against pillaging rats and weasels as well as 
various solitary predators.  The game uses a variant of the system from 
&lt;a href="GAME#swordsandwizardry"&gt;Swords &amp;amp; Wizardry&lt;/a&gt;
tailored to the genre.  The classes include friar, scout and wizard - 
and multiclassing is supported.  The basic game includes 40 monsters
and an introductory adventure by David Bezio entitled "Shadow's Roost". 
</Description>
</Game>

<Game type="rpg" game_id="woofmeow">
<Title>Woof, Meow</Title>
<Edition>
  <Author>Ulrico Font</Author>
  <Author>John Willford</Author>
  <Year>1988</Year> 
  <Company company_id="gamesystems">Game Systems, Inc.</Company>
</Edition>
<Description>
A fantasy RPG about playing cats and dogs with magical powers.  
It uses an original system, where resolution is by rolling less 
than skill on the total of a number of d6s based on difficulty 
(from 1d6 for Very Easy to 5d6 for Very Hard).  Character creation 
starts with choice of cat or dog, and is limited point-based. 
There are 6 attributes (Strength, Intelligence, Agility, Size, Cute 
and Health) and 19 skills.  Each skill has a default value of a single 
attribute, and when bought starts at the sum of two attributes, and 
can be raised further with more points.  Skill points can also be spent 
on spells, and can be modified by taking Advantages (including Keen Nose, 
Flea Collar, or Toughcoat) or Problems (including Age, Bad Sight, 
Declawed, Fleas, or Limper).  Cats have innate abilities to reduce 
falling damage ("land on their feet"), an option for nine lives, 
an option for "patron" (distinct from owner).  Dogs have innate 
abilities to heal faster ("licking their wounds"), to summon their 
owners, to sense bad intentions in humans, and one day per month 
have a +1 to rolls ("Every Dog Has His Day").  There are 48 spells 
for cats and 46 for dogs - some only available if simpler prerequisites 
are taken (i.e. Stay Put requires Stay, and Lockjaw requires Stay Put).  
The basic game includes stats for NPC animals including Mice, Rats, 
Horses, Sheep, Pigs, Squirrels, Birds and Rabbits.  It also includes 
a six-page sample adventure.  
</Description>
</Game>

<Game type="rpg" game_id="wordplay">
<Title>Wordplay: The Big Five</Title>
<Edition>
  <Author>Graham Spearing</Author>
  <Year>2009</Year>
  <Company company_id="d101">D101 Games</Company>
  <Pages>232</Pages>
</Edition>
<Description>
A narrative roleplaying game with four mini-settings, known as themes - 
including "The Cold Crusade" by Mark Galeotti; "The Empire of Gatan" 
by Newt Newport with Graham Spearing; "Infinite War" by Newt Newport; 
and "Keep Portland Weird" by Charles Green.  Character creation uses 
free-form traits assigned to categories Body, Mind, or Soul.  The player 
assigns two traits at 6d, five at 5d, and nine at 4d; as well as defining 
a long-term goal, short-term goal, and shared group goal.  Resolution 
uses a dice pool mechanic, rolling d6s equal to a trait appropriate to 
the challenge, where every 4 or 5 is one success, and 6 is two successes.  
There are bonus dice of standard 1d per 3 trait points from assisting 
characters, and bonus dice if the character invokes a Goal.  
</Description>
</Game>

<Game type="rpg" game_id="worldactionandadventure">
<Title>World Action and Adventure</Title>
<Edition>
  <Author>Gregory J. Kinney</Author>
  <Year>1985</Year>
  <Company>M.S. Kinney Corporation</Company>
</Edition>
<Description>
A universal "realistic" RPG, which attempts factual information
of everything on Earth: including geography, occupations,
history, and animals.  
</Description>
</Game>

<Game type="rpg" game_id="worldofaden">
<Title>The World of Aden</Title>
<Edition>
  <Author>Shane Lacy Hensley</Author>
  <Year>1995</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A dark fantasy RPG setting for the &lt;a href="GAME#masterbook"&gt;
MasterBook&lt;/a&gt; system: the world of the computer game "Aden"
from SSI.  The world features thunder trains and monstrous
"nocturnals". 
</Description>
</Game>

<Game type="rpg" game_id="worldofbarador">
<Title>The World of Barador RPG</Title>
<Edition>
  <Author>Dana Jorgensen</Author>
  <Year>1995</Year>
  <Company company_id="alternaterealities">Alternate Realities Publications</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A small-press fantasy RPG set on an original world.  
</Description>
</Game>

<Game type="rpg" game_id="worldofbloodshadows">
<Title>The World of Bloodshadows</Title>
<Edition>
  <Author>Greg Farshtey</Author>
  <Author>Ed Stark</Author>
  <Year>1994</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Author>Nikola Vrtis</Author>
  <Year>2004</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
An urban fantasy RPG setting originally released as a boxed set including 
the setting book and the &lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; 
system core book.  The second edition was released as a supplement for 
the &lt;a href="GAME#d6"&gt;D6 System&lt;/a&gt;.  It is set in a fantasy 
world, Marl, reminiscent of U.S. 1940s film noir with the addition of 
monsters and magic.  Within Marl, there are well-defended cities surrounded 
by large tracts of wilderness where monsters roam.  
</Description>
</Game>

<Game type="rpg" game_id="worldofdarkness">
<Title>The World of Darkness</Title>
<Edition>
  <Author>Bill Bridges</Author>
  <Author>Rick Chillot</Author>
  <Author>Ken Cliffe</Author>
  <Author>Mike Lee</Author>
  <Year>2004</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Description>
A modern horror RPG, the successor to a number of previous games 
including 
&lt;a href="GAME#vampirethemasquerade"&gt;
Vampire: The Masquerade&lt;/a&gt;, 
&lt;a href="GAME#werewolftheapocalypse"&gt;
Werewolf: The Apocalypse&lt;/a&gt;, 
&lt;a href="GAME#magetheascension"&gt;
Mage: The Ascension&lt;/a&gt;, and other games.  This is something 
of a revised edition, with the specific games appearing as world 
modules for this core rulebook.  It uses a dice pool system, 
revised to roll a number of d10s based on attribute + skill + 
modifiers.  Each result of 8-10 is a success, with a 10 giving 
an additional roll.  Character creation is limited point-based, 
with a changed set of attributes and skills.  It has a number of 
supplements that form semi-independent game lines within the same 
setting - Vampire: The Requiem (2004), Werewolf: The Forsaken (2005), 
Mage: The Awakening (2005), Promethean: The Created (2006), 
Changeling: The Lost (2007), Hunter: The Vigil (2008), and 
Geist: The Sin-Eaters (2009).  
</Description>
</Game>

<Game type="rpg" game_id="worldofesaene">
<Title>The World of Esaene</Title>
<Edition>
  <Author>Brant Guillory</Author>
  <Year>1999</Year>
  <Company company_id="badge">BaDGe Publications</Company>
</Edition>
<Description>
A fantasy RPG, set in an original world populated by dwarves, elves, 
and other fantasy races.  The basic game includes a campaign background 
in the world.  The system resolves actions using stat + 2d6 vs 
difficulty or opposed roll, using special stats in combat such as 
(weapon combat value + strength + level)/3.   
Character creation us random-roll attributes (1d6+3 for the three 
attributes: Strength, Skill and Intelligence.  There is also a 
magic system included based on bending the six laws of physics: 
gravity, spirit, thought, light, noise, and magic.  
</Description>
</Game>

<Game type="rpg" game_id="worldofindianajones">
<Title>The World of Indiana Jones</Title>
<Edition>
  <Author>Brian Sean Perry</Author>
  <Author>Greg Farshtey</Author>
  <Year>1994</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A pulp-action RPG based on the movies, using the
&lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="worldofnecroscope">
<Title>The World of Necroscope</Title>
<Edition>
  <Author>Ed Bolme</Author>
  <Year>1995</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A modern occult RPG, based on the popular series of novels by 
Brian Lumley.  Psionic secret agents ("ESPers"), communications 
from beyond the grave ("necroscopy"), and deadly vampires 
("Wamphyri") are just a small part of the Necroscope universe.
It uses the &lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="worldofspecies">
<Title>The World of Species</Title>
<Edition>
  <Author>Teeuwynn Woodruff</Author>
  <Author>Dennis Feldman</Author>
  <Author>Greg Farshtey</Author>
  <Year>1995</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A sci-fi RPG based on the alien-among-us movie, using the
&lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; system.  
</Description>
</Game>

<Game type="rpg" game_id="worldofsynnibarr">
<Title>World of Synnibarr</Title>
<Edition>
  <Author>Raven McCracken</Author>
  <Year>1991</Year>
  <Company>Real Dream Inc.</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1993</Year>
  <Company company_id="wonderworld">Wonderworld</Company>
</Edition>
<Description>
A high-powered traditional fantasy game set in a hollow world -- 
actually a generation starship built by a god out of the planet Mars, 
following an eons-long dark ages of plagues and wars.  The worldship 
has both an exterior and interior surface complete with vegetation, 
and is broken up into regions where magic doesn't work and regions 
where technology doesn't work.  The system uses random-roll and 
class-based character creation.  There are 50 character classes 
including Psielf, Bio-Syntha Cyborg, Flymen, Armored Mantises, 
Amazons, Alchemists, and more.  Advancement is level-based, with all 
classes going up to 600th level.  Characters can have "tenths", where 
each tenth reduces damage by 1/10 (i.e. two tenths means the character
takes 1/100 damage).  
</Description>
</Game>

<Game type="rpg" game_id="worldoftankgirl">
<Title>The World of Tank Girl</Title>
<Edition>
  <Author>Bill Olmesdahl</Author>
  <Author>Brian Schomburg</Author>
  <Author>Greg Farshtey</Author>
  <Author>Ed Stark</Author>
  <Year>1995</Year>
  <Company company_id="westend">West End Games</Company>
</Edition>
<Description>
A post-apocalyptic RPG based on the comic book (by Jamie Hewlett 
and Alan Martin) and the 1995 MGM movie of the same name.  
It is about a near future where a comet strike devastates the Earth.  
In 2033, the only water left is under the control of an evil 
megacorporation, The Department of Water and Power.  There are 
many oddities, including mutant kangaroos and gadgets like the 
Dangerball and the Plasma-powered Flesh-Reversing Rifle.  
It uses the 
&lt;a href="GAME#masterbook"&gt;MasterBook&lt;/a&gt; system, 
and was packaged with a copy of the core rule book.
</Description>
</Game>

<Game type="rpg" game_id="worldofwarcraft">
<Title>World of Warcraft: The Roleplaying Game</Title>
<Edition>
  <EdName>2nd</EdName>
  <Author>Mike Johnstone</Author>
  <Author>Andrew Bates</Author>
  <Author>Luke Johnson</Author>
  <Year>2005</Year>
  <Company company_id="swordandsorcery">Sword and Sorcery Studios</Company>
  <Pages>400</Pages>
</Edition>
<Description>
A fantasy roleplaying game based on the massively multiplayer 
online computer game from Blizzard Entertainment.  This is the 
second edition, where the previous edition was a campaign setting 
with the shorter title of 
&lt;a href="GAME#warcraft"&gt;Warcraft: The Roleplaying Game&lt;/a&gt;.  
This second edition is a standalone game, using a variant of 3rd edition 
&lt;a href="GAME#dungeonsanddragons"&gt;D&amp;amp;D&lt;/a&gt;, 
aka the D20 System.  
</Description>
</Game>

<Game type="rpg" game_id="worldsbeyond">
<Title>Worlds Beyond</Title>
<Edition>
  <Author>Frank S. Shewmake</Author>
  <Author>Douglas</Author>
  <Author>Laedtke</Author>
  <Author>Lavette</Author>
  <Author>Skilling</Author>
  <Author>Warth</Author>
  <Year>1990</Year>
  <Company>Other World Games</Company>
</Edition>
<Description>
A spacefaring sci-fi RPG.  It uses a simple skill-based system. 
</Description>
</Game>

<Game type="rpg" game_id="worldsofwonder">
<Title>Worlds of Wonder</Title>
<Edition>
  <Author>Steve Perrin</Author>
  <Author>Steve Henderson</Author>
  <Author>Gordon Monson</Author>
  <Author>Greg Stafford</Author>
  <Author>Lynn Willis</Author>
  <Year>1982</Year>
  <Company company_id="chaosium">Chaosium</Company>
</Edition>
<Description>
The earliest universal RPG, this used the Chaosium universal 
system (&lt;a href="GAME#basic"&gt;Basic Role-playing&lt;/a&gt;) as a base and
provided three worldbooks: "Fantasy World", "Super World", and
"Future World".  Character creation varies: all have random-roll
attributes.  Superheroes have point-bought skills and powers.
F*W characters have career training (a la &lt;a href="GAME#traveller"&gt;
Traveller&lt;/a&gt;).  M*W characters are have class-like templates
(warrior, rogue, sage, sorceror).  
</Description>
</Game>

<Game type="rpg" game_id="worldtree">
<Title>World-Tree</Title>
<Edition>
  <Author>Bard Bloom</Author>
  <Author>Victoria Borah Bloom</Author>
  <Year>2001</Year>
  <Company company_id="padwolf">Padwolf Publishing</Company>
</Edition>
<Description>
A fantasy RPG set on an original world which is a giant
tree.  The world-tree lies under a crystalline sun rolling on a
track in the sky.  Its branches are fifty miles wide and
thousands long.  The flat upper sides are the home of
civilization, while the sides of the branches are untamed
wilderness.  The PC's are among 8 anthropomorphic animal
species: Cani (dogs), Herethroy (beetles), Orren (otters), and 
Rassimel (racoons) -- along with the rarer Gormoror (bears),
Khtsoyis (flying octopi), Sleeth (panthers), and Zi Ri
(dragons).  
</Description>
</Game>

<Game type="rpg" game_id="worldwrestlingfederation">
<Title>World Wrestling Federation RPG</Title>
<Edition>
  <Author>M. David Clark</Author>
  <Year>1993</Year>
  <Company company_id="whit">Whit Productions</Company>
</Edition>
<Description>
A professional wrestling RPG, licensed from Titan Sports.  At
its heart is a wrestling combat system including numerous
over-the-top maneuvers.  Campaign play is supported by characters
advancing in standing from match to match.  
</Description>
</Game>

<Game type="rpg" game_id="wraeththu">
<Title>Wraeththu: From Enchantment to Fulfillment</Title>
<Edition>
  <Author>Storm Constantine</Author>
  <Author>Gabriel Strange</Author>
  <Author>Lydia Wood</Author>
  <Year>2005</Year>
  <Company company_id="immanion">Immanion Press</Company>
</Edition>
<Description>
A science fantasy RPG based on the novels by Storm Constantine.  
It is set in the near future as humanity is in decline, ravaged by 
insanity, conflict, disease and infertility.  A new race -- the 
Wraeththu -- mysteriously appeared in the ruins of northern cities. 
They are beautiful and androgynous as well as stronger than humans 
and psychically gifted.  They can also transform humans into 
creatures like themselves.  It uses an original system, with a
ction resolution using 1d20.  There is a weapon creation subsystem 
combined with an emphasis on swordplay.  The psychic/magic/psionic 
rules use a freeform system reminiscent of Ars Magica.  
</Description>
</Game>

<Game type="rpg" game_id="wraiththeoblivion">
<Title>Wraith: The Oblivion</Title>
<Edition>
  <Author>Mark Rein&amp;bull;Hagen</Author>
  <Author>Richard Dansky</Author>
  <Author>Jennifer Hartshorn</Author>
  <Author>Sam Chupp</Author>
  <Year>1994</Year>
  <Company company_id="whitewolf">White Wolf</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1996</Year>
</Edition>
<Description>
A modern fantasy-horror RPG about ghosts ("wraiths") caught
between the world of their former lives and the fantasy-like
underworld ("Stygia").  Stygia (specifically the underworld of
Europe and North America) is a world embroiled in civil war 
between the Hierarchy, Renegades, and Heretics.  Individual
wraiths are held on by "fetters" (passions for things left 
behind in the world of the living), while being tempted by their
"shadows" (evil halves of their souls).  The interesting mechanic
is that each player has a PC &lt;em&gt;and&lt;/em&gt; plays another 
PC's shadow. &lt;br&gt;
The 2nd edition and later books downplayed somewhat the
introspective and fatalistic aspect, in favor of more
conventional fight against evil in the underworld. 
</Description>
</Game>

<Game type="rpg" game_id="wushu">
<Title>Wushu: The Ancient Art of Action Role-playing</Title>
<Edition>
  <Author>Daniel Bayn</Author>
  <Year>2003</Year> 
  <Company company_id="bayn">Bayn.org</Company>
</Edition>
<Description>
An electronically-published martial arts action RPG.  It uses a simple 
dice-pool system based on player description.  The player rolls 1d6
plus an additional die for each embellishment.  Embellishments are
descriptive items that add flash and style to the described action. 
Each roll that is less than the stat (rated 1 to 5) is a success.  
</Description>
</Game>

<Game type="rpg" game_id="wuxing">
<Title>Wu Xing: The Ninja Crusade</Title>
<Edition>
  <Author>Eloy Lasanta</Author>
  <Year>2010</Year>
  <Company company_id="thirdeye">Third Eye Games</Company>
  <Pages>221</Pages>
</Edition>
<Description>
An Asian-themed fantasy RPG based on animated works such as Naruto and 
Avatar the Last Airbender.  It is set in a large empire, where four years 
ago the Emperor declared war on the ninja clans who were formerly allies. 
The majority of ninja clans have banded together to form the Lotus 
Coalition to try to survive, stave off, or defeat the Empire in this 
latest war.  It uses a version of the Dynamic Gaming System (DGS) 
from &lt;a href="GAME#apocalypsepreventioninc"&gt;
Apocalypse Prevention, Inc.&lt;/a&gt; by the same author.  
The core mechanic is 1d20 + Attribute + Skill vs. a Target Number of 
10, 20, 30, or 40.  Character creation is by picking a type (Ninja 
or Ronin) and clan, as well as an Element and Passion - which determines 
starting Chi and permanent Yin and Yang.  There is limited point-buy 
of attributes and skills, along with bonus points usable for Gifts, 
and possibly more from taking Drawbacks.  
</Description>
</Game>

<Game type="rpg" game_id="wyrdisbond">
<Title>Wyrd is Bond</Title>
<Edition>
  <Author>Jason L. Blair</Author>
  <Year>2004</Year> 
  <Company company_id="key20">Key 20 Publishing</Company>
</Edition>
<Description>
A modern fantasy RPG, where the PCs are magic-using gang members 
known as "slingers", with the magical power of their "Wyrd".  
Magic has always existed in our world, though mostly hidden 
because it has backed oppressed classes such as poor blacks 
and Latinos.  Magic has recently gained press and publicity 
during the rise of rap and hip-hop, as the gang slingers became 
popular and brought their knowledge of the streets and magic to 
a broader audience.  Character creation uses freeform Traits, 
two positive and two negative, to indicate things your character 
is good at or bad at.  You are given a broad-range Skill to cover 
things your character has proficiency in.  You have at least one 
Ally, one Enemy, one Lover, and one Rival.  Action resolution is 
based on 3d6, plus extra dice for traits.  The player rolls and 
keeps the highest three (for positive traits) or lowest three 
(for negative traits).  The dice are then assigned to three 
categories:  Order (how fast you execute, i.e. initiative), 
Power (how effective you are at achieving your goal), and 
Payback (a gift from the Wyrd, giving benefits such as healing, not
being damaged in the first place, more success on your next magical
action, or a nifty magical effect on your next mundane action).  
</Description>
</Game>

<Game type="rpg" game_id="xandoriacorefuzion">
<Title>Xandoria Core Fuzion</Title>
<Edition>
  <Author>J. Parker</Author>
  <Year>2005</Year> 
  <Company company_id="dillygreenbean">Dilly Green Bean Games</Company>
</Edition>
<Description>
A science fantasy RPG set on a planet that once was the greatest prison 
in the universe.  After a mysterious cataclysm, it was thrown into 
an ice age, and recovered centuries later with the the construction 
of Atmosphere Controllers.  The planet is now lush with life, but 
plagued by hidden horrors still lurking there.  It uses a variant 
of the &lt;a href="GAME#fuzion"&gt;Fuzion&lt;/a&gt; system, originaly 
from R. Talsorian games.  
</Description>
</Game>

<Game type="rpg" game_id="xenoforce">
<Title>Xenoforce</Title>
<Edition>
  <Author>Simon Parkinson</Author>
  <Year>1997</Year> 
  <Company company_id="dragon">Dragon Games</Company>
</Edition>
<Description>
An alien invasion conspiracy RPG, based around a secret government 
organization dedicated to defending the Earth against an alliance of 
aliens planning to infiltrate and conquer Earth.  In 1947, a number 
of aliens were left behind from a crashed spaceship, who allied to 
prepare for a slower-than-light invasion centuries in the future.
There are five types of aliens on Earth: Controller, Infiltrater,
Observer, Morpher, Grunt.  The system uses five attributes (Strength,
Perception, Constitution, Agility, Influence) and various percentile
skills.  Character creation includes random-roll attributes (2d4 x 10
+ 1d10, for a range from 21 to 90) and point-bought skills.  
</Description>
</Game>

<Game type="rpg" game_id="xrodinnchronicles">
<Title>Xro Dinn Chronicles</Title>
<Edition>
  <Author>Matthew Webster</Author>
  <Author credit="Additional Ideas">Eric Wujcik</Author>
  <Author credit="Additional Ideas">Aaron Rosenberg</Author>
  <Author credit="Additional Ideas">Dan Ryan</Author>
  <Author credit="Additional Ideas">Jamie Jarvis</Author>
  <Author credit="Senior Editor">Matthew Webster</Author>
  <Author credit="Editing">Darrell Hardy</Author>
  <Year>2001</Year> 
  <Company company_id="ionian">Ionian Game Studios</Company>
</Edition>
<Description>
A hard science fiction RPG, set in a lawless sector of the galaxy known 
as the Frontier.  Five races are plagued by the shapeshifting 
Sharr'Dann, who are more powerful physically and technologically 
than any other race.  It uses a skill-based system using d20 rolls. 
</Description>
</Game>

<Game type="rpg" game_id="yearofthephoenix">
<Title>Year of the Phoenix</Title>
<Edition>
  <Author>Martin Wixted</Author>
  <Year>1986</Year>
  <Company company_id="fantasygamesunlimited">FGU</Company>
</Edition>
<Description>
A sci-fi RPG set in 2197 where Russians occupy most of North
America.  Astronauts of the U.S. Space Command crash-land after 
an unusual "temporal displacement", and emerge to oppose them.
It uses a percentile skill-based system.  Character creation is
limited point-bought.  
</Description>
</Game>

<Game type="rpg" game_id="yellowdawn">
<Title>Yellow Dawn: The Age of Hastur</Title>
<Edition>
  <Author>David J. Rodger</Author>
  <Year>2005</Year>
  <Company type="distributor">Lulu</Company>
</Edition>
<Edition>
  <Author>David J. Rodger</Author>
  <Year>2008</Year>
</Edition>
<Description>
A post-apocalyptic horror RPG set in a future where the Earth's 
population has been devastated by disease some time in the 2030s. 
The orbital colonies and deep-space habitats cut off contact to 
protect themselves from infection and did nothing to help.  
After over 70% of the population died, further horrors emerged 
including zombies and orcs (the results of infection) as well as 
more supernatural phenomena.  It uses a percentile skill-based system 
similar to &lt;a href="GAME#callofcthulhu"&gt;Call of Cthulhu&lt;/a&gt;, 
adding Ranks to professions that represent conviction and faith in 
your own abilities, that function similar to a character level system.  
</Description>
</Game>

<Game type="rpg" game_id="ysgarth">
<Title>Ysgarth</Title>
<Edition>
  <Author>David Nalle</Author>
  <Year>1979</Year>
  <Company company_id="ragnarok">Ragnarok Press</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1980</Year>
</Edition>
<Edition>
  <EdName>3rd</EdName>
  <Year>1982</Year>
</Edition>
<Edition>
  <EdName>4th</EdName>
  <Year>1982</Year>
</Edition>
<Edition>
  <EdName>5th</EdName>
  <Year>1985</Year>
</Edition>
<Edition>
  <EdName>7th</EdName>
  <Year>1998</Year>
</Edition>
<Description>
A fantasy-genre RPG, which has changed significantly over 7
editions.  In general, it uses a percentile skill system, with
limited point-bought character creation.  It has an
action-point-based combat system. 
</Description>
</Game>

<Game type="rpg" game_id="yurlh" language="French">
<Title>Yurl'h</Title>
<Edition>
  <Author>Patrick Durand-Peyrolles</Author>
  <Year>1995</Year>
  <Company>Tamise Productions</Company>
</Edition>
<Description missinginfo="all">
A French-language medieval fantasy RPG.  It uses a d6 and d100
based sytem.  
</Description>
</Game>

<Game type="rpg" game_id="yuuyakekoyake" language="Japanese">
<Title>Yuuyake Koyake</Title>
<Edition>
  <Author>Ryo Kamiya</Author>
  <Year>2006</Year>
  <Company company_id="sunset">Sunset Games</Company>
</Edition>
<Description>
A modern-day fantasy RPG where the player characters are henge - 
magical animals with able take on human form.  Adventures focus on 
helping ordinary people in a town in rural Japan.  Character creation 
starts with picking one of six character types, each with their own 
special abilities: fox, raccoon dog, cat, dog, rabbit, or bird.  
Resolution uses a diceless system based on point spending.  Each 
character has a Connection stats (from 1 to 5) to the town and to 
each other PC.  At the start of each scene, a character gets points 
of Wonder equal to total connections to them, and points of Feelings 
equal to total connections from others.  Wonder is spent on special 
powers, Feelings to boost attributes, and both can be spent on 
transforming.  
</Description>
</Game>

<Game type="rpg" game_id="zero">
<Title>Zero</Title>
<Edition>
  <Author>Steve Stone</Author>
  <Author>Lester Smith</Author>
  <Year>1997</Year>
  <Company company_id="archangel">Archangel</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company company_id="dynasty">Dynasty</Company>
</Edition>
<Description>
A bizarre sci-fi game where PC's are biomech hive members cut 
off from the collective consciousness (the god-queen "Zero").  The
characters learn to become individuals and find that their lives
were not as nice as they thought.  Worse, they are now considered
enemies of the hive.  It uses a simple skill system:  Choose a
number of skills that you want to concentrate on ("Focus
skills"). The number you chose is your Focus rating.  On focus
skills you want to roll &lt;em&gt;over&lt;/em&gt; the Focus rating; 
on other skills you want to roll &lt;em&gt;under&lt;/em&gt; the 
Focus rating.  Thus, the more Focus skills you have, the worse 
you are at them.  The roll is 1d6 times 1d6 (i.e. 1 to 36).
</Description>
</Game>

<Game type="rpg" game_id="zlycien" language="Polish">
<Title>Z&amp;#322;y Cien: Kruki Urojenia</Title>
<Edition>
  <Author>Jacek J. Greczyszyn</Author>
  <Year>1995</Year> 
  <Company>Szaman</Company>
</Edition>
<Description>
A Polish-language fantasy RPG based on Slavic history and mythology. 
The title translates as "The Evil Shadow: Ravens of Delusion".  It 
was the first original Polish-language RPG.  It uses a complex 
rules system.  
</Description>
</Game>

<Game type="rpg" game_id="zombejaovella" language="Finnish,English">
<Title>Zombeja! Ovella! / Zombie Cinema</Title>
<Edition>
  <Author>Eero Tuovinen</Author>
  <Year>2007</Year>
  <Company company_id="arkenstone">Arkenstone Publishing</Company>
</Edition>
<Edition>
  <EdName>1st English</EdName>
  <Year>2008</Year>
  <Company company_id="arkenstone">Arkenstone Publishing</Company>
</Edition>
<Description>
A horror genre storytelling game about a zombie apocalypse, that mixes 
board game and role-playing elements.  Players take turns directing 
scenes, and by conflicts with other players their character token may 
move closer to the zombie token.  If the zombie token is in the same 
scene, the player describes how their character is killed.  The game 
comes in a boxed set that includes a game board, tokens, rules sheet, 
and 27 Cinema Cards.  Players choose from three types of character 
cards for creating their characters.  
</Description>
</Game>

<Game type="rpg" game_id="zombi">
<Title>Zombi: The Earth won't hold the Dead...</Title>
<Edition>
  <Author>Matt Johnston</Author>
  <Author>Colin Johnston</Author>
  <Author>Paul Keenan</Author>
  <Year>1999</Year>
  <Company company_id="crucible">Crucible</Company>
</Edition>
<Description>
A modern-day zombie horror RPG, based primarily on the George
Romero movies.  It is published as a 68-page 5"x8" booklet that
includes the brief rules and more detailed background.  It is set
in a world where in 1999 the dead begin to rise and rapidly cause
a breakdown of society.  It uses a minimalist system.  There are
10 traits (combining attributes and skills).  Actions are
resolved by rolling 2d6 under trait + modifiers.  
</Description>
</Game>

<Game type="rpg" game_id="zombieroolipelikalmo" language="Finnish">
<Title>Zombieroolipeli Kalmo</Title>
<Edition>
  <Author>Risto J. Hieta</Author>
  <Author>Hans Zenjuga</Author>
  <Year>1999</Year>
  <Company>Artic Ranger Production</Company>
</Edition>
<Edition>
  <EdName>2nd</EdName>
  <Year>1999</Year>
  <Company>Artic Ranger Production</Company>
</Edition>
<Description>
A small-press Finnish-language tongue-in-cheeck horror RPG, whose title 
translates to "Zombie Roleplaying Game: the Dead".   A thin and small 
A6-sized booklet, printed by Tehokopiointi KY.  The PC's are zombies, 
generated by various random-roll methods including previous profession 
(lumberjack, celebrity, hobo, mafia boss,...) and how the character 
died (i.e. the burglar shot back or bondage game gone too far). 
Action resolution uses d6 and d8.  There is a live-action version 
of this game entitled "Elokalmo" (roughly "Life-Dead").  
</Description>
</Game>

<Game type="rpg" game_id="zone" language="French">
<Title>Zone</Title>
<Edition>
  <Author>Nicolas Thery</Author>
  <Author>Franck Bouchaud</Author>
  <Year>1986</Year>
  <Company company_id="siroz">Siroz</Company>
</Edition>
<Description>
A French-language modern-day suburban-violence / teen 
rebellion RPG. 
</Description>
</Game>

<Game type="rpg" game_id="zontanaepi" language="Greek">
<Title>Zontana Epi (&amp;Zeta;&amp;omega;&amp;nu;&amp;tau;&amp;alpha;&amp;nu;&amp;alpha; &amp;Epsilon;&amp;pi;&amp;iota;)</Title>
<Edition>
  <Author>Thomas Mastakouris</Author>
  <Year>2000</Year> 
  <Company company_id="aiolos">Aiolos</Company>
</Edition>
<Description>
"Living Epics" -- A Greek-language RPG set in the mythic 
Greece of Homer's epics.  It uses a skill-based system.  
</Description>
</Game>

<Game type="rpg" game_id="zorcererofzo">
<Title>The Zorcerer of Zo</Title>
<Edition>
  <Author>Chad Underkoffler</Author>
  <Year>2006</Year>
  <Company company_id="atomicsockmonkey">Atomic Sock Monkey Press</Company>
</Edition>
<Description>
A fairy tale fantasy RPG using a variant of the Prose Descriptive 
Qualities (PDQ) system from 
in &lt;a href="GAME#truthandjustice"&gt;Truth &amp;amp; Justice&lt;/a&gt;. 
It includes description of the genre and many notes from campaign play, 
but only a few details on a sample setting.  Resolution is based on 
2d6 + stat versus difficulty or opposed roll, possibly modified by 
spending Hero Point(s).  Character creation is limited point-bought, 
distributing 6 Ranks of Qualities among player-defined traits and 
defining one Flaw that grants Hero Points when invoked.  
</Description>
</Game>

</Games>
