January 30, 2012

[Review] A Dirty World

A Dirty World is an indie tabletop RPG  about secrets, deception, betrayal and hidden vice.

What are you buying?
70 pages filled with one of the few pure Noir games out there. No superpowers, aliens, menaces from the outer space. No secret societies or cultist. Just rain, babes and guns. This game is an iteration of the One roll engine, where characters are defined by 6 Identities, 12 qualities and a Dark Secret. During a game values will float a lot, assuming a bullet doesn't stop your tale. 

What's new?
Identities and Qualities limit each other in pairs, making sure no one can get both on the top of the chart in Grace and Endurance, for instance. That's a nice and simple mechanic preventing useless characters or superheroes.

The Good
  • NOIR There are not many noir games out there. 
  • ENGINE The One Roll Engine works smoothly for this game.  
  • FLUID CHARACTERS Characters change from one scene to the other. Events that occurs in one scene can seriously make a scar on your PC and this is just right into the spirit of the Noir 
  • GOT IT RIGHT The key elements of Noir are beautifully understood and rules support that. It's a pleasure to see a game that knows what to focus.
The Bad
  • FIST ADVENTURE The Noir genre is so unusual in RPGs that the lack of an introductory adventure is perceivable. 
  • SKILL MECHANIC Is not always clear how you must combine identities and qualities to make a roll. I know It's suppose to be open ended, but it's still not so obvious.
  • WTF MOMENTS Reading the core book, sometimes I've come across to rules not clear enough or missing (or well hidden), for example, the reward given at the end of a conflict is clear in the example, not so clear in the appropriate section.
The Verdict
A Dirty World looks promising on the first reading. The setting is unusual enough to be worth a try and the engine is totally appealing. It will be my first new game of the year.

A Dirty World is available from:

A Dirty World
A Dirty World
A Dirty World
NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 27, 2012

Ever recycled a popular character for your game?

fashion princesses P1by *viria13

Today I came across the image on the right and I remembered an old habit I had some time ago while mastering. i used to insert MY VERSION of popular characters in a totally unexpected way.

For example I remember when, during a Deadlands: Hell on Earth game my players came across a strange group of fellows with their van.
They were a blond gunslinger, a cute redhead skilled in diplomacy and communication skills, a Junker girl with cyber glasses and a wrist sawblade launcher and a exoskeleton pilot with a problem to servo motors of the legs and his robo dog.

Have you recognized them? They where the complete cast of Scooby-Doo and their appearance was a complete success.

I can also remember using the backstreet boys, the Saint of Killers, the creature from Alien and P!nk, Shakira & Anastasia (yeah, the singers and yeah, it worked smoothly).

Have you ever done something similar? How it went?

January 26, 2012

I Always Kill The Things I Love

Rain on a smoking guy in a black trenchcoat. Beautiful voluptuous women in red dresses. A tommygun that fires in the night. Whiskey, some bullets and a dirty ashtray.

These are the images that comes in my mind if I think about the Noir genre, but what makes a Noir Story, you know, noir?

It's a pregnant question if you, like me for instance, want to run a Noir game. What's the difference between the Noir and the simple crime story. Why Cthulhu is not a Noir game?
What kind of characters I should encourage, what kind of stories I can write? what kind of world I want to shape?

Wikipedia says:
"Noir fiction is the name sometimes given to a mode of crime fiction regarded as a subset of the hardboiled style.
In this sub-genre, the protagonist is usually not a detective, but instead either a victim, a suspect, or a perpetrator. He is someone tied directly to the crime, not an outsider called to solve or fix the situation. Other common characteristics ... are the emphasis on sexual relationships and the use of sex to advance the plot and the self-destructive qualities of the lead characters. This type of fiction also has the lean, direct writing style and the gritty realism commonly associated with hardboiled fiction."

Pretty simple, uh?
Just forget the good cops, the bold detectives, the good-doers, a noir hero is very afar for the hero concept itself. I need to make the player design flawed persons, self destructive and throw at them not just bullets, but moral dilemmas and tough choices.  I have to write stories that are personal, that hits where hurts the most.

Ok, maybe that's not so easy.
Probably I must first design the cast and then the story that binds them. For sure  it will not be sugar covered, somebody must die, somebody will be betrayed, somebody will be fucked.

Would you like to play a noir RPG? How do you imagine your character?

Need ispiration?

A Dirty World
A Dirty World
A Dirty World
NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 23, 2012

[Review] Gray Ranks

Gray Ranks is an indie tabletop RPG by Jason Morningstar, the same guy who brought you Fiasco

What are you buying?
Grey Ranks is a role-playing game that sees you play a group of pre-teens rebels in the Warsaw ghetto uprising of 1944.
Each game is divided into 10 chapters, to be played approximately in 3 sessions, that ferries the group of players through 3 distinct phases: Resistance, Rebellion and Disaster. In fact there is no happy ending in these stories: the revolt fails  October 3 and our players, if they survived, will be left to lick their wounds and mourn their lost innocence.
The loss of innocence is one of the central themes of history and of the same system that assigns a "thing-more-beloved" to each character and allows him to "expose" it (make it known to everyone, nazi included), in exchange for a numerical advantage, allowing others to threaten and eventually destroy it. The psychological reactions of the characters, subjected to horrors, is managed by a grid that shows how and when they are close to extreme reactions ranging from suicidal depression to martyrdom.

What's new?
A lot of things where new when this game was published the first time. Today almost everything feels a little worn out. 

The Good
  • ORIGINAL Not so many RPGs gives you the chance to be a pre-teen during a war.
  • GRUESOME There is no limit on what you can do with young boys against nazis. If you want this can quickly become really shocking.
  • QUICK PLAY RULES If you wanna play in just one or two sessions, there are rules to make shorter games. That's nice.
The Bad
  • TOO MUCH SETTING 63 days of rebellion is what you can play with this book. After a couple of 10 chapter games you will get bored and you will move on to other games. 
  • NOT FIASCO Same author, light years between them.

The Verdict
Grey Ranks is an indie game born when these games had just been conceived and sometimes shows its weaknesses. While presenting a solid and convincing architecture, I often had the impression of being faced with an experiment in psychological exploration, rather than a real game. The stiffness of the setting itself is a big problem: how many times you want to play young teens captured by the Nazis?

Gray Ranks is available from:

Grey Ranks
Grey Ranks
Grey Ranks
NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 19, 2012

[Interview] Mike Olson about the Atomic Robo RPG

Atomic ROBO vol.3.1
When I heard that an Atomic Robo RPG was coming out in the future I writed to Mike Olson, the lead designer, to ask him for an interview. 
Guess what? He said yes and I came up with the 7 Questions of Doom (a totally unjustified cool name). 

Mike Olson is a freelance RPG writer and designer. His credits include Legends of Anglerre and The Kerberos Club (FATE Edition). He writes his stuff into the 
Spirit of the Blank blog so go check it out!

1) You knew and liked the comic book before? And Now?
Actually, I'm embarrassed to admit that I did not know Atomic Robo before Brian Clevinger approached me. I mean, the name sounded familiar -- maybe I'd seen a poster or something for it at San Diego Comic-Con -- but I knew I'd never read it. It took me a while to realize what a sizable fanbase it has. I was already excited about making it into an RPG, but after seeing the outpouring of enthusiasm for it online, that excitement has only grown.

In his initial email to me, Brian was good enough to attach a PDF of the first issue of volume 6. By page 2, I was compelled to reply and practically demand to be involved. Back then, there wasn't necessarily a clear idea of what developing the game would involve -- Brian got in touch with me after reading The Kerberos Club (FATE Edition), so there was that -- but things really took off once Evil Hat entered the picture. It immediately went from being a small-scale, probably Kickstarted game to a major release for a widely respected game company.

Anyway, since then I've devoured everything Robo-related I could get my hands on. I love it. I often describe it to people as "Buckaroo Banzai, but Buckaroo's a 100-year-old robot built by Tesla." Buckaroo Banzai has been a favorite movie of mine ever since I saw it as a kid, and Atomic Robo has that same awesome, science-fueled, modern-day pulp vibe.

2) What will be the role of Brian Clevinger?
Brian's going to be doing the heavy lifting in terms of defining the world of Atomic Robo as a setting -- background info, a detailed timeline, important characters, etc. That leaves me to take care of the mechanics, for which I am eternally grateful. We're lucky that Brian and artist Scott Wegener are gamers themselves. They get what we're doing and are at least as enthusiastic about it as I am. In fact, even before Robo was published, they wanted to one day make an RPG out of it. And here we are!

The Atomic Robo by Nic Klein
3) The engine behind the ARRPG will be the FATE system, one of the most recent engines that have won the public's favor. Would you like to explain to those who has only played D&D, why should try a game using the FATE engine?
Well, for one thing, D&D as written limits you to playing in fantasy worlds built with certain assumptions. Not that there's anything wrong with that -- I play and enjoy several editions of D&D, from Basic to 4E -- but FATE doesn't come packaged with the same kinds of restrictions. It also uses language and common sense as game mechanics, in the form of aspects, which has always impressed me. FATE isn't a tactically focused game like some editions of D&D are, but there are definitely tactics and strategy involved in the form of skills and maneuvers. If you're new to games with a more "narrativist" bent, FATE nicely straddles the thin divide between traditional games and storygames. At its core, it uses a simple mechanic -- roll dice, add a bonus, try to beat a target number -- but adds to that tools to let players affect the game world in ways that they typically can't in D&D.

4) Which version of the FATE engine you will be using?
I'm designing a new iteration of FATE based on the in-development Fate Core that Lenny Balsera's working on right now. Very exciting stuff -- for a fan of FATE like me, it's pretty cool to get to a behind-the-scenes look at Fate Core. If you're currently familiar with any existing FATE game, you'll find the Atomic Robo RPG very familiar.

5) Atomic Robo shares some themes and some atmospheres with Spirit of the Century. Besides Robot, what do you think will be the main differences between the two settings?
One big difference that I absolutely love about Atomic Robo is the total absence of magic or mysticism. Now, I like those things as much as the next guy, but it's great to see a setting that takes a firm stand and says, "No -- science!" That's not to say there can't be phenomena that are seemingly supernatural, like Edison's Ghost or the Vampire Dimension or Lovecraftian horrors from beyond time and space, but Brian and Scott make it very clear that in Robo's world, all of these things can be explained by science. there's very much a sense that no matter how super the super-science gets, it's all grounded in something that's at least theoretically possible. That's very appealing.

And although SotC and Robo both have the '20s in common, for Robo, that's just one era in which to set stories -- stories that can span the entire existence of Atomic Robo himself, as we've seen in the comics. There's just so much there to work with, and Brian and Scott have done an excellent job of presenting a sort of action-oriented timeline of the 20th century through Robo's eyes.

Both of these combine to produce something that's superficially similar to SotC, but tonally very different, in my opinion. In my experience, SotC's often about over-the-top action and plots, whereas Robo's hard ties to real-life historical events, people, and science make it feel more connected to the real world. It's an interesting comparison, because they're both likely to have pulp tropes like masked vigilantes, brain-in-jar villains, and super-science devices. But one has science as something of a stand-in for magic, and the other has Carl Sagan.

When he says Carl Sagan, he means it!
6) What's the first thing that you are gonna be designing? From were your work will start?
A top-level design goal is to make ARRPG a true pick-up-and-play game. The delay between getting a blank character sheet and starting play should be five minutes -- ten minutes, at most. It also has to be a highly flexible take on FATE to allow for characters like Sparrow, Robo, and Dr. Dinosaur to all exist and be story-relevant. In fact, the bulk of design will probably go into how characters are made and how skills are treated.

So skills will be a top priority. Fred Hicks and I have had some fruitful discussions that are probably going to alter many basic assumptions that many FATE games make, starting with skills, but also including Refresh, stunts, and advancement -- while, as I said, remaining recognizably FATE. It's a challenge, no doubt about it, but we're up to it.

Sorry to be so vague, but it's hard to be anything else right now in light of the fact that it's all pretty much "ideas" at the moment. Real work begins next month, and I'll definitely be previewing stuff on
Spirit of the Blank and AtomicRoboRPG.com.

7) When do you plan to be ready to do the first playtests?
A few of us will be running public playtests at GenCon this August, but we'll be soliciting for playtesters before then. When exactly, I don't yet know. I'd have to have something for them to playtest first. News of that will also be on
Spirit of the Blank and AtomicRoboRPG.com (and EvilHat.com and RPG.net and Google+ and Twitter and Facebook -- it'll be hard not to hear about it, in fact).
For anyone reading this who wants to get on the playtester list early, all you have to do is drop me a line and ask!

January 17, 2012

Proud owner of a RPG collection

Tonight I'm really proud of myself.

A couple of days ago an idea crossed my mind: to make an inventory of my entire RPG collection. What a humongous task. I have something like 7 hundred books in my collection so Excel and manual data input was out of question, so I needed an alternative.
On paper both Anobii and GoodReads seemed acceptable, but the task of typing more then 7 hundred of ISBN was huge however.

A few clicks (and a couple of days) later I was the happy owner of a barcode USB reader.
I've tryed to use both services, but  GoodReads  was really a pain in the ass, needing 2 clicks after every barcode scan. Anobii allowed me to just scan one book after the other. 
Today, in just one evening, I completely finished the job. Wow! 
(Some books were missing and I'm waiting all my additions to be reviewed, but it's just a matter of a couple of days)

Wanna see the result?
(You have to click on "visit my shelf; here shows only the top couple of pages...)

January 16, 2012

[Review] Geasa

Geasa is an unconventional tabletop RPG. It's always a little bit of an embarrassment trying to use a standard definition for "unconventional" RPGs. Being creatures born from a very limited group of people they lack of a unified definition. I think of them like "indie", even when they are not.
What are you buying?
A 66 pages PDF by Jonathan Lavallee that's all you need to play this little game.
In Geasa every player creates 2 different entities: a person, who is the "normal" character who will try to accomplish his goals like anyone else and a fae, who will try to manipulate one or more of the others player binding them with a pact.
Every Person is defined by 4 Elements (head, heart, life and loins), at least 2 goals (what do you want to achieve) and 6 supports (things important in your life).
Every Fae is defined by answering to "Who are you?", "What do you want?" and "What makes you weak?"
Conflict is resolved with a d6 mechanics in which you can "spend" your dices to do what you want and get dices making your faes guide your actions.

What's new?

Conflict resolution is nice, but the most beautiful thing is the Geis mechanism. A Geis is a curse that forces the cursed person to act or do things in a certain way lest they break the geis and suffer a penalty for it.
Example: "You must spit when crossing a threshold or else you will be unable to
speak until you water all the plants in the yard three times."

The Good
  • GEIS Geis are so beautiful and simple that I will reuse them for my D&D campaign. Really
  • PRICE It's a full indie RPG that you can buy for just €3,62.  
  • TYPES OF FAERY The 4 pages devoted to explain the different types of faeries are clear and inspired. There's a lot of good fluff here.
  • SETTING BLOCKS These are some of the possible setting for a Geasa game. I like when a game comes with some simple way to make my players "try it". These settings are good quality demo games just ready to be played.
The Bad
  • HARD TO READ Too often the book is really hard to understand. Rule mechanics are cryptic and I feel that this product would have taken great benefits from more examples and a game play full transcript.
  • UNINSPIRING Ok, there's no way to say it in a nice way. Simply I think that there is nothing in this book to make me say "I WANT to play this game". If there is the opportunity I will not miss the chance, but I will not go the extra mile to set up a game
The Verdict
Geasa is a good game. Maybe not an extraordinary one, but sill a good game. I brought it with a bundle some time ago and I'm totally happy with it.
GEASA is available from:

NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 13, 2012

[WOW!] The Fate of Atomic Robo

Why I'm always the last to know?


It's ATOMIC ROBO! It's a FATE game! I Want it, and I want it NOW!

January 12, 2012

How do you choose a new game?

 Noir Detective 7 by *Salemburn

It's a bit  that I think to start a new game. Do not get me wrong, the campaign of D&D is progressing wonderfully and the entrance into the 4th year has brought my players a little 'twists and turns that have hit the mark, but I feel the need to change the atmosphere, to change themes, to change engine.

But how to choose a new game to propose to my players? How to choose a game?

I am fortunate to have available a few hundred different games to choose from (yeah, I'm a collector), so I am not without options. But HOW to choose?

To satisfy me a game need 3 key features:
To have a setting for which I want to write stories
To have a set of rules that do not make me cringe, and my players can find satisfactory
Make my players want to play at least a few sessions.

To have a setting for which I want to write stories
If I'm not willing to write stories, how could I do the master? The first premise is: fantasy no more..
Right now two ideas are bouncing in my head. The first is a Noir, the second a good, old hard sci-fi.
I could also accept the Pulp, Steampunk or Urban Fantasy.

 Spaceship by ~perkan

To have a set of rules that do not make me cringe, and my players can find satisfactory
My players in this area are much more picky than me. I can co-exist with almost all engines, they need a robust system, which do not allows them to take advantage of it just because certain course of actions are more beneficial than others.
The only thing I impose is: no World of Darkness. I do not know that their system has a real name, I always refer to him as "the one with the dots." No dots for me. Savage World or FATE would be the best. I'd also like to try the One Roll Engine

Make my players want to play at least a few sessions
Some session is all that the master has to ask his players. Some session is the right time to make them passionate about the history and make then ask for more. After a few sessions is all in the hands of the master, and nothing in the hands of the manuals.

My candidate for this year are: A Dirty World, Eclipse Phase, CthulhuTech, Diaspora, Rogue Trader.

Of course a good survival horror game with a zombie outbreak ...

“This post was written for the first annual New Year, New Game blog carnival hosted by Gnome Stew as part of the 2012 New Year, New Game challenge.”

The games are available from:

A Dirty World
A Dirty World
A Dirty World

Eclipse Phase
Eclipse Phase
Eclipse Phase



Rogue Trader
Rogue Trader
Rogue Trader
NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

Conversion Hypothesis

Ok guys,

there's a question for you: Look at this trailer and tell me which RPG you will choose to play in this setting:

Options that comes into my mind:
Eclipse Phase
Mutant Chronicles
Starblazers Adventures

Any idea?

More Alien(s) stuff:

NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 11, 2012

First new game of the year?

Today in my mailbox has arrived, "A Dirty World". The first impression is great and the first pages I've read seem to confirm this feeling.

What do you think? Deserves to become the first new game of 2012? Can anyone give me an opinion on this?

Already bored

I'm already sick and tired of people speculating on the 5th edition of Dungeons & Dragons.

Move along. Nothing to see here (yet)

January 9, 2012

[Review] Innovation

Innovation is a board game for 2 to 4 players. 

The game, in short.
The goal is the fist player to dominate a fixed number of ages, depending on the number of players or to be the first to activate a "win the game2 effect on a card. The fist option is the more likely

Players take turns making a common civilisation evolve. Every player, in his turn can do 2 of the following actions: draw a card (self explanatory), play a card from the hand (cards are positioned over other cards, making them unusable), activate a card already in play (that can trigger multiple effects for every player), dominate an era (getting closer to victory).

The same action can be repeated twice.
Cards in play grant resources useful to do not make opponents profit from your cards. Cards in play can be stacked one onto the another to grant different amounts of resources, depending on how you manage to stack (and splay) them.

Rules are simple, but the game is far from obvious. After a couple of turns every player have a lot of options and a lot of ways to progress in the game, some obvious, some not. 

What's new?
The splay concept is nice and new. The resource mechanichs (not a currency, but just a way of dominance) feels new too.

The Good
  • DEPTH This game is deep and you will need a lot of insight to counter the actions of you opponents while pursuing your strategy.
  • CHEAP Inside the small box there are some decks of cards and 4 little boards summarizing the game. The lack of tokens, miniatures, boards, dices make the game really affordable
  • FUN A lot of cards have mean effects and you will have fun watching your opponents suffer while you steal their points or their cards. 
  • HIGH TENSION As the game goes on the cards you play are more and more powerful, allowing even the player lagging behind to do a surprising comebacks. 
The Bad
  • PRESENTATION The first edition is ugly. Uglier than ugly. Yeah, that ugly. 
The Verdict
I love this game. it's easy to learn but hard to master, every game is different, while you have never the feeling of being helpless or down on a path already taken before. If you trust me, you can buy this game without even thinking about it. If you don't trust me, try it before, but beware, that's a sweet drug.

In Italia รจ disponibile sul sito Egyp.it ad un prezzo estremamente ragionevole. QUI
NOTE: If you buy from here I will get a little income, with no extra cost for you. Just to be straight.

January 8, 2012

[SALE] New Year, New Game @ DriveThruRPG

DriveThruRPG is doing a New Year sale on Core books called New Year, New Game. If you want to try something new, maybe it's the right time to do it :)

Arcanis: the Roleplaying Game PDF
Publisher: Paradigm Concepts, Inc.

A World of Heroes...
With the power held in these pages, one will forge a Hero, a veteran of dangerous adventures, a capable and courageous champion of Arcanis. There are many such Heroes - be they brave knights, pious priests, cunning rakes or mysterious sorcerers - but Fate has only a chosen few destined to shape the world with their passing. Your Hero is among them.
....   [click here for more]

Price: $25.00 $12.00

Artesia: Adventures in the Known World
Publisher: Archaia Entertainment LLC


6 ENNie Nominations. Best Production, 2005 from the Indie RPG Awards. The award-winning graphic novel Artesia comes to life in the Adventures in the Know...   [click here for more]

Price: $19.99 $12.00

Ashen Stars
Publisher: Pelgrane Press

Ashen Stars
is the newest full-length, stand-alone GUMSHOE product from RPG legend, Robin D. Laws. They call you lasers. Sometimes you’re called scrubbers, regulators, or shinestars. To the lawless denizens of the Bleed, whether they be pirates, gangsters or tyrants, you’re known in less flattering terms. According to official Combine terminology, the members of your hard-bi...   [click here for more]

Price: $24.95 $12.00

Blue Rose - The Roleplaying Game of Romantic Fantasy
Publisher: Green Ronin

Adventure & Romance Await!
Aldis, the Kingdom of the Blue Rose, shines as a new light following the dark age of the Sorcerer Kings. Now, envoys of the Sovereign's Finest strive to protect Aldis from threats like the Lich Kingdom of Kern and the fanatical Theocracy of Jarzon, as well as monsters and dark magic left over from the Shadow Wars of the Sorcerer Kings. Aided by the rhydan?their ps...   [click here for more]

Price: $16.00 $12.00

Buffy RPG Revised Corebook
Publisher: Eden Studios

The graveyard is cold and still. Bright moonlight deepens the shadows. The silence is disturbed by a throaty moan. Breaking through the soft, recently packed earth, a claw extends, sharp and grasping. A sickly sweet stench rises with the corpse. Desperate hunger is etched on it cadaverous face - a hunger for your blood!
Buffy: Alright, I get it. You're evil. Do we have to chat abou...   [click here for more]

Price: $20.00 $12.00

Burning Empires
Publisher: Burning Wheel

An epic science fiction roleplaying game based on Christopher Moeller’s critically acclaimed Iron Empires graphic novels, designed by award-winning game designer and author of the Burning Wheel, Luke Crane.

BURNING EMPIRES uses the Burning Wheel system as its core and expands it to encompass the sweep of stories that deci...   [click here for more]

Price: $23.99 $12.00

Chthonian Stars Core Setting
Publisher: WildFire

2159 AD. It is a good time to be alive. The nations of the world still exist, but they have become more civilized, and we have expanded into the rest of our solar system. But, alas, it is not to be our time. Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is awakening things long tho...   [
click here for more]

Price: $15.00 $12.00

Conspiracy X 2.0
Publisher: Eden Studios

On the surface the world looks very much like the one outside your bedroom window. The same people are walking the same dirty streets, the same animals rummage through the same garbage, and the same mindless drivel is shown on the same television stations.Sometimes that world just doesn't seem right. You wake up in the morning and get the feeling that something isn't as it should be. Why do certai...   [
click here for more]

Price: $17.50 $12.00

Dark Ages: Vampire
Publisher: White Wolf

The Long Night is Over

The diablerie of Saulot, the waking of Mithras, the destruction of Michael the Patriarch, the return of the Dracon - it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their ...   [click here for more]

Price: $17.99 $12.00

Fantasy Craft Second Printing
Publisher: Crafty Games

Origins and ENnie Award Nominee

Your Dungeon, Your Dragon, Your Way This is the time of high adventure - your adventure! Take charge of your gaming experience with simple yet powerful rules that let you craft any character, any monster, or any world you can imagine. Whether you like your fantasy bright or bleak, gritty or gonzo it's all here, supported with one ...   [click here for more]

Price: $29.99 $12.00

Publisher: Adamant Entertainment

What kid raised in recent generations hasn’t pretended to be a superhero at some point: worn a cape, “flown” around, bounced imaginary bullets or shot “blasts of power” from hands or eyes? Why not? After all, the superhero is the perfect modern fantasy: powerf...   [
click here for more]

Price: $14.95 $12.00

Legend of the Five Rings 4th Edition
Publisher: Alderac Entertainment Group

Blood. Honor. Steel.
Welcome to the 4th Edition of the epic Role-Playing Game Legend of the Five Rings! Join us for the ultimate adventure of fantasy samurai, locked in perpetual battles of honor and glory within the bonds of the Code of Bushido. The Emerald Empire of Rokugan demands much of its samurai: service to one's lord, service to one's Clan, and service to one's Emperor. Bushido'...   [click here for more]

Price: $35.99 $12.00

Legends of Anglerre
Publisher: Cubicle 7 Entertainment Ltd.

FANTASY ADVENTURE! Legends of Anglerre shoves a massive battle axe in the hands of the Ennie Award-Nominated Starblazer Adventures roleplaying game. Play action-packed fantasy using the award-winning FATE RPG system: gritty adventurers on paths to greatness; epic heroes leading mighty armies and noble kingdoms; mythic questers traversing the many planes and battling the gods themselves - and more...   [
click here for more]

Price: $24.99 $12.00

Macabre Tales rulebook
Publisher: Spectrum Games

Macabre Tales
is the dominoes-based RPG of Lovecraftian horror that strips out the "contributions" of later authors and focuses solely on what Lovecraft himself created. Spectrum Games, known for accurate emulation of various genres in their products, offers a brand new take on role-playing in the terrifying and abhorrent world of Howard Phillips Lovecraft. Will you emerge from th...   [click here for more]

Price: $14.99 $12.00

Mouse Guard Roleplaying Game
Publisher: Archaia Entertainment LLC

Join the Mouse Guard and defend the Mouse Territories against predators and dangers, in this roleplaying game for the acclaimed
Mouse Guard comic book series!  Players form their own Mouse Guard patrol and attempt to complete missions while the Game Master takes on the roles of the weather, animals and the wilderness all trying to thwart the fearless mice. Designed by Origins Award-wi...   [click here for more]

Price: $19.99 $12.00

Mutant City Blues
Publisher: Pelgrane Press

A stand-alone GUMSHOE game of contemporary super powers
Ten years ago, 1% of the population gained mutant powers. 1% of the citizens means 1% of the criminals! ...and you're the cops who clean up the mess. EVER SINCE the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams. Police work will ...   [click here for more]

Price: $20.95 $12.00

Mutants & Masterminds Hero's Handbook
Publisher: Green Ronin

Mutants & Masterminds Hero's Handbook is the core rulebook of the game's third edition and it gives you everything you need to have your own superheroic adventures. The detailed character creation system lets you create the hero you want to play, choosing from a wide range of skills, advantages, and power effects. Customize your hero's powers with modifiers to create an almo...   [click here for more]

Price: $17.50 $12.00

Outbreak: Undead
Publisher: Hunters Books

Awarded "Judges Choice!" at the 2011 ENnies!
When the ZOMBIES attack, will you have A PLAN? "Outbreak: Undead" is a Zombie Survival Simulation RPG that is not only fun, but an essential step in surviving the Undead. We at Hunters Books have provided the most dramatic, effective, and above all realistic means in which to (safely) simulate t...   [click here for more]

Price: $19.99 $12.00

Requiem for Rome
Publisher: White Wolf

Glory Reigns Above

The living world is civilized by the vision and the power of Rome. But not all that walks is living, and not all that falls will die.

We Do Not Live.

We are but shadows and worms, consigned to the earth and shamed by our incompletion.

But We Are Creatures of Rome

And that which is not conquered by the ch...   [click here for more]

Price: $19.99 $12.00

Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games

Beyond espionage, beyond military mayhem, Spycraft 2.0 is your gateway to an unlimited world of modern action-adventure! It takes the wildly popular Spycraft RPG d20 system to a whole new level: expanding and updating character options, condensing and refining the r...   [click here for more]

Price: $19.95 $12.00

Swashbucklers of the 7 Skies
Publisher: Evil Hat Productions, LLC

Skyships ply the 7 Skies, soaring from Cloud-Island to Cloud-Island for conquest, espionage, trade, and piracy. Kingdoms clash, cultures collide, and secrets abound. Heroes and villains roam Above the Blue, seeking action, intrigue, adventure, and style. Will you be one of them?
Enter the world of Swashbucklers of the 7 Skies (S7S), the latest game from Chad Underkoffler feat...   [click here for more]

Price: $15.00 $12.00

The Laundry RPG
Publisher: Cubicle 7 Entertainment Ltd.

There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Al-Hazred glimpsed them, John Dee summoned them, HP Lovecraft wrote about them, and Alan Turing mapped the paths from our universe to theirs. The right calculation can call up entities from ot...   [click here for more]

Price: $24.99 $12.00

The Savage World of Solomon Kane
Publisher: Pinnacle Entertainment

A Landless Man. A Wanderer. A Puritan.
Solomon Kane is many things, but above all, he is a hero. In a time of savagery and horror, he wanders the darkest corners of the Earth and battles the evil he finds hidden within. From the savage interior of Africa to the cold forests of Europe, the frigid mountains of Cathay, and the blood-soaked jungles of South America he battles merciless butch...   [click here for more]

Price: $35.00 $12.00

Traveller Main Rulebook
Publisher: Mongoose

Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes.

The Traveller Main Rulebook is the cornerston...   [click here for more]

Price: $23.97 $12.00

Werewolf The Wild West
Publisher: White Wolf

A Storytelling Game of Horror in Times Past
Blood's been spilled on these plains by the gallon.
The humans, our families, are killing each other.
Blue fights Grey. Red tussles with White-
And then there's us. The sun burns pretty hot by day.
That's all right.
We burn even hotter down inside.
And when the sweet moon shines down by night.
There's no fort o...   [click here for more]

Price: $16.80 $12.00

Wild Talents 2nd Edition
Publisher: Arc Dream Publishing

ENNIE AWARD NOMINEE FOR BEST RULES, BEST GAME AND PRODUCT OF THE YEAR! The cult classic returns, this time with a full-scale retail release! Wild Talents Second Edition features new art by Todd Shearer, a massively expanded chapter on the history of the World Gone Mad by Dennis Detwiller, chapters on running superhero games and playing superheroes by Greg Stolze, and updated and cleaned-up rules ...   [
click here for more]

Price: $29.99 $12.00

Witch Hunter: the Invisible World
Publisher: Paradigm Concepts, Inc.

The 17th Century—America was a vast unknown land, peopled by cultures alien and savage to European sensibilities. All the mundane dang...   [click here for more]

Price: $19.99 $12.00