This page is an archive of entries into an informal 200-word RPG game jam conducted via Tumblr throughout November of 2023. All entries are the property of their respective authors, and are included in this collection by their gracious permission.
Note: some author's comments have been edited to omit word count reporting, archival permissions, and other administrivia.
Materials a minimum of 5d6 per person add more if you want
A table (uncleared clutter will be useable for terrain) or other surface
A ruler or you can eyeball the distance
Scale of units of movement should be agreed upon by players at the start of the match
Each player begins by rolling their dice these dice are now your units (each player gets one mulligan at set up)
each unit has a value of 7 the number shown on the die is that units maximum health and attack subtract that number from the units maximum value to determine its movement speed and attack range
Each unit gets two actions per turn that unit can
attack in an unobstructed straight line up to its maximum range
Defend and take half damage rounded down
Move up to its maximum range
The game ends when all your opponents units have been destroyed
you and the other players are all indie game developers creating micro tabletop games for a gamejam.
your goal is to each create a 200 word, or less, RPG. it may function as an normative tabletop RPG, as an artistic statement, an exercise in stretching the rules of role playing games, or even commentary on other RPGs. You may use https://200wordrpg.github.io/wordcountto help you correctly count the words in your rpg.
after you have all created an RPG, you should give a quick play of the ones that can reasonably played, or outloud reading of the ones that cannot, and then give your own game and someone else's a critique as you imagine a random social media commenter would give; not necessarily rude and condescending, feel free to imagine patient and insightful commenters.
this is a game for one player and one game master. The player in this game is called a 200 word RPG, and the game master is called the players.
the role of the 200 word RPG is to brainstorm creative ways to be interesting and quirky enough to stand out and actually be played amidst a sea of interesting microgames. you want to be played!
The players' role is to react to these changes in either a negative or positive way, narrating opinions from multiple characters. players want to be entertained.
The 200 word RPG begins with a word count of 50, and for each add'l mechanic, it adds at least as many words as it takes to summarize, but at least 25 add'l words. The rpg cannot have a word count higher than 200. The players should also provide reactions to removing previous mechanics.
The goal of the game is to marvel at how the RPG completely mutates every few iterations, rather than landing on any single optimal device.
You are a individual who finds themselves in room alone, with stark white walls but each wall has a door of a different colour - Red, Blue, Yellow, and Green.
The Red door represents an opportunity to pursue a lost love or to right a wrong related to a romantic relationship.
The Blue Door represents family - the opportunity to reconnect with a loved one you are related to that you are somehow estranged with or has long passed away.
The Yellow Door represents an memory that makes you happy. If you go through this door, you will be able to relive an event that changed your life in a positive way.
The Green Door represents the opportunity to take up a past chance at prosperity.
First, describe how you ended up in the room (a dream, white truck of doom, etc). Then, you may choose to go through one or all of the doors. Describe in detail what and/or who you are returning to and why. Explain everything that happens in detail and how it makes you feel? Is the experience positive or negative? Did you make the right choice?
The game ends when the player chooses a door (pleased with their choice) or chooses to leave all possibilities behind.
Each player chooses an Ace, Jack, Queen, or King to use as their character and removes it from the deck. After this is done, shuffle.
Deal the deck into a 5x5 grid of face-down cards and place each character's card on the edges. Take turns flipping over cards adjacent to your character and describing what your character "picks up" and how. This can be physically, emotionally, socially, ideologically, or any other way. Remove it from the grid and place your character card in its place.
The value of a card represents how big it impacts your character's life, use the associations as ideas for what they "pick up". Characters within 2 squares can interact.
Once every card has been removed or players cannot reveal any more cards, reflect on if your characters have had a good life.
Values:
Number Cards - Listed value
Aces, Face Cards - 11
Jokers - Any
You broke down on the side of the road and filed a request for AAA roadside assistance. The tow isn't here yet, its getting cold, and your phone is dying.
Gameplay:
Start with 75% charge, a d20 Priority die, and five d6 Patience dice. Take one action per turn, subtracting charge cost:
Wait (d6%): Roll your Priority die. On a 1, the tow arrives and you win. Otherwise, gain one Patience die.
Call AAA (d12%): Determine a Complication and Frustration, consume any number of Patience dice, and roll against Frustration. On failure, hang-up. On success, reduce Priority die by one size. You may resolve another Complication, however, failure consumes all Patience dice.
If your phone dies, you lose and freeze to death.
Complications:
d8 | Complication | Frustration
1 | Called the wrong state office | 2
2 | Agent needs forgotten zip code | 8
3 | Chatbot won't redirect to agent | 10
4 | Agent didn't call dispatch | 4
5 | Dispatch lost request | 4
6 | Information missing from request | 6
7 | Need a tow location | 6
8 | Miraculously, nothing is wrong | N/A
Difficulty:
For a harder game decrease Patience die and charge.
For an easier game, increase Patience die and charge, or decrease Priority size.
Author's Comments
This game is inspired from my car breaking down last night in front of a KFC and how I had to wait three hours in freezing temperatures while my phone died to get a tow.
May you never have to deal with AAA roadside assistance and let this game be your only interaction with it.
A game of being wizards, and of making it everyone else's problem.
Each player needs 2d20, a pencil, and paper.
Each player is a wizard with a unique spellbook. To create your spellbook, write a list of 20 numbered adjectives and a list of 20 numbered nouns.
One player describes a problem the wizards face—from a demonic invasion to a long line at airport security. Each player rolls a d20 for each of their lists. This is the spell they have prepared.
Starting to the right of the scene-setter, each wizard may do one of three things:
ADAPT: Describe how you take some time to modify your spell. Reroll one word.
FIND A BYSTANDER: Foist some of your problems on an innocent bystander. Describe them.
CAST YOUR SPELL: Cast your spell. Mumble some magic words and wave your hands around. The player to your left describes how it works and the complications it creates.
Play continues to the right. Once you have cast your spell, you must skip your turn. When everyone has cast a spell, the problem may or may not be resolved. The player to the right of the scene-setter sets the next scene, and play continues.
Author's Comments
Apologies for posting another one the day after the first, but there were too many wizard games in last year's entries and I got inspired.
Select a cartomancy deck. Look through it and use the artwork to inspire your version of the Aether. Create a grounded “Mundane” world and connect them in a mysterious way. Then, create your characters, and ask why they tread the Aether.
Players interpret cards together, or elect a Divination Master (DM). Interpret based on art and impulse. Consult guides only in dire straits.
Deal each player four cards. Create characters by assigning cards to represent:
Your Soul. Only you may interpret your Soul. Place face down.
Your Problem. Place over your soul.
The rest are Capabilities. Each represents both a mundane skill, and an Aethereal power.
When players adventure to solve a Problem, draw three cards to represent Obstacles. Once they're overcome, the Problem is solved. Its owner reinterprets it as a new Capability. Return spent Capabilities to players' hands.
When success is unsure, roll a d6. Succeed on six. If failed, the situation gets worse.
Success range increases by one for each:
You spend a relevant Capability.
An ally spends a relevant Capability.
The Problem is yours.
You are in your homeworld.
If your Problem is solved, you may flip your Soul face up to spectacularly solve any obstacle.
Author's Comments
Oh my god this was actually such a fun process.
I've wanted to try to construct a portal fantasy game for a while, so this was a really great opportunity to try to figure out a basic, core structure for the concept. I'm super happy with how it came out!!
I hope that if/when this ever gets played someone considers using something absolutely bonkers for a cartomancy deck. Like the Sesamerot guy. Or just like. their casual MTG deck.
I mean, Tarot's fun and that was absolutely the intention when writing BUT ALSO the idea of whipping out a deck of Monopoly Chance cards and making characters based on them is hilarious
You and your roommates have discovered that someone in this house is secretly THE ALIEN.
Before the others arrive, cut pieces of paper equal to twice the number of players. Mark half and fold them all, then discard half at random.
Once everyone's there, name your characters. Make sure these are perfectly ordinary human names that will easily blend in with your fellow humans' names. Because you're human.
Then, each player takes one paper and looks at it. If it's marked, they are secretly THE ALIEN.
This may be more than one person, or even everyone. Being THE ALIEN does not mean you get to know who else is THE ALIEN.
This may be no one. Oh well! Guess you all suspected each other for nothing.
If this is your first time playing, pretend exactly one paper is marked.
Once you're all named and THE ALIEN knows who they are, it's time to call a house meeting. Start by explaining how you know THE ALIEN is among you.
The human players' goal is to uncover THE ALIEN.
THE ALIEN's goal is to cast off suspicion and not get kicked out.
Once everyone's in agreement, settle who's staying on the rent.
Author's Comments
i might try to expand this later if there's interest, too.
Anomaly: describe your realm, falling from the sky.
Android: describe who sent you to end this, not fully trustworthy.
Altitude starts at 6; Obstacle starts at 4; these will both decrease over the following Rounds.
In each round, the Anomaly sets out a challenge, and the Android responds with Steel or Breath.
On choosing Steel, the Android powers through by force, mechanical precision, or loyalty to operators.
Choose two:
(a) Decrease Obstacle by one
(b) Only lose one Altitude this Round (otherwise, flip a coin to determine -1 or -2)
(c) No damage sustained (otherwise, describe how it hurts)
On choosing Breath, the Android overcomes using creativity, taking a risk, or forbidden emotion.
Keep a count of how many times Breath has been chosen per game.
1st and on, minimal damage sustained.
2nd and on, decrease Obstacle by one.
3rd and on, only lose one Altitude this round (otherwise, flip as above).
If Altitude reaches zero first, impact occurs and chaos rises.
If Obstacle reaches zero first, the Android reaches the Heart of the Anomaly. Android, make your choice:
Kill her. Job done.
Embrace her. The world is forever changed.
Author's Comments
How's that for existential survival horror with cyborg lesbians?
You are a group of spirits wandering the banks of the River Styx in an attempt to escape the Underworld. Before starting, each player selects an innocuous object from the playing location with great and unknown significance. Players may not communicate except when describing significance and during the epilogue.
In turns, each player describes the significance of another player's object in one simple sentence. That player uses a head gesture to either accept or reject that significance. At any point, if a player believes their self-concept to be actualized, they may attempt to cross the river. All other remaining players vote with a thumb up or down on whether that player has succeeded in finding a coherent and developed identity.
If the vote passes, that player survives the crossing and wins. If the vote fails, that player decoheres in the river. The first time this occurs, that player loses one significance. The second time this occurs, that player decoheres completely and loses. Victorious and defeated players can no longer describe significance but can still vote.
Once all players attempt the crossing, successful players may narrate their epilogue freely as they emerge from the maw of the Underworld.
There are two of you, but there is only one bed! You definitely couldn't share the bed… unless…
First, secretly write down one Desire (why you want to sleep in the same bed) and one Fear (why you can't admit wanting to sleep in the same bed). Then take turns rolling a d6 and do the following for each roll:
1 - Explain why you both can't sleep somewhere other than the same bed.
2 - Explain why sleeping in the same bed would be totally fine and normal.
3 - Explain why your relationship means sleeping in the same bed won't be weird.
4 - Explain that there's no pressure and this is a free choice.
5 - Explain how tired you are.
6 - Make one Advance towards the bed.
If your partner's explanation alleviates your Fear or triggers your Desire, then for every future roll, also roll a bonus d6 (up to two, one for each emotion). If you roll a 6 with the bonus d6, ignore the result of your primary roll and make one Advance instead.
Once you have made three Advances, you are in the bed. Once both players have made three Advances, you are both in bed! Good job!
Author's Comments
I've never done anything like this before, but I think it turned out pretty well! Clocking in at exactly 200 words excluding the title, a tribute to a trope I will always be just a little bit feral about:
All players start as Animals. Once someone becomes a non-Animal, the round begins.
The non-Animal starts by greeting every Animal by "name", nickname, or term of affection.
They then set a timer (usually 5-10 minutes) and settle in.
During the non-Animal's round, they can tell a story, sing a song, complain about something, or otherwise freak out in some way they wouldn't as readily do in front of other non-Animals.
Animals can do whatever they want and respond however they wish, as long as they do not in any way understand the details or complexities of whatever the non-Animal is going on about.
When the timer goes off, the non-Animal either finishes getting ready and "leaves" (exiting the game), or gets sufficiently relaxed, and "bails" (becoming an Animal).
The round ends and another one can be begun by any player becoming the new non-Animal.
Safety tools:
Any Animal can "run away", and any non-Animal can "remember something and rush out".
If either happens, play concludes, any parties that need to be separated are separated, and all persons are checked in with.
1 ID Card Each
1 Pencil Each
4 6-Sided Die Each (in a pool)
1 Yahtzee Scorecard
ID:
NAME
CLEARANCE
PERFORMANCE REVIEWS (four ratings chosen between 1 and 6)
Choose a Leader, they begin clockwise rotation and keep score. Each turn the dice pool is rolled thrice, saving dice of the active Employee's choosing between rolls.
The Enemy is Yahtzee. Defining Yahtzee is dangerous, instead, define what it is not. For number scores, the dice pool must contain exactly FOUR of the number, and there is a price, active Employee's performance reviews matching the number score are ERASED.
There are as many dice in the pool as there are performance reviews between employees. Rectify any errors.
Yahtzee is 5 or more of the same die result. All Performance Reviews on the whole team matching the Yahtzee number are ERASED as you are noticed. Rectify any dice pool errors.
No Employees on the Anti-Memetics team have no performance reviews. Records claiming otherwise are errors, and are discarded.
If all scores are filled, the Enemy's shape becomes clear. It may yet be stopped.
If the team has no employees, then
There Is No Anti-Memetics Team.
Author's Comments
Obviously heavily inspired by The Antimemetics Division, particularly qntm's works, on the SCP Wiki. Cutting this down to 200 words from like 550 was painful. Also, this is deeply untested in a pretty horrifying way, and may be impossible or too easy.
Whatever your story was going to be, you are now in its epilogue—your small ship is caught in the mouth of a REALITY FISH. The goddamn emergency suits deployed, so it's too late to move your limbs, and in about five seconds the mouth will close.
After that, you will collectively exist only as long as at least one person is MAKING NOISE: hum, sing, pant, cry, say something. Say anything. Your RADIO is broadcasting, so maybe someone back out there will get a signal. But then, maybe everyone who matters is right here.
As soon as the whole crew is SILENT, even for half a second, the fish's digestive system will kick in. Maybe you're gone instantly; maybe you get a few LAST MOMENTS, completely isolated in a pocket dimension. We don't know. It can't really make a difference, can it?
VARIANT: The reality fish has slow digestion, and it will take five or ten seconds of silence to end you. Take a breath, you get to choose when you're done.
To start, each player places a pawn on one of the mountain's corners. This is your ADVENTURER.
On your turn, draw a line from your adventurer in any direction contained within the mountain, ending when it hits another line, and move the adventurer to any point on the line drawn.
You may then construct and mark the orthocentre of any triangle within the mountain using pencil, then erase the lines used.
UNKNOWABLE HORROR lies within it.
If any pawn covers or crosses an orthocentre, it is hopelessly lost. The other players describe how that adventurer inexorably succumbs to the unknowable horror at the orthocentre, and its controller describes their futile struggle to escape.
You are metaphysical entities of some sort, and you have plans for Audra's life.
Items: a tarot deck. Separate major and minor Arcana.
Each player draws from the deck of major Arcana and constructs their entity based on that card. Share two goals that you have for Audra's life. Each player starts with 5 Power.
Together, decide on when, where, and who Audra currently is.
On your turn, influence Audra to take an action. Describe what you would have her do, then draw a minor Arcana to determine the outcome: upright is positive, reversed is negative.
Number Cards (ace is 1): If outcome is positive, you earn that amount of power. If outcome is negative, you lose that amount of power.
Face Cards: If positive, take 3 Power from player to your left. If negative, give 3 Power to player on your left.
If you dislike an action another player is drawing for, spend 5 power to challenge. The challenger also draws a card. Whoever draws the highest value chooses what action Audra takes and earns the associated amount of Power regardless of if the outcome was positive or negative.
The first player to achieve both of their goals wins.
--Setup--
You are the power-brokering senators of a precarious empire-republic.
Shuffle together several decks of playing cards -- removing all face cards and all but one joker -- into a face-down pile.
Choose a player to be Speaker. Use some token to indicate so.
Starting from the Speaker and moving clockwise, players:
draw 3 cards (kept hidden),
and choose a Faction to Represent: Nobility/Diamonds, Clergy/Hearts, Merchants/Clubs, or Serfs/Spades.
--Each Round--
Reveal (place face-up onto the table) from the deck N cards (N = player count).
Starting from the Speaker and moving clockwise, each Representative:
debates and colludes with their fellows,
plays a card from their hand, placing it face-up onto the table;
and draws any one card from those revealed.
When all representatives have finished:
The Faction(s) of the highest-valued card(s) played earn one point.
Increase Corruption by one. (starts from zero)
Pass the Speaker's token clockwise.
Finally, discard.
--Joker--
Playing the Joker re-structures the Empire -- resets Corruption and all Faction points to 0.
Both now increase by two.
--Victory--
If a Faction reaches ten points, its representatives perform a coup and win.
If Corruption reaches twenty, or the deck is exhausted, the empire collapses -- everyone loses.
Author's Comments
Still not over-the-moon with it, but it's 200 words, it's a game, and I think I've run out of my lexical budget for clarification/improvements -- 200 is a deceptively small number. Really hard to get both mechanics and flavor to fit. Anyway, enjoy. Or don't. I'm not your Dad.
Edit 2023-11-20: Revised to (hopefully) improve clarity and playability
30-50 feral hogs are attacking your subdivision. 3-5 players with no GM.
Come up with a gun-nut persona, and roll 2d6: reroll matches. These are your character flaws.
Paranoid
Tradwife
Convict
Cultist
"Free speech absolutist"
Extremist
Shuffle and evenly distribute a deck of cards. Numbered cards are hogs, face cards are children. Every round, reveal a card: if it is a numbered card, you have killed a hog. Describe it in gun-fondling detail. If it is a face card, you have protected your child also in gun-fondling detail.
The next phase, players choose to reveal a card from another player's hand. If it is a numbered card, they tally it as a hog they killed, after going into gun-fondling detail. If it is a face card, after the player goes into gun-fondling detail, the child dies and the player gets no points. Repeat this until everyone is out of cards.
Whoever has the most hog cards celebrates by describing the cook out after the mass funeral. If you're the winner and your child was the last to go, freestyle an elegy about the evils of gun control.
You are criminals sentenced to death unless you can leave the town by sunset.
People will try to stop you.
Any number of players plus GM. Take a 52 card deck. No jokers.
Deal the entire deck to all the table.
Spades represent agility, stealthy violence.
Clubs represent strength, and brutal violence.
Hearts represent vulnerability and genuine connection.
Diamonds represent glibness, and mercantilism.
Each player chooses two stats: major and minor.
To resolve a test, the DM plays a card and the player must play one of the same suit. If it is a higher card, the player succeeds greatly. If it is of lower value, the player succeeds with a complication. If it is a higher or equal card, wrong suit, the player fails but salvages the situation. A lower card is a complete failure and the sitation gets much worse.
Playing their Minor suit means a player may discard two non-suit cards to count as that suit. Playing a Major treats a non-suit as that suit.
Discarded cards are re-dealt when every player is down to half their starting cards. The DM may freely discard and redraw up to original hand size whenever the narrative calls for it.
Author's Comments
This might be one of the worst things I've ever concocted
Requires a D4, paper, a pen, and optionally a beet for the prize.
Players assume the role of a beetle, whose sole focus is winning a brawl or tournament for an illustrious prize (a single beet).
Before starting play, each player designs their shelled champion with the following choices:
Appearance
Name
Voice
They then roll a D4 3 times, and for each die rolled, create that many Brain, Brawn, or Bulk tokens.
A game with 2 players consists of a single match, games with more players use a tournament structure.
When a game begins, each beetle plays one token face down. When both are selected, flip them, and apply the following results:
Brawn: Beats Bulk, loses to Brains, ties Brawn.
Bulk: Beats Brains, loses to Brawn, ties Bulk.
Brains: Beats Brawn, loses to Bulk, ties Brains.
After the game concludes, the victor gains their choice of one of the tokens used, the other is destroyed. On a tie, destroy both tokens. After winning three games, the match is won. If a player runs out of tokens, they lose instantly.
The beetle who wins the tournament is allowed to feast on the prized beet.
Beneath the Veils is a game for 3 or more players.
The players should decide how many rounds they want to play beforehand; each player will create a Veil for each round (3 rounds, 3 Veils, etc). Keep them hidden for now.
A "Veil" is a fancy, ominous moniker that could plausibly refer to either an Infamous Mortal or an Eldritch Horror, and portrays them as a threatening force with one noteworthy trait; things like "The One Who Strikes In Shadow".
Each round, pick a player to start based on height order. That player is the Revealer, and reveals one of their Veils. The player to their right will "attack" the Veil by describing workarounds to defeat or avoid the Veil's trait. The Revealer may defend themselves, but cannot add new traits not potentially implied by the original Veil.
The other players award points based on who was more convincing, after which the attacking player becomes the Revealer and must defend their own Veil.
Once all rounds are over, the player with the most points is revealed to be an Eldritch Horror, while the other players turn out to have been Merely Mortal, and are devoured.
Author's Comments
This was a very spur of the moment thing and technically my first completed RPG period! Wanted to include an example of attacking and defending a Veil, but couldn't fit it in.
This party RPG for 6 to 12 is intended to simulate insane and incoherent ways queer young adults love.
Requirements:
RPG dice (d4 to d12), papers and pens.
The game begins with every player creating their character, filling out their name, gender, romantic/sexual orientation and four details about that character. Number those details from 1 to 4.
Game is composed of five rounds.
First round begins with characters splitting in pairs and one triple, if necessary, to date.
Then, dates get to test their bond: every player rolls a d4 and find a corresponding detail of their character. The testing event is based on those details. If the sum of rolled numbers of dating characters is even, testing event makes the bond stronger and characters stay together into the next round. If the number is odd, then testing event breaks the bond and characters break up.
Then, characters get to gossip. Every players chooses someone else and tells them their version of the testing event.
Then, characters get to add two new details to their sheet, number them with the next two numbers.
Second round uses d6 to to test the bond, third - a d8, and so on.
Each player plays The Sage (specialty: spells), The Smith (specialty: inventing) or The Sword (specialty: fighting). They may be allies or enemies.
To start a scene, roll d666 on the table below for source of conflict and decide the details together, or reroll if necessary.
The Sage | wants | an artifact
The Smith | abuses | a spell
The Sword | hates | a lover
The Witch | stole | a weapon
Nature | protects | a village
A monster | destroyed | another result from the first column
Any player starts by describing the situation and what their character does, using Kalevalanmitta (poetic meter where each line has four two-syllable pairs, in which the first is usually stressed). For each line, they take one d6, +d6 if fulfilling their specialty, +d6 if committing hubris.
Another player continues by describing how the situation develops, and what their character does, taking dice in a similar fashion.
After everyone has spoken twice, everyone rolls their dice. The player who rolls lowest no longer plays their character. Instead, they present additional obstacles, and steal a die from another player for each line spoken (targeting each player only once per round).
Materials: some tokens and a deck (or two) of french-suited cards, jokers removed.
Decide together on a greater purpose.
To play a scene, each player describes the situation:
The environment,
your goal here,
problems in your way,
something else.
Take turns describing how you work towards the goal. When you describe how you attempt something unlikely but possible, take on a CHALLENGE:
The following player estimates the DIFFICULTY, from 13 = trivial to 21 = almost impossible.
Play a solo round of blackjack: DRAW one card at a time, placing it face up, until you stop, or the TOTAL value of the drawn cards exceeds 21.
Whenever your TOTAL is greater than or equal to the DIFFICULTY but you DRAW a card anyway, mark it with a TOKEN.
Instead of DRAWING, you can play a card from YOUR HAND.
Based on your TOTAL, the previous player describes how you…
[> 21] …fumble the attempt. Things get more complicated.
[< DIFFICULTY] …barely fail to succeed.
[>= DIFFICULTY] …beat the odds.
[= 21] …achieve more than you tried to.
Keep any cards with a TOKEN on them in YOUR HAND (discard the TOKEN). Discard the rest.
After reaching your goal, play another scene, or describe a conclusion together.
This is a puzzle designed as a minigame. There is an obstacle that must be overcome by brains and persistence. You have the tools, but must decide how to use them.
Steps
The GM sets the base difficulty; the hardest puzzles use 6 dice (a d4, d6, d8, d10, d12 and d20). To make it simpler, remove the higher dice or lower the difficulty check (see next step; all numbers below 4 is easiest).
For each dice used, the GM selects a number on it (the difficulty check), and orders the numbers in whatever order they choose.
The player orders the dice as they choose and rolls them. If they roll the number required for the position or higher, that part of the puzzle is a success. The player records numbers rolled, as well as successes and failures, then rearranges and repeats.
When the player thinks they've solved an aspect of the puzzle, they can set specific dice to specific positions with the number face up. When this has been done with all dice successfully, the puzzle is solved.
This might be used for lockpicking, for analysing a forensic sample, or for anything else you choose.
A 200-word RPG (not counting title or forward) for 3-6 players
by Nyalaholic
You are a group of rabbit-like creatures, such as rabbits, hares, or rabbit-shaped automata. Your owner has left for a while, and conveniently left your cage unlocked. Time to cause some chaos!
Each character has 3 stats: Jumping, the ability to freak the fuck out and run all over the place, Thumping, the ability to cause intentional violence, and Humping, the ability to mate with things you really shouldn't. Each player assigns a 1 to one stat, 2 to another, and 3 to the last.
Roll a d20, rerolling numbers below 5 or above 15, and place it somewhere central.
Play begins with the youngest player. The player to your left describes a feature of the environment, you describe what you would like to do to it, and the player your right decides what stat this requires.
Roll a number of d6 equal to your stat. Describe the chaos caused, and add this total to your groups chaos score. Reduce the central d20 by 1. The player to your right's turn is next.
When the central d20 reaches 1, or when you decide you've have enough, your owner returns home. The oldest player describes how they react to the chaos.
A die - The fewer sides it has, the faster the game will go. Higher than 10 is not recommended. A random number generator also works.
A marker, such as a coin
Gameplay:
1. The player who has had their driver's license for the longest is the bus driver. If no-one has a driver's license, fight for the position.
2. All other players are passengers and must all pick a different stop to get off the bus at. This stop cannot be the station.
3. The bus driver places the marker (the bus) on the bus station.
4. The bus driver rolls the die. The number rolled is the number of stops forward the bus moves.
5. If the bus stops at a stop one of the players chose, they get off the bus and leave the game. If the bus passes a player's stop, they cannot get off the bus.
6. Repeat steps 4 and 5 until all players have gotten off the bus, at which point the game ends. Passengers are encouraged to annoy the bus driver as much as possible in the meantime.
One player is a beleaguered janitor - the other is a mischievous slime.
The janitor has three stats: EQUIPMENT, UNFLAPPABLE, and ARCANE KNOWLEDGE.
The slime has three stats: WITS, STICKY, and INEXPLICABLE FUNDING.
Each player has 8 points for their stats - minimum 1, maximum 4.
Each round, the slime describes a mess they made using two of their stats. The janitor decides which stat they will rely on to clean up the mess and describes their plan, then the slime rolls d6s equal to the total score of the stats they used to make the mess. The slime may adjust two dice based on the stats they used. WITS turns one die on its side. STICKY turns one die upside down. INEXPLICABLE FUNDING turns one die however you want. The janitor's chosen stat removes certain dice from the result. EQUIPMENT removes one die of each value. UNFLAPPABLE removes prime values. ARCANE KNOWLEDGE removes pairs of dice with the same result.
After, if the total result is 9 or less, the janitor cleaned up the mess. The janitor narrates how. If the total is 10 or more, what they tried made things worse. The slime narrates how.
A 200-word, 20 minute RPG (as in written in that long) for maybe as many as seven people.
You are the camp followers are a great heroic warrior. Each of you has a name (Roderick or Maryam or something), a dream (glory or love or something), a vice (drink or dogma or something), and a job (sex worker or sword bearer or something). Share as many of these as others in the camp would know. Also figure out the warrior's deal together.
Each day, roll 3d6 to find out what problems you're facing. Multiples of a number means problems. Multiple 1s means problems related to your dream. Multiple 2s means problems related to your vice. Multiple 3s means problems related to your job. Multiple 4s means problems related to another camp follower. Multiple 6s means multiple problems: roll 1d6 twice—this can stack.
Say what you think your problem is (you can take suggestions) and work out a solution. All players vote on whether your solution fixes the problem, puts it off, or makes it worse. Anyone who helps gets two votes. You all do this, then optionally adjust your dream (etc.?) at night.
Author's Comments
I lied because this only took me 10 minutes to write, but I don't want to risk waiting until midnight so I'm posting it now.
Choose one player to be the detective. Everyone else is a voice in the detective's head that's associated to a skill the detective is proficient in, such as Investigation, Animal Handling, Bagel-Making, Useless Trivia, Rock Climbing, Holding Down A Beer, Conflict Resolution, Conflict Escalation, and so on.
The detective tells their skills about the mystery they're involved in, and asks the skills for help on decision making. The skills decide what the detective does. If any two skills disagree on what to do, both roll +Influence. All skills start out with 1 influence, and influence caps out at 3. Whichever skill rolls higher has their way, and their influence goes up by 1, while the loser's influence goes down by 1. If a skill's influence goes negative, the detective disregards that skill, and a new one can take it's place.
If the Detective encounters an issue that a skill is relevant for, the detective rolls + the relevant skill's Influence. When the detective rolls, always use two six-sided dice. The outcome is a success if the total is greater than seven. If it's greater than ten, the relevant skill's Influence goes up by 1. If it's 6 or lower, the detective fails, and the relevant skill's Influence goes down by 1.
This is a game about being cats in a castle and trying to get cat hair over all the rooms in the castle. Requirements: at least two dice of the same denomination (ideally one for each player).
You are the Active Cat. Describe how adorable and/or stealthy and/or fierce you are.
The player to your left describes a room in the castle. The player to your right acts as the Human, and describes the human in the room who wishes to prevent you from getting cat hair all over that room.
Both you and the Human roll a dice each. (In the case of a tie, roll again until it is no longer a tie.) If your result is higher, describe how you get past the human and get cat hair all over the room. If the Human's result is higher, they describe how the human prevents the cat from getting into the room.
The player to your left then becomes the Active Cat (and you become the Human). Gameplay begins again from the start, and continues until all the cats are bored with it (any cat may wander off at any time), or until somebody brings snacks.
Author's Comments
Cat's Castle is a game I've had worked out for a while, but never gotten around to doing a full proper write-up of it. The full game has some character stats, and ways of determining how vulnerable a human is to different approaches, but honestly there's not MUCH more to it.
Take on the role of a player of "Catan", a board game about taking on the role of an island settler.
Contents: 1 Catan set.
Withdraw the rules of Catan from the Catan set. Read the rules of Catan. Setup a Catan game according to the rules of Catan. Play a Catan game according to the rules of Catan.
Author's Comments
Based on an ask, prokopetz is refusing to define "RPG". Here's a 200-word abusing this fact.
This game requires two players - two cats of any breed, a timer and 6d6 for each player. If you want, also have something to record the conversations with (pen and paper, voice recorder, etc) for posterity.
Take the time to create your cats. Assign six points over three stats - Charisma, Persuasion, and Intimidation.
Charisma is about telling a story with flair and panache.
Persuasion is about making the listener believe in the story.
Intimidation is about keeping the listener's attention (by any means necessary).
The first cat starts a story - it can be about other cats or the humans they are living with. Start with a Charisma roll - for every success (4-5-6), the cat can tell their story for 30 seconds without being interrupted. Otherwise, the other cat can interrupt their story. If this happens, the other cat can roll for persuasion while the storyteller cat rolls for Intimidation. Highest roll wins. If the storyteller wins, they can keep telling their story for another minute. If the listener wins, they can start their own story.
The game ends when one cat is able to triumphantly finish their story in it's entirety.
One player is a hungry mouse, the other a cruel cat.
Starting a round
The cat draws cards until they have three in hand. They place one face-down, and one face-up. A card's value is the difficulty of the challenge it represents. Face cards (including aces) count as 11, and jokers as 15. The cat describes the challenge, and the mouse chooses:
Face the challenge. Discard the face-down card. Resolve the challenge.
Find another way. Discard the face-up card, and flip the face-down card. The cat describes how the situation changes. Resolve the challenge.
Run away. The game ends.
Resolving the challenge
The mouse rolls two six-sided dice and adds them up. If they make a pun, they may add another die, but the cat may discard their card. Compare to the difficulty:
If they roll higher, the mouse describes how they succeed. They earn one token. A new round begins.
If they roll equal or lower, the mouse fails. They lose all tokens. The game ends.
If the mouse has tokens when the game ends, they win and describe their spoils. If not, the cat describes their fate.
Author's Comments
Whew! 200 words really is way less than you think. Made it exactly though! I realize there are some obvious things I could have changed or left out, but I am a stubborn idiot. I was also tempted to omit mechanics, but refused for the sake of balance - I didn't test this game, and have little experience designing games, but I think it's somewhat fair as it is. For a very asymmetric game, at least.
This was fun to do, and more challenging than I thought! Thank you for the idea/opportunity, Mr. Prokopetz. Now to find some poor sap to try this out with.
It is 10,000 BCE. You are time-traveling cavemen who are trying to annihilate time.
Agree on a target year. All players are trying to reach this year. This year should ideally be no older than 3,000 BCE.
Oldest player goes first. Play progresses from oldest to youngest, then returns to the oldest.
On your turn, declare if you are time traveling Forward or Backward, then roll 4d6. Arrange the numbers however you like to determine how many years you move in time: this is your Chronodistance. You may choose to remove up to three dice from your Chronodistance and replace them with zeros.
If you roll four of the same number, or remove two of the same number from your Chronodistance, reality obliterates you for your hubris. You are out of the game.
If a player reaches the target year, or all other players are obliterated, that player wins. Describe what event you mess with in the target year and how it annihilates time.
Decide if you are playing again. If so, all other players describe how reality survives or prevents the annihilation of time. Return to 10,000 BCE and start a new game.
Author's Comments
I will link to a google doc of this game here as well.)
Play rock-paper-scissors until there is one person left. That person is the group's Leader.
Your characters are giant robots that turn into vehicles or animals. Give them, their group, and their combined form names.
When doing something risky, roll 1d6 against a number provided by the GM (usually from 2-5). Meeting or exceeding the provided number means you succeed. Players may offer assistance to one another, adding one more try if the roll fails.
When combining, players involved each roll a d6 and compare the sum of their rolls against the product of 3 and the number of players involved. You may try to combine as many times as you want in combat.
When combined, players must each roll against the number provided by the GM when doing something. This time, success is determined if at least half of the combined players (rounded up) succeed (e.g. a combiner made of three players needs two successful rolls).
For the GM:
Come up with the story.
Decide when an action is risky and provide a number from 2-5. Combat and Combining are always risky.
Meet successes with rewards, meet failures with impediments.
Gather some objects to be used as coolness tokens. Each player starts with 5 tokens, keep other tokens in the center.
Each player creates a Cool Kid and describes their vibes. The more flavourful and trope-y, the better.
Gameplay:
At any time players can Show Off, describing how their Cool Kid proves their coolitude. Other players may choose to Challenge Coolness. If no one challenges, the Show-er Off gains a coolness token from the center.
If there are Challenger(s), they and the Show-er Off write an integer 0 or higher on a piece of paper, and then reveal at the same time. The person with the smallest number no one else wrote wins, taking a token from the center and either all challengers or the Show-er Off as appropriate. The winner describes how they either Defeated the Haters or Revealed a Poser.
If all players wrote the same number they all put a token back in the center, none are cool. Cool Kids with no coolness tokens are out of the game.
Ending:
The Cool Kid with the most Coolness Tokens at the end of recess is crowned the Monarch of Cooldom.
Requires: 1 die (any size), 1 pencil/player, 1 sheet of paper/player.
In this game, the players invent tools, then try to find (silly) uses for them.
Choose a player as the first "designer." The designer changes after each turn, going around the table clockwise
At the start of a turn, a die is rolled to determine how many properties the "tool" has. The players work together to decide what these properties are, IE: "serrated," "flat," "long," "blunt," "glass," "fragile," "strapped," "round," "multi-handled," etc.. Be creative and varied. Do not intentionally describe real tools. Do not elaborate when giving properties.
Once the table has determined what properties the tool has, the designer writes them down. The turn ends.
Repeat the above steps until each player has properties written down, then start a short timer. Each player must attempt to draw their tool featuring ONLY the properties described. The drawing should be kept simple. Mistakes should be incorporated.
Once the timer is up, the players share their drawings and try to determine what all their tools are, what they are used for, and why all these tools make sense as a set. The game ends once all players agree.
Note: Before beginning, each player requires a set of paper d6s. Look up origami instructions for a traditional balloon, fold and inflate, crease the edges to create a cube, and draw on pips or numbers 1-6. Each player needs an equal number of equal-sized dice, but the total number is less important; more dice will make the game last longer.
You and the other players are ogres, trying to crush and kill delicious gnomes for food while avoiding pesky adventurers. Your starting dice represent your hunting strategies; play proceeds in a circle, as each player holds up one of their dice, announces the trap or circumstance they will use to crush as many gnomes as they can, then rolls the die between the players.
If the die comes up 1-5, it counts as that many gnomes (points) for the first player who slaps and crushes the die; if it comes up a 6, an adventurer has appeared, and any player who crushes the die instead loses 6 points. If no one crushes a die, the player takes it back.
Play ends when all dice have been crushed. The ogre with the most points wins, and may describe their terrible reign.
You all play as cryptids looking to be the next big thing. You want to get a good photograph of you taken, but not so good that it reveals you to the world.
Players take turns rolling dice. You want to get your tally as close to 18 without going over.
Setup:
Describe what kind of cryptid you are to the table.
Each player's tally starts at 0.
Roll to see who goes first. Players take turns until the game ends.
During your turn:
Choose one action-
Roam:
Roll a die and add it to your tally.
Lie Low:
Nothing happens.
If in a turn cycle, all remaining players lie low, the game ends.
Attempt a Distraction:
Choose a remaining opponent who didn't lie low during their last turn, then roll a die. 1-2-3: Add it to their tally. 4-5-6: Add it to your tally.
Once a player reaches or exceeds 18, their photo is taken and they're out of the game. If all players are out, the game ends.
Game End:
Each player that got the closest to 18 without going over wins!
Players control different factions in a small hamlet. Choose roles and assign 2, 3, 4 to your skills:
The Cult Leader: Manages the cult's dark agenda. Stats: Deception, Influence, Authority.
The Townsfolk: Represents the town's daily life and its people. Stats: Community, Tradition, Health.
The Investigator: Seeks to uncover the cult's secrets. Stats: Observation, Cunning, Determination.
Name your hamlet.
To Play
The players go in order. At the start of each turn, a player draws and reveals a card and then describes a scene, including one or both other players:
Hearts introduce relationships or emotional revelations.
Diamonds present economic or resource opportunities.
Clubs indicate conflicts or physical challenges.
Spades reveal secrets, rituals, and the truth.
Numbered cards indicate the magnitude of the event, while face cards introduce significant new characters.
During the scene, if the outcome of a player's action is uncertain, they roll 1d6, trying to roll under the relevant stat. If they roll a 1, they may look at and choose to discard the top card of the deck.
Play continues until the deck is depleted, or the story reaches a satisfying conclusion.
A 1vs1 game, players take turns being either the treasure chest or thief. The game is set in a dungeon with people shaped treasure chests, a seemingly capable thief has come down in search of treasure.
If you're the treasure chest, either secretly flip 2 coins to find out if you are trapped and or a mimic or decide yourself. Get into a comfortable pose and demonstrate yourself in an unlocked and locked state (using your arms and legs as the main parts that need to move), and then decide which order the thief needs to move them to unlock you.
If you're trapped: decide if the thief moves something out of order how far they go before the trap is sprung. If they do spring the trap you need to hit them with that limb to kill them.
How to end the game:
If you're the thief:
to Win: safely unlock the chest or goad the mimic into attacking and missing
to Lose: tank a trap slap or get eaten
If you're the chest:
to Win: be trapped and slap the thief or be a mimic and grab the thief to eat them
to Lose: be safely opened
You are Pubescent Christians, lured into dungeons by a Dark Mistress, training to achieve the real power.
PCs: CRAFT FIRST LEVEL CHARACTERS
1. Choose your training: Cleric, Thief, or Wizard.
2. Choose your talent: Fighting, Finding, or Spellcasting.
3. Choose a spell: Spell of Light or Mind Bondage.
4. Name your character. Consider Black Leaf or Elfstar.
POWER CHECKS
When you attempt to overcome a challenge, roll 3d6 to determine the result. Roll x2 if you're trained/talented, or x3 if you're both, and keep the roll with the most 6s. (The DM decides if your training or talent applies.) 6 = Success. The DM describes your victory. 66 = Occult Success. The DM reveals hidden knowledge. 666 = Satanic Success. The DM offers a favor for a price. Zero 6s = Failure. The DM describes your loss.
Before a check, the DM can declare the challenge deadly. If you fail, YOU'RE DEAD!
DM: CRAFT A DUNGEON
Dungeons contain three challenge types:
1. Monsters.“The Zombie.”
2. Tricks.“The poison trap.”
3. Witchcraft.“The spell of light blinds you.”“The mind bondage spell controls you.”
A player that learns a spell gains a level. At 8th level, invite them to enter your witches' coven.
Each player is a hyper-intelligent, system-spanning, arm of dark matter. You cannot significantly interact with physical existence.
However, over countless generations, you can subtly influence the arrangement of the molecules that make up the genetic codes of the creatures within your system.
Your goal is to uplift a species to a sufficiently technologically advanced state before anyone else. Why? You have your own inscrutable reasons.
Each player takes a pile of polyhedral dice, as many as they can get their hands on, and takes turns stacking the dice on top of each other to make their own tower. Each time a die is placed, narrate what small incremental change you create within your target species, bringing you closer to your goal.
The goal is to stack as high a tower as possible before it collapses. When a tower collapses, that player stops stacking, notes how many dice the tower contained, and collects all dice that show their highest value. Once all towers have collapsed, the winner is determined.
The highest tower is worth thirty points.
The highest results of fallen dice are totaled together.
The player with the most points wins and narrates how their species irrevocably changes the universe.
You are dead, welcome to purgatory, it is a strange place indeed, piles of corpses fill the desert, ruins offer shelter, gastly crows and parasites seek your body, rot in the ruins, fragmentate under pressure and nevertheless persevere under it all
Choose your body:
Infested: roll everytime you do damage, the enemy suffers 1d3 poison damage alongside normal damage
Skeletal:+2 on dodging, 1- on defense
Ghostly: roll 1d6 table for body
1) forgotten humanoid machinery, +2 on attack
2) melted flesh of multiple corpses, 2+ on defense
3) normal-ish corpse
4) a assortment of sharp objects/detritus, get a extra turn
5)an ragdoll, 1- on attacks
6) blessed, 2+ on charisma rolls
Dice system:
Roll 2d6 for your LUCKY NUMBER, then use 2d6 to roll under that number for all situations that call a roll
You may roll only once [or twice if unhappy with your original LUCKY NUMBER]
combat: is in turns, the one with the highest LUCKY NUMBER begins first, with the lowest going last
1d3 encounter table:
1) you find another dead person
2) you find random item
3) you find enemy
Author's Comments
I may expand on this outside the 200-word challenge context later
At the annual Magician's Convention, a wizard cursed her fellows with the Deck Of Mundanity! Countless cards flew from her robes to bind attendees' tongues, locking them from chanting their spells until freed by the right incantation.
Gameplay:
Split a standard deck of cards equally among all players, face-down. Uneven cards may be the starting pot.
On each turn:
Player spreads as many cards from their pile as they choose, still face-down, in front of them.
Player flips all cards.
Each card's value corresponds to a letter (Ace -> A, 2 ->B, … , King -> M).
Player must name a word containing every card's letter (multiples of a card means multiples of that letter).
On success, they add those cards to the pot.
On failure, they return those cards, plus an equal amount from the pot, to their pile, then shuffle their pile.
Whoever gets rid of all their cards first breaks the spell and wins, flaunting cosmic power over the still-bound wizards.
Variants:
"Encrypted Spellbook" - Assign different letters to card values (write them down for reference).
"Sorcerers Are CHA-based" - If a player convinces their opponents it's a word, it counts. No dictionaries.
one player is the arbiter, while the other players are petitioners.
the first petitioner (to the left of the arbiter) requests that the arbiter define a particular term/concept, including in their request just why the arbiter is qualified to provide that definition.
in response, the arbiter will explain why they cannot provide the requested definition.
the next petitioner (to the left of the previous petitioner) requests that the arbiter define a term/concept that was used in a previous request or explanation.
the arbiter will once again explain why they cannot provide the requested definition.
no explanation given in a single round may directly contradict any other explanation - if the arbiter's thoughts are requested due to expertise in the kitchen, they are a culinary expert for the rest of the round, no matter what else they might be.
the round will continue in this manner until every petitioner has requested a definition and been refused. once the round is finished, the previous first petitioner becomes arbiter.
once a round the arbiter may declare a requested term/concept to be clearly made up nonsense.
play continues until players get bored and wander off.
The day of your thesis defence has come. You have delivered you speech, and now it's time to answer questions. You will need 1d6. Your opponents have thousands of citations, but you have a sword.
En garde!
You start with 5 Academe. Your opponents begin, and you take turns with them until you earn 10 Academe (you cleave the opponents' table in half and successfully defend your thesis), or you drop to 0 (you go to re-defence).
Opponent Attacks (roll 1d6):
Feint. Clear whataboutism. -1 Academe
Reprise. Interesting but distracting ideas. -1 Academe
Invitation. They've got a point here! -2 Academe
Lunge. That was on Slide 2! -1 Academe
Appel. A nonsensical question. -2 Academe
Remise. You missed this source, whoops. -2 Academe
Your Sword Moves (choose one):
Counter. Well, actually… +1 Academe
Disengage. Very interesting, but… +2 Academe
Parry. Research limitations are outlined right there. +1 Academe
Press. That was on Slide 3! +2 Academe
Riposte. Could you rephrase that? +1 Academe
Esquive. That's something to explore later (maybe). +2 Academe
Each player picks 1 [Supernatural] trait and 1 [Character] trait, then names and describes the resulting character.
Example [Supernatural] traits:
Time-traveling
Android
Psychic
Alien
Example [Character] traits:
Honor student
Athlete
Slacker
Tech whiz
The group designs the Demiurge: agree on two [Character] traits, then name and describe the resulting character.
One player starts as the Demiurge; pass the role clockwise when a new scene begins.
When a scene begins, set Gnosis to 0.
The Demiurge describes the scene's goal.
The other players help the Demiurge fulfill that goal.
The Demiurge describes obstacles that arise.
The other players describe how their characters resolve the obstacle.
For every [Character] trait involved in the resolution, decrement Gnosis to a minimum of 0.
Then, for every [Supernatural] trait involved, increment Gnosis.
Whenever Gnosis increases to 3, the Demiurge may make 1 mundane change to the setting.
Whenever Gnosis increases to 6, the Demiurge may make 1 mundane or miraculous change to the setting.
When Gnosis increases to 9, the Demiurge achieves Apotheosis; the Demiurge's current player wins.
Otherwise, the scene ends when the other players determine that the goal is completed, or impossible.
Author's Comments
(Slightly terse despite being under the limit, because wc -w was more liberal in what counted as a "word" than the webpage.)
To anticipate the obvious questions, yes, technically you can take it down to 2 players, no, nothing, including the thresholds, has been play-tested, yes, it is intentional that the Demiurge will pile on changes if you hover around a threshold, and no, there aren't supposed to be rules for undoing or resetting changes; they just stick around forever.
Feel free to archive, and if anyone sees a way to expand this out into a full game faithful to its original concept of mashing up Polaris, D&D multiclassing, and Haruhi Suzumiya, let me know, I guess.
Maybe not right now, though…
I kind of… did this in the middle of a break while working on my NaNo… ^_^;
Phase One: In random turn order, each player selects one Domain, a broad category of reality their deity oversees (War, Magic, Time, etc.). They may choose up to two Domains, excluding the same Domain another player has chosen. This phase ends when all players have selected at least one Domain.
Phase Two: Each player selects Subdomains, detailed spheres of influence related to their Domains (Swords, Divination, Clocks, etc.). Each player may choose up to four Subdomains, or pass. This phase ends when all players pass consecutively.
Phase Three: Each player describes their deity's appearance and personality based on their chosen Domains and Subdomains.
Phase Four: Each player describes four characteristics of a Civilization their deity is associated with, such as species, government, environment, or any other possible characteristic. Each other player then adds one additional characteristic to the Civilization or passes, with the turn ending when all other players have passed. The next player then describes a new Civilization in the same manner, continuing until all players have described at least one Civilization. Players may repeat this phase as often as they collectively choose.
The resulting collection of deities and civilizations becomes the setting for the players' next TTRPG campaign.
Author's Comments
I've had this idea running through my brain for months, and reducing it to a tight 200 word count was challenging and fun!
A set of playing cards without jokers are required to play.
You and your gang of outlaws are at the border town of "El Maldito" looking for a coffin loaded with gold and you know exactly where it is. How? Well The Devil himself is guiding you.
The Game master(or Devil) orchestrates the adventure starting from the outlaws entering town to uncovering the treasure, or in grim cases, to their death.
At the start of the game the Devil shuffles and deals out two cards to each player and holds onto the deck. Players can see their cards but cannot tell others what they are. Whenever a player preforms an action such as shootin' or investigatin' they play a card of theirs and shows it to the devil. The Devil then pulls out a card from the deck and compares the two.
If the Player has the higher card, they succeed in their action. Once a player uses both their cards the devil deals out two new ones
If The Devil has the higher card, then the player fails in their action. But if they fail it's not the end of the world. Failing a card pull, a player can make a Deal with The Devil, where the succeed now but automatically fail their next action.
You play as inheritors of an ancient pact – one where members of your families find each other throughout history. Begin the game as your own ancestors from the beginning of this pact: a prehistoric human and their wolf companion.
To play, place a kibble in each hand and offer both to your dog. Follow the prompts below based on which hand they choose first.
The amount of time between eras is up to you, whether it's one generation or thousands of years. In the last era, play as yourselves in present day.
LEFT: Choose one question to answer:
How did we meet?
What's one way you bring me joy, help, or frustration – or I you?
What's one thing I've taught you, or you me?
What's our favorite thing to do together?
What's something I'll never forget about you?
RIGHT (or if all questions are answered): Move on to the next era; decide when and where. Choose a name and short description for both characters.
If your dog walks away or loses interest, answer:
How were we separated? Did we find each other again?
You will need:
1-many players
As many dice as you can roll all at once
a sheet of paper and writing implement per player
Place the dice into a tray or similar rolling area. This is the TREASURE POOL.
Each ROUND, players CALL a number by writing it on their paper and hiding it.
After CALLING is done, roll the TREASURE POOL. Each player may then roll any number of dice from their HOARD as LEVERAGED dice.
After LEVERAGED dice have been rolled, all players reveal their CALLED NUMBER at once. Should multiple players have called the same number, that number is CONTESTED. Every die that rolls this number from either the POOL or from a player who has CALLED this number's LEVERAGED DICE is also CONTESTED.
If you did not CALL a CONTESTED number, take every die from the pool that rolled your CALLED NUMBER. For each LEVERAGED die that rolled this number, you may take any die that is either CONTESTED or in the pool. Place dice you've taken into your HOARD
Once the TREASURE POOL is empty, the player with the most dice in their HOARD is crowned the winner.
YOU WILL NEED: A standard D&D dice set (minus d100) for each player
The GM is the COMMISSIONER of the DICE LEAGUE, the premier DICE SPORTS ASSOCIATION. Each player is the COACH of a DICE TEAM.
PLAYERS: Give your TEAM and each of its DICE a NAME
GM: Come up with a CALENDAR of SPORTS EVENTS (recommend min 4 max 16). They can be WHATEVER. IT DOESN'T MATTER. Devise a POINTS SYSTEM
Play begins with EVENT 1. Each player selects a DIE to compete. Roll all DICE at once, then order them by value. The highest value gets the most POINTS, and so on. Ties are broken by the SMALLER DIE, then by CHAMPIONSHIP POSITION (which direction? you choose!)
Once a DIE has COMPETED, it may not be REUSED until ALL ITS TEAMMATES HAVE COMPETED. There are EXCEPTIONS though:
The LOSER of an EVENT may reuse that DIE
After every EVENT, the GM chooses one non-LOSER DIE to give a 30-second POSTGAME INTERVIEW. This is ROLEPLAYED by their PLAYER. The GM may choose to ALLOW REUSE based on this
Play through all EVENTS. Most points at the end WINS. MODIFY/REPLAY AS DESIRED
Author's Comments
aaaaa 199 words excluding the title! I sat down for half an hour bashing things I enjoy together in my head until I hit upon spoofing the Marble League. Something about assigning personality and meaning to totally random events felt like it would translate well to an RPG. Have I tested this at all? No! But I'd like to!
Each starts with all dice in their HAND; all get 10hp.
Choose 2 dice from your HAND to FIELD.
Then, roll 1d20; highest goes first.
On your turn, for both FIELDED dice, choose 1:
ATTACK: Target an opposing FIELDED die; roll both relevant dice.
If attacker rolls higher, defender takes the difference of rolls in damage.
If defender hits 0HP, it is moved to GRAVEYARD. If possible, replace with die from your HAND.
DEFEND: If defending die is attacked: roll twice, take the greater. Attacker must beat this number to inflict damage.
SWAP: Return die to HAND; replace with another from HAND.
Dice have SPECIAL POWERS when FIELDED:
d20: After successfully attacking, you may spread damage between opponents instead.
d12: If ally die is attacked, you may redirect attack to this die.
d10: After rolling same value as opponent, move opponent to GRAVEYARD.
d8: All rolls doubled when against d20.
d6: Can HEAL: ally die gains rolled value in HP; max. of 10HP.
d4: Can RESURRECT: on a 4, move one of your dice from GRAVEYARD to HAND with 5hp.
Move all opponent dice to GRAVEYARD to win.
Author's Comments
It may not be most original or innovative, but still, I wanted to try and contribute something.
A group of angels enter God's throne room to discover that He has mysteriously died. Take on the role of one of these angels as they debate what to do next.
Each player rolls a 1d12 to find their archetype. No player may have a duplicate archetype. Reroll the dice if you get the same archetype as another player.
1 - Righteously vengeful
2 - Overwhelmed with grief
3 - Unhinged and unstable
4 - Emotionless and robotic
5 - Power-hungry and rapacious
6 - Curious and investigative
7 - Liberated and ecstatic
8 - Stupid and clueless
9 - Zealous and dogmatic
10 - Compassionate and kind
11 - Corrupted by demonic forces; behind God's death
12 - Not an angel, but an ordinary soul struggling to speak up for humanity's interests
Roll a 1d6 to determine the topic of the debate.
1 - The fate of humanity
2 - The future of Christianity
3 - The distribution of divine power
4 - The cause of God's death
5 - Is God really dead, or is this a test?
6 - Whether this constitutes casus belli for waging eternal war on Hell
Debate until all players agree that one angel has won the debate, or until the stalemate seems both inevitable and endless.
You are a group of hapless mechanics working for a small-time stock car team. Despite your best efforts, your car can't seem to finish a race... because your shop is plagued by Gremlins.
The player who most recently had car trouble becomes the Gremlin, while all other players are Mechanics. Mechanics decide and describe what they are working on. At any point, the Gremlin may sabotage the Mechanics, describing how they are doing so. Mechanics must each roll a die with faces equal to the total number of players; Mechanics who roll equal or higher than the number of Mechanics notice the Gremlin's sabotage and can direct the group to fix it. The Gremlin may sabotage as many times as there are Mechanics, but with each additional sabotage the number Mechanics must roll lowers by one.
When the Gremlin is done sabotaging, players change what they are working on, and a new player becomes the Gremlin.
When all players have been the Gremlin, it is race day! Players collaboratively describe how the race goes, factoring in the sabotages and fixes. How does the car DNF this time?
These phases repeat until players decide the team has run out of funding.
A SOLO GAME OF UNBRIDLED CONFIDENCE, LACK OF COMMON SENSE, AND DISDAIN FOR ETHICS.
Ever since you were a child, you loved reading Don't Create the TORMENT NEXUS. You loved it so much that you saw the potential in the TORMENT NEXUS as a force for world improvement, and now you have the knowledge and resources to make it a reality.
DESCRIBE THE TORMENT NEXUS' PURPOSE, BENEFIT, AND TORMENTING NATURE. DIFFICULTY STARTS AT 10.
Roll a d10.
If the result is lower than Difficulty, you DON'T CREATE THE TORMENT NEXUS. Describe what unethical thing you add to the design in a bid to make it work. Reduce Difficulty by 1. Roll again.
If the result equals Difficulty, you CREATE AN IRRITATION NEXUS. It works broadly as intended with the ethical issues described previously. You learn nothing and begin work on another TORMENT NEXUS. Reset Difficulty to 10. Roll again.
If the result is greater than Difficulty, you CREATE THE TORMENT NEXUS. It spirals out of control and creates a techno-dystopic hell on Earth. The game ends.
You are a DRAGON. Your goal is to build and defend your HOARD. The other player is the NARRATOR.
The DRAGON has 4 stats: Physicality, Personality, Luck, and Firepower. Assign 5 points to these.
Gameplay:
The DRAGON describes their hoard and lair. The NARRATOR may add any details they find prudent, such as if there is a settlement or other dragons nearby.
After this, the Narrator describes an obstacle for the dragon. The dragon must choose if they leave their hoard to deal with it or stay inside.
If they LEAVE, have the dragon describe how they deal with the obstacle and choose a stat and roll 2d6. On a success (6-8), they succeed. On a major success (9+), they also gain an extra piece of TREASURE for their hoard. On a failure (<6), the narrator says that a complication has occurred and must be dealt with.
If they STAY in their lair, the dragon must take one point of GOLD SICKNESS. If they take 5 points of gold sickness, they die. Finding treasure for your hoard decreases gold sickness, 1 for 1.
If the dragon gets 5 pieces of TREASURE, they win.
You play as two dragons out on a date, hoping to find out if you enjoy each other's company.
On your turn, choose one:
Showcase an item from your hoard, describing what it is and why it's valuable to you.
Give the other dragon a compliment, or say something flirty to them. Ideally, try to make it relate to what you've learned of them.
Tell the other dragon something interesting about yourself, like an anecdote from your youth or an unusual aspect of your daily life.
The same player may not choose the same option on two consecutive rounds.
The other player rates your attempt from 1 to 10. Add d10. On a total of 12+, you gain 1 Rapport.
After seven rounds, check Rapport totals.
5+ each: You get along wonderfully, and even end up spending on extra hour or two absorbed in conversation. You've already scheduled another date, and eagerly anticipate seeing each other again.
3+ each: The date was alright; nothing special, but enjoyable nevertheless. Will you wind up as friends, lovers, or strangers? That remains to be seen.
2 or less for either player: You decide you are simply incompatible, and part ways.
YOU wander the ocean to make your living. However, it is home to many horrors in the dark.
Each DAY and each NIGHT, you choose to SAIL or REST. Alternate DAY/NIGHT. You may take a CHALLENGE. When taking a CHALLENGE, all players roll their DIE, which starts at 1d8. DICE are reduced as d8, d6, d4, player death. If the total meets/exceeds the CHALLENGE, SUCCEED. Otherwise FAIL. For four players.
If all players perish before all four SOULS are found, the group loses. If all SOULS are found, attain victory.
Roll 1d6 against this table for SAILING:
1-2: No island today. You may not REST next turn.
3: Strong winds. CHALLENGE 8. FAIL: Chosen player reduces die.
4: Island with SOUL found.
5: Normal island.
6: NIGHT: Haunted waters. CHALLENGE 12. FAIL: Lowest roll perishes.
Roll 1d6 against this table for RESTING:
1: Map found. Next SAILING roll optional + or - 1.
Describe your CLIENT: who, where, why, and how they want a dungeon built. Decide turn count and turn order. Each player draws three cards.
Each turn, you may BUILD or BREAK, then draw a card.
To BUILD, play a card on top of the stack. If there is no current stack, start a new one. Otherwise, the card must be higher value and the opposite color of the current top card. Describe what's been added to this dungeon chamber: Spades = Trap Clubs = Minion Diamonds = Treasure Hearts = Respite
An Ace can be played onto any value and vice versa. Describe a key or secret passage leading further in.
A King/Queen/Jack will complete the current stack. Describe the boss waiting at the end.
To BREAK, discard a card. If the top card is the same color, remove it. Describe an unfortunate mishap or deliberate sabotage during construction.
At the end, for each completed stack, draw a card as a CHALLENGER (take turns until all stacks have been challenged). If it's the opposite color of the boss, the CHALLENGER succeeds. Describe their success or failure (you don't care; you're getting paid either way).
Author's Comments
Alright, why not. I've been in the mood for a quick creative outlet and this was a fun little thing to put together. I have a few ideas for a slightly more competitive version of this, but it'd go a ways beyond 200 words and I'm happy with this version for now.
Public transit system map(preferably local, hard-copy)
1d6
Pen + paper
1 Conductor
1+ Passengers
Each passenger has a name, something they're good at (+1), something they're bad at (-1), and $10. To try something that might fail, roll 1d6 + good/bad (if relevant). You can pay $2 to improve the result (+1).
1-2: Fail, Very Bad Consequence (like losing the opportunity)
3-4: Succeed, Bad Consequence (like getting hurt)
5-6: Succeed, Good Consequence (like gaining a resource)
Pick starting point on map, or roll your die on it and pick the stop closest to where it lands. Objective is to get to the end of the line. Each stop, Conductor rolls (or chooses, based on narrative) an encounter (descriptor + entity). Encounters may help, hinder, or neither. To proceed, Passengers must resolve the encounter (if applicable) and use $1 to buy or otherwise obtain a ticket. Each stop has a kiosk selling tickets and other resources. Game ends when all passengers get to the end of the line or die trying.
One player is the Pilot, hapless tester of an experimental Craft facing a terrible Entity. The pilots can vary, but are determined to fight the Entity, sacrificing themselves if needed.
The rest are Scientists, managing the Craft's systems.
The default Round is 3 minutes, change as desired.
Mutually decide details of the Pilot's Craft.
The pilot describes their first impression of the Entity.
Set the timer to 15 minutes.
Each round, one Scientist describes activation of something on the Pilot's craft, responding to the Entity. The Pilot then describes using it, and if it worked. Scientists can speak as long as they're not interrupting.
When the timer ends, enter Desperation phase.
Set the timer for 3 minutes.
If three or more options worked, the Pilot describes the Entity's final attack. If less, the Pilot describes desperately attacking a weakpoint. The Scientists give one final option, which must combine previously activated equipment.
Four players: one option by each scientist
Three players: two options by each scientist
Two players: All five options
If the option meets above requirements, the Pilot describes the Entity's defeat, and if not the Entity's victory.
Author's Comments
I'm assuming about 3 minutes per "round", but different numbers might be better.
You are mech and pilot.
Mech, you perceive the world somehow humans cannot. Describe how. You have a bias borne from your nature. Describe what.
Pilot, you differ from the expectations of pilots. Describe how. You have a goal kept from everyone. Describe what.
Place dominoes face-down in a pile. Each player draws five. Look, but don't reveal. Place one domino face-down with each end facing a player. Flip it over. The lower number goes first. (Redraw doubles.) Stand it up with the lower number on top to start a row.
On your turn, play on any standing row where your play matches a number on the last domino in that row, or start a row. Orient it so the matching number is in the same place, bottom or top.
If you must start an eighth row or cannot play, you die unresolved. Partner, describe your mourning.
Otherwise, continue the row's scene. If you played a double, act in unison, and knock down that row. Otherwise, describe conflict. If the higher number is on top, you have the upper hand. Otherwise, your partner does. Draw.
When all dominoes are played, win together.
Author's Comments
Spent a long time debating over whether I should revive my dead blog and post (I hate posting) but fuck it I'm proud of this.
This is my first 200 word RPG, and I wanted to make something story focused while still using an interesting game-mechanical tool. I saw people making RPGs using playing cards, tarot cards, dice, and other common game pieces they had around the house, so why not dominoes? The structure of a domino suggests a tension between two sides, so I chose a genre that's all about tension and balance–giant robots! The back-and-forth between something distinctly inhuman and something that can't be any more or less than human feels ripe with possibility for a two player collaborative RPG with a hidden information structure. At any point, you could lock your partner out of a move and lose them forever–but you must move forward regardless, as best you know how.
Also available at my blog here.
You're in a situation that only one character can escape. The Hunger Games, The Running Man, Jurassic Park, Escape from NY.
One player is GM. Others invent a character with Stress: 3, Prizes: #PCs
ROUNDS:
In each round, people have scenes.
First round: GM picks one player at a time.
Second round: GM puts pairs of characters together.
Third round: GM puts pairs of pairs together.
Fourth round: All characters together. Escape sighted.
If fewer characters than indicated, combine them.
After fourth round, Endgame.
SCENES:
GM frames progress towards escape and includes one Challenge.
CHALLENGES:
What you face (soldiers, animals, nature), what you can get (tools, weapon).
GM and Players involved roll d6. Players add 1 Prize if match highest roll, suffer 1 Stress if do not beat GM.
On 6: +1 Prize.
SPENDING PRIZES:
Force reroll of any die in your challenge, once per die (unless Endgame), or heal 1 Stress one character within touch range. Narrate how.
AT ZERO STRESS:
Describe death. Gain Prizes equal to living PCs for any die.
ENDGAME:
Remaining characters and GM roll dice. Lower than highest die: -1 Stress. Repeat.
When one remains: last turn. Spend Stress as Prizes. Win: escape; lose: die.
Give your Explorer a Power and a Doom. Personalize. Power: Peerless authority or skill, mechanically demonstrated during dice rolls. Post-roll, isolate favored values, and roll remainder*. Doom: Power begets Hubris. The Temple seems indiscriminate until true crisis. What's your breaking point, that you'd give up your Power or 1d6 to ensure Escape?
I.e. Doctor, monocled: Heal all player's BlackMasks | End a heal roll with 5+ BlackMasks.
* BlackMasks exept. GoldMasks heal 2 BlackMasks.
Play:
GM rolls, selects preferred value. Duplicates raise difficulty. Describe:
1: A Horror, the Temple leaves its mark.
2: A Trial, of mettle and bone. Demand Character, Dexterity, and Luck.
3,4: A Path, dangerous but true. Contrast Powers and Weaknesses. Unravel and Reweave.
5: A Treasure, worth any cost. Tempt Wagers, Bribes and Sacrifices
6: A Respite, however brief. Share stories, build morale.
Repeat for Players x5 Chambers. Escape!
GM advice:
Ration Respites
Horrors - futures prevented, pasts stolen, perversions of other chambers
one player is the Newsboy, the other is the Customer. For 4 players, add one of each. At the beginning of the game, both players write on pieces of paper and write people, events, and places, (eg, the mayor, a celebrity, fire, flood, city hall, the library, etc) until you have three times as many prompts as you have tokens.
the Newsboy picks 3 pieces of paper from their pile, and must use them to create a headline which will convince the Customer to buy their paper. Newsboy and Customer can discuss the paper to decide if the Customer will buy the headline or if Newsboy needs to convince them with another headline.
If Customer buys the paper, each player rolls a die. If Newsboy rolls higher, the Customer gives them two tokens. If Customer rolls higher, they give Newsboy one.
Each player rolls again to determine if the headline was real. If Newsboy rolls higher, it was fake.
Continue until either Customer runs out of tokens (Newsboy wins) or Newsboy runs out of paper (Customer wins).
PLAYERS: Probably 3-5, one of whom is a game master, preferably experienced and creative.
MATERIALS: One or more RPG sourcebooks for any RPGs. Dice, for the systems which use it. Game master gets final say on whether a given RPG sourcebook or system is acceptable.
Game master pitches a basic game concept: Who the player characters are, what they're doing.
Players each come up with a character they want to play, using any RPG system they're familiar with. Get approval from the GM for the RPG system you want to use, then make your character normally for that RPG.
How it works: GM runs a game however they want. When you take actions, you resolve them using the rules of the game your character was created with. The application of outcomes to other characters (PCs or NPCs) is resolved by the GM in a possibly-consistent manner. When unsure, ask the GM, who makes a ruling on the fly to keep things moving. NPCs can use rules of any system the GM likes.
That's it. It is up to the GM to make this playable, which is unfair, thus the name.
Author's Comments
Archive it if you want, use it, adapt it, livestream it. Do whatever you want.
You are a Dashing Explorer attempting an Extraordinary Voyage. Roll 2d5+1. This is how many turns you have to travel the map; mark that number of stops on the map. Roll 3d10 for Transportation, Issue, Solution. To progress past an Issue, expend d5 Solutions by declaring how those Solutions help you get past the problem. That many Solutions are then removed from your list. Roll for a new Solution once the Issue has been solved. You begin with the Solutions: Trusty Valet, Money, Weapon. If you make it to the end, you have won the bet and you decide your prize.
# - Transportation | Issue | Solution
0 - Animal | Inclement Weather | Local Help
1 - Human | Poor Infrastructure | Good Connections
2 - Bicycle | Incorrect Time | Alternative Methods of Transit
3 - Sailboat | Animal Interference | Miraculous Medicine (or "Medicine")
4 - Train | Mistaken Pursuer | Past Relics
5 - Steamer | Enforcement of Empire | Newfound Comrades
6 - Cart | Angry Mob | Personal Expertise
7 - Balloon | Lost Document | Scientific Breakthroughs
8 - Dirigible | Stranded in Place | Pick 2 Solutions
9 - Ahead-of-its-Time Vehicle | Intoxication or Illness | Pick 3 Solutions
Choose two mastered Arcana. These must be words ending in "-ion": "Conjuration", "Transmutation", etc. Make sure everyone agrees what they do.
Describe your pointy wizard hat.
Playing the Game
The shortest player begins with the spotlight. The other players collectively describe the scene.
Anyone may take mundane actions; when you do, the player to your right describes the outcome.
Only the spotlighted player may cast spells; when you do, choose an Arcanum and grab 1d6 each if you:
… croak your intentions boldly.
… make complicated gestures.
… are wearing your pointy wizard hat.
Roll your dice, and assign them to Range, Magnitude and Control. Any unassigned parameter has a value of 0.
Range: With Range 0, target yourself or something you're touching; add one metre for each point of Range.
Magnitude: With Magnitude 0, target a creature/object your own size, or an area 5 centimetres across; double size/diameter for each point of Magnitude.
Control: With Control 0, the spell is uncontrolled. Otherwise, describe the spell's effect using a number of words equal to Control.
The player to your left describes the spell's outcome. After casting, pass the spotlight to your right.
Author's Commemts
After all this I could hardly decline to throw my own hat into the ring, could I? As an editing challenge to myself, I decided to try and boil one of my own games, Tiny Frog Wizards, down into a qualifying entry. Seventy pages to two hundred words exactly, excluding the title, and it's almost playable!
Imagine your Avatar. Grant it an Archetype, such as KNIGHT, INNOCENT, or SPECTER. Never reveal it. Give the Archetype a Tell, such as "A shining blade" or "Eyes too bright".
Collectively, imagine The Void. Define its form, such as "Abandoned manor" or "Moonlit forest". This is now Reality.
Form a circle and pick the first Demiurge.
Each round, one Avatar is absorbed by The Void, becoming the Demiurge. As Demiurge, shape Reality with your viewpoint.
Create a scenario from your memories. Then Avatars exist, interacting through the logic of Reality and/or their Tells.
The round concludes when an Avatar can no longer act, the Demiurge's scenario ends, or a stalemate is reached.
Afterwards, the Demiurge contributes to The Void's form, such as "Spooky" or "Secret Basement". This is now Reality.
Everyone else assigns each non-Demiurge Avatar a fitting Archetype. Tell them and no others. Graciously accept the Archetypes, discarding duplicates, and give each a Tell.
Then, the player to the Demiurge's right becomes the new Demiurge and the round starts. Everything is born anew, but the Avatars remember everything.
Play ends when everyone escapes The Void together, or anyone gives up. What happens afterwards is up to personal preference.
At the beginning of the game, everyone writes down a Topic of debate on an index card, then turns it facedown and places it in a big pile. Then, shuffle the deck, draw a Topic, and read it out. Everyone then writes down, on another index card, a Position on the topic, with an explanatory Neurosis, which again is placed face-down and shuffled. Two players then become Candidates, the rest Public. Both candidates draw a card from the Position deck, and then, for 3 minutes, they verbally debate the Topic from the Position they drew. At the end of the 3 minutes, each player writes down, on an index card, who they think argued better, as well as what Neurosis they think motivated each player. Once all cards have been written, they are revealed, and the votes tallied - each vote for a Candidate position is a point for them, every neurosis guessed correctly is a point for them and also a point for the guesser. The game continues as many rounds as is necessary, with players alternating roles of Candidate and Public. The player with the most points at the end of the game wins.
Play with 2+ people. Choose one to be the Great. The Great is not a character.
Obtain a large jar of dirt. Fill it with plain pebbles and painted or glass pebbles, ten to twenty each. When you are asked to DIG, dig the dirt until you find a pebble. A plain pebble is failure and a painted pebble is success. Build a tower with your pebbles. When all the pebbles are pulled, the Great chooses the best tower, and that player gains a Point. Put all pebbles back in the dirt.
You are a six-legged, furry little rodent of a fairy. You EXPLORE, FIGHT, and USE MAGIC. If your fairy type is good at the action you take, DIG twice and choose one, but you have to put the extra pebble back.
The Great tells you what your surroundings are like. Describe what you do, choose an action, and DIG. The Great describes how the world reacts. Spend a Point before DIGGING to make the result extra-good or extra-bad.
A 200-word diceless RPG for two players, based on Child ballad 3.
Requirements
Two players
A way of tracking time
Rules
One player is the False Knight; the other is the Child.
Each round, the False Knight begins by asking the Child a question. The first question must be “Where are you going?”, but subsequent rounds may involve any question.
The Child responds with an answer to this question; the answer must follow all of the following rules:
The Child must answer the question with a relevant response;
The Child may not explicitly deny or refuse any requests made by the False Knight;
The Child may not reveal any personal information;
The Child may not permit the False Knight to take possession of any of the Child's property.
If any of the rules are broken, the False Knight drags the Child to Hell and wins the game.
After the question and response, the False Knight and the Child engage in a staring contest for one minute.
If the False Knight blinks, they are dragged to Hell and the Child wins the game.
If the Child blinks, the False Knight drags them to Hell and wins the game.
You are High Mage of all bird kind, able to work magical feats like: Summoning Song, Windshape, and Talon Slice.
A powerful force threatens your home. Choose: Bladecrawler, Leveller of Forests; Felis Sharptooth; the Prismatic Tide; or make your own.
As you walk, narrate how you learned of the threat and your actions, until reaching a Challenge.
To face a Challenge, stop walking. Take 60 seconds- look for signs of birds. Total your points:
1 for each bird seen or heard (max 5)
2 for each observed species you can name (max 8)
3 for a new species since the game began
3 for tracks
5 for a nest, eggshell, or loose feather
10 for a lifer
Use your points to narrate the result.
0: Failure. Things get much worse.
1-4: Retreat, with losses or increased danger.
5-11: Success, with complications.
12+: Clear victory.
Walk 2+ minutes between Challenges. If you manage 3 clear victories, end the game in triumph- narrate a celebratory epilogue. Otherwise, complete a final challenge before the end of your walk and narrate an appropriate conclusion.
for another. The wise king looked about as if counting:
one day, his dearest thane was there, the next day gone,
time being counted out like knots along a backbone.
Troubles left, circled in the air, and returned.
-- Wheel, Meghan Purvis
This is a game for two, played while life is lived.
One player has been Wronged. Their pain is deep, constant, and beyond fixing. They can think of nothing else.
The other player is At Fault. Whatever Wrong was committed, they are responsible and must be punished.
If you have been Wronged, do not let an interaction go by where the other player is not reminded of their Fault. Begin with subtle words and escalate. After every instance, ask yourself if it was Enough. Are you Satisfied? If yes, the game ends. If no, ask yourself if it was Too Much. Are you Ashamed? If yes, the game ends. If no, play on.
If subtle words are not Enough, perhaps harsh ones will be. If harsh words are not Enough, perhaps social sabotage and deliberate ignoring. If this is not Enough, perhaps an equivalent Wrong to the original. If even this is not Enough, there is always room for Violence.
Escalate slowly, creatively.
When the game ends, begin again. A new person has been Wronged. If the player who was previously At Fault still lives, it is them. If not, their kin certainly feel Wronged.
It's the future. You participate in the sport of Aero-Mechsuit-Battle-Racing. You can't power thrusters and weapons simultaneously. You must choose:
FIGHT or FLIGHT
PLAYERS: form equal teams or go solo.
GM: design a course in sections.
Each section can be scoutable (players know the details before the race) or hidden (players only know it's there).
Each section has 1-5 obstacles which require specific altitude or turning to not crash.
RACE:
There are as many places as there are players. Everyone starts in the highest place and the same altitude (GM's choice).
GM describes the upcoming section.
Players choose FIGHT or FLIGHT. FIGHTers fall 1 altitude.
Players secretly choose one action:
FIGHT:
melee: -1d6 altitude to target less than 1 place and altitude away.
missile: -1d4 altitude to target.
FLIGHT:
antigrav: climb 1 altitude
nano-thrusters: make a sharp turn
mega-thrusters: decrease place by 1
shocks: instantly fall to ground without crashing
Players reveal their actions and they all happen at once.
Players at 0 altitude crash and are out.
Next round. Repeat steps 2-5 until section is over, then repeat everything until race is over.
Player with lowest place wins.
Author's Comments
This is not only the first RPG I have ever written, but was also written in under 2 hours on the last day of the event while knowing it would make me late for work. I have had no time to edit or playtest this. This was inadvisable, but here we are.
(working title since I couldn't come up with anything better within five minutes)
One player is the Hero(es), one player is the World, and one player is Fate.
1. Fate tells the other players a prophecy of the world's fate, and secretly decides whether this fate will overall Help the world or Hinder it.
2. the Hero(es) describes their character's/characters' personality, motivations, and struggles, and secretly decides whether they will Help the prophecy come to pass or Hinder it.
3. The World describes their competing factions and secretly decides whether they will, overall, Help or Hinder the Hero(es)
Next, the players describe how their actions influence the player which they helped or hindered, and how this affects the story. The order is dependent on the previous choices.
If all players Help each other, then they cooperate in telling the story of the outcome. If all players Hinder each other, then they interrupt each other and argue.
Otherwise, the order for storytelling is:
1.Helped, was Harmed
2.Harmed, was Harmed
3.Harmed, was Helped
4.Helped, was Helped.
While a player may not contradict the actions performed by a previous player, they may alter the outcome and effects of those actions from what previous players have described.
Every player must choose one action from the following list:
-Run
-Resign
-Struggle
-Accept
Build a simple character around this action. What sort of person would do this?
Once that's done, each player elaborates on what that action looks like for their character in the face of an oncoming fog that will devour them.
Choose a player to go first. That player rolls the d10. If the result is eight or less, the player describes the result of their character surviving after performing that action.
If the roll is nine or ten, the fog consumes them despite whatever action they took. Describe what that looks like for the character. Is it death? Is it something else?
The next player rolls the d10. This time, the threshold is six or less for survival. Repeat the above process.
The next player rolls the d10. The threshold is now four or less. Repeat the above process.
The last player rolls the d10. The threshold is now two or less. Repeat the above process.
Tally the surviving characters. Isn't it unfair that the fog kept closing in?
Players create their warrior. Roll 1d6 for each attribute: Rush, Power, Cool, Sense.
Make passive and active moves, active moves must always be a form of offense.
When making an active move, roll 1d6 + an attribute, reflecting what it involves.
Rush: Maneuver of speed and finesse.
Power: Show of strength and brute force.
Cool: Sheer focus and force of will.
Sense: Expert prediction and strategy.
Each action moves results in a counteraction; opponent rolls 1d6 + an attribute, based on how they will defend, avoid, or prevent your action. If the original move maker rolls higher, their opponent gains Pressure equal to the difference, while if the target rolls higher, the initiator gains Pressure instead.
After making an active move, you cannot do so again until you Counteract.
When you make a passive move, if it makes sense within the fiction, choose one of the following effects:
-Create safety, distance or defense between you and the target. Lose 1d6 Pressure
-Plan, analyze your target. On your next active move, roll 2d6 instead of 1d6 and choose the higher roll.
Warriors that have more than 10 Pressure die violently.
A co-operative game for a deck of cards and two players: the Hero and the Gatekeeper.
Gatekeeper, you guard the Fountain of Immortality. Only one person may claim it, and you must choose the right one. Hero, you could be that person.
Hero, draw one card. Gatekeeper, draw two.
Hero: A high card means you're strong, and a low card means you're kind.
Gatekeeper: The lower of your two cards is the Monster which lurks around the Fountain. The higher of your cards is the World and its evils that the Fountain's power could make right.
Both of you, talk. About the world. Your reasons for being here. The Fountain. Your destinies. Never say what numbers your cards have, but try to get the idea across.
If you withdraw, shuffle all three cards into the deck unseen. You'll both return to this place years later. Start the game again.
When you claim the Fountain, reveal the cards.
If the Hero is weaker than the Monster, it kills them as they take the first sip. The Fountain's power is lost.
If the Hero is stronger than the World, they become an unstoppable tyrant.
Otherwise, you both have chosen well.
Author's Commemts
I once played a party game where we each got a card from 1 to <number of players>, which was our position in the social hierarchy. Then we had to arrange ourselves by order of rank, without showing anyone the card, and without communicating verbally. It worked surprisingly well.
Anyway, so you can play this one entirely non-verbally if you want hard mode.
GM resolves all actions in a batch. If a player has not submitted an action, their turn is skipped.
Repeat from 2.
Signups
A player signs up by submitting a name and description for their Titan.
Actions
At the start of play, the universe is an infinite void. Each Titan can act exactly once per turn (a few decades). There is no limitation on how large-scale an action may be, although Titans are invulnerable and an action must be reasonably construed as a single action. However, the chaotic power of Titans is unreliable and difficult to focus. To resolve an action, roll 1d4, add 2 if the area affected by the action is larger than a moon, subtract 2 if it's smaller than a metropolis, and look up the result below.
3+: Straightforward success.
2: Success with cataclysmic side effects.
1-: Failure accompanied by a cataclysmic display of overkill.
Other Beings
Titans may create lesser beings for one reason or another. If they exist, they do one thing sufficiently prominent to draw the Titans' attention each turn, which is determined by the GM.
Take on the role of some Gamer Bros, come up with a multiplayer game, and complain about how it used to be better. Requires 1+ players.
Coin flip: sci-fi or fantasy? Pick a fitting name.
d4: game genre
ONE: First person shooter
TWO: MOBA
THREE: RTS
FOUR: card game
d6: rounds of the game are too _ these days:
ONE: short
TWO: long
THREE: one-sided
FOUR: back-and-forth
FIVE: boring
SIX: liberal
d8: how many years it's been since the game was good
Spend a little bit of time reminiscing about the glory days of the game: talk about playable characters, what sort of game it was the "multiplayer dark souls" of, famous events in the game's history, esports scene, whatever. Feel free to hype up that one play you made three years ago that you will never, ever stop talking about.
Now talk about the horrible changes the devs have made that brought the game to this deplorable state, and how you'd fix it. What characters are fucking broken bullshit? What strategies would you buff or nerf? Has the writing been lazy? How overpriced was the seasonal pass?
Finally, reassure yourself that at least you're not playing League of Legends.
Players: at least 3. Materials: pencils, paper, timer. Optional: fake mustache.
How to play: Decide how many rounds you want to play - needs to be a multiple of how many players there are (e.g. if 3 players: 3, 6, or 9 rounds). Choose one player to be J. Jonah Jameson. In your best JJ voice, demand "pictures of Spider-man!" and activate the timer. The players have 30 seconds to draw a picture of Spider-man in A Situation: dropping his hot dog, wearing a silly hat, being 'defeated' by a small child, etc. It doesn't have to be Amazing Art, stick figures are fine. During this time, JJ can attempt to distract/amuse the artists by ranting about whether Spider-man is a threat or a menace.
When the timer runs out, artists put their pencils down and submit their work. The winner is whoever makes "JJ" laugh the most. The role of JJ then passes to the left for the next round.
The game is over after the agreed-upon number of rounds. Whoever submitted the most winners is declared Peter Parker; everyone else is fired.
Class: You are either a goblin (performs cunning tricks) or a faerie (performs merry japes).
Write down your character's name, class and a description of their dream home. Place the paper in the vessel.
Preparation: All players have 10 minutes to gather materials. They mustn't touch anything dangerous or harm the local environment (no picking toadstools!!).
Play: Draw a paper. Read it. The player who wrote it must play cunning tricks (if goblin) or merry japes (if faerie) on the other players for the next 15 minutes.
The other players have 15 minutes to build a tiny version of the house in the description. They may build it using natural materials and whatever they have in their pockets at the moment. At the end of the 15 minutes the goblin/faerie decides which house they will live in.
Repeat.
At the end of the game the player who successfully had the most inhabitants in the houses they built becomes the goblin/faerie monarch. In the case of a tie the winner is decided via riddle contest.
Leave no trace when the game is concluded.
Author's Comments
I am serious about the Don't Touch Anything Dangerous and Don't Harm The Environment
One of you is the Dark Lord (DL) running the game. The rest are foolish Goblin minions.
You need a pile of various d6es and another pile of shiny tokens.
Goblins, choose 5 gobliney adjectives for your character, like Sneaky, Foolhardy, Crafty, or Brash.
If you do something foolish according to one of your adjectives, take one Token. Start with 3 Tokens.
When you try to do something hard, the DL will tell you the Difficulty. Roll one d6, plus another for every helpful adjective. Spend Tokens to add more dice, max of 6. 5+ on a die is a Hit.
Hits < Difficulty: You fail. Take one Token; the DL says how you screwed up more. Hits = Difficulty: You succeed but complicate things; the DL says how. Hits > Difficulty: You succeed; the DL says what happens.
DL, determine what screwup your minions need to fix, or roll 2d6:
They
1: Lost
2: Broke
3: Stole
4: Sold
5: Ate
6: Something else
your
1: Power source
2: Prophesied child
3: Chosen Consort
4: Magic Weapon
5: Secret Name
6: Something else
Start with the Dark Lord sending them on the mission. Have fun and get madcap!
You are a holy thing, descended unto earth.
Your tongue is Fire, your word Law. In your right hand you wield Power, in your left Authority. You are Sovereign.
The people beg for your assistance, your teachings, your blessings.
How will you answer?
You have three Attributes- Weakness, Stupidity and Corruption.
Distribute six dots among them.
When you act:
Roll d6 per Attribute dot. At 0 dots, roll a d8 instead.
If any 1s appear, you Fail. Add a dot to the Attribute.
Otherwise, you Succeed.
When calling forth your might, roll Weakness. Success: describe what you do. It is done. Failure: your strength wavers- describe the consequences of your frailty.
When making a decision you can't turn back from, roll Stupidity. Success: It was the right choice- describe what happens. Failure: it was the wrong choice- describe how your hubris or foolishness brings disaster.
When breaking taboo, roll Corruption. Success: You remain ritually pure. Failure: Your wickedness transforms you- gain a curse, geas, bane or other supernatural flaw. It must resonate with the broken taboo.
The Wheel of Creation, turning, hamstrings the divine.
Once you have reached eighteen total Attribute dots, your story ends.
Describe what comes afterwards.
Pick who you are:
Werewolf
Astronomer
Tide-stranded surfer dude
Margaret Wise Brown
Each of you, for your own reasons, hates the moon. You have formed a team dedicated to destroying it.
Pick a plan:
Blow it up
Steal it
Push it away
Turn it invisible
You will face an obstacle:
Moon bugs
NASA
Moonface
Big Cheese
Your plan has as many stages to prepare as there are players, plus one stage to enact it. Talk about what these stages are.
Each player chooses one of the preparation stages. Describe how you enacted your stage of the plan perfectly, with no errors at all, then roll 1d6. The amount you get is equal to how many mistakes you actually made. You can reduce the roll by one for each uninterrupted minute you can rant about how much you hate the moon.
For the final stage, each player describes how their part of the plan worked to destroy the moon. For each mistake made during planning, a complication must arise which must be countered by the player announcing a fact about the moon which solves the problem. If all complications are dealt with, the moon is destroyed.
Each round, everybody gets one Attack and one Interrupt. For your Attack, choose a player to target. For your Interrupt, either choose a player (not yourself) to Defend, or one player to Distract.
Once everyone has decided on their actions, reveal them.
If no Interrupts apply to a given Attack, it's successful; the target takes one Hit.
If the Attack is Interrupted (either by Defend or Distract), then the attacker rolls a d6 and the target rolls a d4. If the target's result is higher, the Attack fails. If the results are tied, the target and attacker both take one Hit each. If the attacker's result is higher, the Attack can continue (but see below).
If multiple Interrupts would apply to an Attack, the attacker has to win on all the rolls to score a Hit; a single loss or tie resolves the attempt. If there's both types of Interrupts, start with any that Distract the attacker, so if that Attack fails, a Defend might still apply to another Attack on that target.
Once all Attacks are resolved, proceed to next round; "unused" Interrupts do not carry over.
In-game, the winner is whoever sustained the fewest Hits.
Author's Commemts
Like with many other entries here, this is part of a potential system I'm rotating in my head; generally while waiting to fall asleep, as it's the right balance for me of not boring but also not so engaging I won't sleep. The major concepts for it are that everyone decides independently what they want to do, THEN actions get resolved, THEN any consequences occur; of course, HERE there's nothing like 'consequences that can take you out of the fight', but euh. Also, that any given attack is assumed to succeed, unless someone interferes with it. I don't know if d6-vs-d4 gives the "success" ratio I'd most want, but it's suitable enough for here.
Which is your profession? (see title)
What do you look like?
What do you carry?
What do they call you?
Form a party.
What kind of journey are you on together?
Play
When you...
...arrive in a new place: Guide, where are you, and what must be done to get through this place? Soldier, what is the greatest danger here, and how must it be combated?
...linger long in a place and face its dangers: Mystic, what secret lurks here, and what must be done because of it?
....speed soon from a place and avoid its dangers: Thief, how would you take advantage of the party's trust, and what must be done to stop you?
....must act:
Roll one die*, plus another if you lack needed equipment, plus another if your profession ill suits the task, plus another if you haven't tried before, plus another if no one helps you. If you roll a one, you fail and the relevant profession is asked the consequences.
*With six sides, plus two for each redundant relevant professional.
When your party lacks the profession asked a question, answer together. The truth will turn out to be worse.
Author's Comments
This was interesting to work out. The initial idea was to as much as possible create a standard party-of-adventurers-with-classes game within the 200 word limit. I realized in order to make that possible I would either have to rely on my prospective players already knowing how such a game works, and on my prospective GM making up most of the game without guidance*, or significantly reshaping the GM role. I opted for the latter and took inspiration from many games that break up conventional GMing responsibilities between players (Dream Apart/Askew, WTF, Fellowship) but did something I haven't seen much, which is to tie different types of creative work to the classes most suited to deal with them—fighter describes the enemies, ranger describes the terrain, etc. Also, I think mechanically implementing mandatory PvP is funny.
195 words because I couldn't think of a title until the last second and decided to just pull the class list out of the rules text for it.
*And if I had done this, the game would have only taken about 25 words ("All but GM create characters. GM describes challenges. Others describe reactions and roll. On 4-6, GM describes success. On 1-3 GM describes failure.") which made it feel against the spirit of the prompt.
You (the Gun Guys) are one Big Job away from retirement, and not even god can stop you from raising death flags
Gun Guys take turns talking about what they do on each day in the week leading up to the Big Job, their role and how they're preparing, why they want to retire, etc.
Once per day, you must highlight something that could feasibly (or infeasibly) have killed you before the Big Bob. Flip a coin (if you have a Judge, roll a die and have them decide on a success range, succeed on lower rolls).
If you succeed, talk about how this doesn't kill you.
If you fail, talk about how you narrowly avoid death and add 1 Tally to a piece of paper. (If you're rolling dice, add this tally to all your rolls going forward. Judge should add or subtract Tallies for committing to the bit)
After all Gun Guys have prepared: summarize your role in The Big Job.
If you have 0-3 Tallies, you survive and retire.
If you have 4-6, you are killed during The Big Job.
If you have 7, you die immediately after to something unrelated
You will need:
1 GM
1 or more players
Optional:
a cat, bird, snake, or toad for ambiance
a rhyming dictionary
The player characters are all witches. The GM sets the scene and describes a challenge for the witches to overcome. The players are free to describe any action they wish their witches to take but any spells they cast must be said aloud by the player in the form of a rhyming couplet. The GM then determines the effect of the spell based on the words of the couplet. GMs are encouraged interpret the players words as literally as will be funny. Players may not describe the desired effect of the spell outside of the confines of the couplet but multiple couplets may be strung together to create more specific or complex effects.
Author's Comments
Ok, it's technically still November for half an hour at least in MY time zone, so here goes. (Archival is welcome, as would be someone turning this more than half a thought.)
One player is the customer. They describe the tool or weapon they wish to commission.
Each other player, separately:
Take any number of pennies and dreidels. Start spinning dreidels. As long as one dreidel is spinning, your forge fire is lit and you can continue to shape your piece.
Start arranging your pennies into the shape of the item.
When a dreidel falls, if it lands on:
Shin - Set it aside
Nun - Respin it
Hey - Either respin it, or add a dime to your piece.
Gimel - Respin it, and add a dime to your piece.
When your last dreidel falls, stop moving your coins. If it lands on Hey, you may replace a penny with a dime. If Gimel, replace two pennies.
Now each blacksmith will attempt to sell their piece to the customer. Each dime represents a superlative quality (perfect balance, superior durability) or magical attribute (imbued flames, self-sharpening) relating to the part of the item it is in.
The customer chooses an item to purchase. The blacksmith keeps the coins that made it as the price of the item.
This is a game for two players. You will require a deck of cards, a d6, and a way to keep track of numbers.
Pick one player to be the HACKER; the other is the CORPORATION.
The CORPORATION has a deck of playing cards, without jokers. To begin, the CORPORATION draws 6 playing cards. Playing cards constitute the CORPORATION's DEFENCES. They are hidden from the HACKER.
The CORPORATION starts with 6 DATA CACHES.
The HACKER starts with 1 SPIKE.
Each turn, the CORPORATION can choose to draw another card or increment the HAMMER OF GOVERNMENTAL ATTENTION by 1.
Each turn, the HACKER can choose to ATTACK or PREPARE. If they PREPARE, increase SPIKES by 1, and reveal one of the CORPORATION's cards.
If the HACKER chooses to ATTACK:
Roll a d6.
For each DEFENCE card that is a multiple of the d6 number, decrease SPIKES by 1. This may apply multiple times. Increase the HAMMER OF GOVERNMENTAL ATTENTION by 1, once.
Otherwise, gain access to 1 DATA CACHE.
If SPIKES reaches 0, the HACKER loses.
If the HAMMER OF GOVERNMENTAL ATTENTION reaches 12, the HACKER loses.
If the HACKER gains access to every DATA CACHE, they win.
Author's Comments
I think this is wildly imbalanced but I'm not entirely sure in which direction.
You will need: an upcoming family gathering, preferably one that could be referred to as "traditional" for your family, and at least one collaborator who will also be in attendance. A gathering of close friends may be substituted, if they are all good sports.
Each player chooses 1-2 non-players who are expected to attend the upcoming gathering, and predicts 1-2 topics of conversation for each. Multiple players may choose the same person, or the same topic, but not both together. If playing with a friend group, everyone playing should keep their chosen people and topics secret until nonplayers are no longer present. During the gathering, if the person you chose speaks on the topic you predicted for them, you score one point. Score again if they bring up the same topic while speaking to different people.
Keep score on paper, if you do not fear prying eyes and curious questioners, or in your head. Steering the conversation is allowed, but not encouraged. If playing with a friend group, remember, someone may have chosen you! Whoever has the most points when the gathering disperses is allowed to complain the loudest about their annoying and predictable relatives and/or friends.
Author's Comments
In keeping with the spirit of the thing, I refuse to think about whether this is an RPG or not.
You are a group of music lovers taking a smoke break during the apocalypse.
Creating a Character
In TH@WE, you have two spectra: Loss - Friendship; and ABBA - Sucking Cock. For each spectrum, assign a number between 1 and 6 to one value; the other value is 7 minus that number. Then, pick a talent.
Taking Turns
Each of the attributes (Loss, Friendship, ABBA, Sucking Cock) begin stressed. Starting with whichever player starts speaking first, each player has their character take a turn. On their turn, the character picks a stressor they'd like to let go of, and an attribute to try and roll against. They share the story of how it is stressing them, and roll a six-sided die, or two dice if they have a relevant talent. If any of the dice are less than the value, that attribute becomes unstressed. If either die matches the value, both the attribute and its opposite become unstressed. When a character unstresses all of their attributes, they finish their smoke break.
Fight, ability to throw down and survive. Tech, electrical savviness and hackery. Awareness, perception and survival instincts. Steal, pure thievery.
Assign each stat to d4, d6, d8, and d10. When you make a skill check with one of your stats, a number equal to the Difficulty or higher succeeds, otherwise failing. When you fail a check, you can choose to "burn" the dice, succeeding on the check by decreasing that stat's dice by one size for the rest of the mission. d4s cannot be burned. Taking injury burns two stats of your choosing. If all your stats become d4s, you die.
Difficulties are Easy (3), Simple (4), Complex (5), and Secure (6).
Your team gets 2 Heist Points per mission. A player can use a heist point to:
-Restore a stat by one size.
-Increase Steal to d12 for their next roll.
-Cause something nearby to explode.
At the end of a successful heist, a team can spend their spoils to start their next heist with an amount of Heist Points equal to the Difficulty of their successful heist. Teams can also bank their Heist Points.
Start in the bottom-left corner-space of a 4x4 grid. Once you have a path to the top right corner-space, you win. Each round, place one segment from your hand onto any space on the grid, and write.
Your starting hand contains ╬ ╦
After each round, roll 1d4 and gain:
1: ╦
2: ╚
3: ╠
4: ╝
After 8 rounds, if no path exists, you lose.
When you play a segment, write or elaborate:
╬: Who is the target? What are they to you? Will things be better when they die?
╦: What is the target's home like? What hazards or prizes are within? What do you break?
╚: What is your plan? How much do you believe that it can work? How many have you killed that way already?
╠: Where did you learn to kill? How good are you at it? How good do you think you are?
╝: Why do you do this? Assassination makes for a short and difficult life. Did you have dreams, once?
If you win, you plunge your knife into their heart. They are dead, and you slip away. Your purpose is fulfilled.
If you lose, you are discovered. Either duel the target to the death, or retreat and lose your chance.
Author's Comments
This maybe cheated a bit, I didn't count the pipe symbols as words and with those I'm just over the edge. But, I have no moral fiber and advocating cheating in any and all contexts, so, I don't mind. Plus, following that principle, I'm at exactly 200, which, woo!
Through sheer luck, you have made it into THE Intergalactic Card Game Championships. Trouble is, none of you actually know how to play card games.
Each player creates a hand of 5 “cards”— any palm sized rectangular objects with writing or artwork on their surface, such as playing cards, business cards, actual card game cards, credit cards, index cards, bills, sticky notes, or marked napkins.
You will then take turns placing down a single card and declaring what you think it would do in this game you know nothing about. You'll want to avoid playing any obviously overpowered cards that might blow your cover— you can only assume that this game is well balanced.
Each of you thinks you're the only fraud in the championship, so you'll want to play along and take anything your opponent(s) say as truth.
Each turn you can freely draw 1 card from your discard pile, add it back into your hand, and play it as if it were an entirely new card. New ways to draw can be created as you play.
You win by defeating your opponent(s) within your improvised ruleset.
The Earth is under attack by an alien menace. Only your combining robot can stop it. Your leader was injured in the last battle, and is not there to form the head. You must reach consensus as a team.
One player is HQ, all other players are Pilots.
Pilots have:
A color
A Constituent Machine
An ability they add to the robot
The robot has:
An impressive name
A hangman's noose
The alien has:
A terrifying description
A hangman's noose
Each round:
HQ describes the alien's attack
Without discussion, the pilots each decide which ability the robot will use to counter the attack
If all pilots choose the same ability, fill in part of the alien's hangman and the associated pilot describes how their ability was the perfect choice
If the pilots do not reach consensus, fill in part of the robot's hangman and HQ describes how their bickering allows the alien to do even more damage
When the robot's hangman is finished: The game ends. HQ describes how the alien defeats the robot and destroys the Earth.
When the alien's hangman is finished: The game ends. The pilots describe together how they defeat the alien and save the Earth.
The players are adventurers looting a dungeon controlled by a GM; however, one player is secretly a doppelganger.
The GM gives each player 4 cards from a 52 card deck. Adventurers receive random cards while the doppelganger receives a hand of aces. An adventurer becomes a doppelganger when they have an ace in their hand.
To create a room in the dungeon, the GM rolls a d6 to determine its type.
Cavernous
Forested
Aquatic
Mechanical
Infested
Claustrophobic
To overcome a challenge, players roll 1d6.
Result > 3: Succeeds
Result = 3: Partially succeeds.
Result < 3: Fails, gain 1 Wound.
If a player receives 3 Wound, they die. If two things attack each other, the thing who rolled lowest gains 1 Wound.
Players heal 1 Wound and close their eyes when entering a new room. The GM then rolls 1d6 + the amount of wounds each adventurer has. On Result ≥ 7, the first doppelganger can trade an adventurer's card for an ace. Players then open their eyes.
The game ends when the remaining adventurers have either eliminated or become all doppelgangers.
Author's Comments
Had nothing do around lunch, so this was a fun exercise. I haven't made a game this small before, so I hope it fits under the 200 word count.
Search YouTube for videos titled like this game (example: 'IMG 0079' or 'IMG 2961').
Watch the first one that's interesting. When finished, note the amount of time spent watching the video. Players set a timer equal to this amount of time, then discuss the following in order:
why the cameraperson chose to film;
how the cameraperson felt about the subject of the video;
what the cameraperson expected to get out of filming the video;
what the cameraperson was doing one [minute, day, month,…] before recording;
what the subject did one [day, month, year,…] after recording;
what we learn about the world through this video.
When the timer is up, discussion ends, no matter how far through the questions players traveled, nor if someone was in the middle of a thought.
Play continues until each player has chosen a video. When the last timer ends, players then set a timer for the total amount of time spent watching all videos. They then record a video of that length, the subject of which is up to the players. Once finished, players upload this final video to YouTube with a similarly formatted title.
Author's Comments
David, this has gotten me to revive my years-old tumblr just to submit something. The power of art!
You are an Insightmon, a Mon powered by self-actualization and violence. You learn about yourself by enduring hardships, turn that experience into power, and Evolve into more powerful forms.
Start with 2d6, assigned as you choose between Attack and Defense. Start at Stage 1, with three HP and zero Insight.
On your turn, choose whether to Attack or Train. Training allows you to add +1 to your choice of all Attack or Defense rolls until you Evolve. Training does stack, but costs you an entire turn.
When you attack, roll all d6s you have in Attack. Your opponent rolls all their Defense dice. If the attacker rolls the highest result (add the results off all attack dice, plus training bonuses,) the defender looses one HP. If the defender rolls the highest result, the defender gains one Insight.
When your Insight equals your Stage, Evolve: go up one stage (to a maximum of four,) return to full hit points, reset Insight and Training to 0, and gain an additional die to add to your choice of Attack or Defense.
Assign each player a Tradition, and a Position. Use the tables below, or make your own. Each combination must be unique.
Traditions
200
Word
Role
Playing
Game
?
Positions
Yes
Yes but
Exception that proves the rule
No
No but
Ineffable
Break the examined object down equally and assign each part to one player, this is their Section.
For each player randomly assign someone else that is WRONG, If you have more than 5 players, also assign someone who is RIGHT. For every 5 additional players, add another person who is WRONG, then another RIGHT. You must spend a third of your posts on those who are WRONG, and another third on those who are RIGHT, You also can use their sections of the object.
First all players post about why their Section of the Object supports their Position according to their Tradition. Then each person is given 12 posts to make, and 3 per player Interestings to give.
The winner is the one whose posts have the most Intrestings.
Author's Comments
Your post about not being willing to define anything for this contest gave me this stupid idea. Yes archiving is fine.
A game for two or more players, at least one method of randomization, and some way of jotting down information for future reference.
One player ("the shower") selects something and shares it with the others, without giving its name -- for in-person play, this could mean pointing or bringing it to the table, while for online play, it could involve sending a link or a picture -- and asks "is this an RPG?"
The person to the shower's left ("the teller") uses a method of randomization to get an answer of 'yes' or 'no', and then gives a single reason as to why the given thing is or isn't an RPG.
That reason gets written down by the player to the shower's right, in a way that the other players are able to read.
The teller then becomes the shower for the next round. Start again from 1, ideally switching the method of randomization.
Once everyone has been a shower for an equal amount of times, look at your list of reasons; you now have sufficient criteria to determine whether any given thing is an RPG.
Author's Comments
This document takes no stance on how 'shower' is pronounced here.
One of what will presumably be a large number of entries inspired by OP's official declination to define an RPG for this purpose.
Recommended: 2-3 players or teams of 2-3 players; age 4+
Materials: 1d6/player and something to write with/on.
About: Play as jump ropers trying to outlast the competition by matching rolls.
Each player gets 3 points to spend:
Good Shoes (GS): Permanently increase the success range in one direction by 1 per point spent (ie: Spend 1 for -1 to rolls and 2 to add +/- 1 to rolls OR 2 to rolls; Spend 1 for +1 to rolls and 2 to add +/ 1 OR +2)
Good Luck (GL): Costs 1 point per 1 Reroll for the game.
Players simultaneously roll dice.
Exact Match to Each Other (before GS / after GS): 6 Successful Jumps (SJs). Sync Bonus: Matchers get 1 GL / 5 SJs.
1 apart (before GS / after GS): 4 SJs / 2 SJs.
2 apart: 1 SJ.
3+ apart: 1 Strike.
1 Team: Play until 5 rounds or 3 strikes and record your SJs. Try to beat your previous score.
2+ Teams: 3 Misses and your team is disqualified. Whoever has the most jumps at the end of 5 turns wins.
Simple version:
Start with +/- 1 to Success Range and 1 GL. Choose when to spend them.
Author's Comments
I don't know how well this qualifies as a TTRPG, but I hope you lovely folks enjoy it. I might or might not make an official game of it for our game page, but we'll see!
In Kill the Queen, players score points by committing actual regicide for real. The main rules are:
One point is awarded per successful murder of a reigning hereditary monarch. (The monarch in question need not be female.)
Accomplices are permitted, but the point is split equally between all collaborators.
In order to claim the point, players are required to prove that their actions directly led to the death of the monarch in question.
You must declare that you're playing "Kill the Queen" before you commit your regicide. This declaration does not need to be public, but it does need to be verifiable.
There is no penalty for killing bystanders or political leaders who are not monarchs, but the Kill the Queen community considers this to be very gauche. Players cannot "steal" points from other players or increase their share by killing their accomplices, but points are awarded normally if the victim is a reigning monarch.
We suggest providing game components (paper and pencils, dice, tokens, etc.), but these are not required - They are for fiddling with while you plan your act of regicide.
Requests for additional rules clarifications can be directed toward the International Kill the Queen Federation.
Author's Comments
Kill the Queen is dedicated to my late mother, who was playing it while drinking wine with some of her friends in a dream I had. I like to think she'd approve.
I'm 100% fine with having Kill the Queen archived off-site.
The fun of this game is in thinking up ridiculous murder plots with your friends. Actual murder is, of course, morally wrong.
The Knights:
All Knights have the following QUALITIES. EQUIPMENT - Arms, armor, accoutrements. FINERY - Shoes, capes, frills. HERALDRY - Symbols, colors, patterns. HOLDINGS - Lands, titles, honors. AGENDA - Schemes, plans, ambitions.
All Knights begin by introducing themselves in any order. Describe your Qualities to the other players, except your Agenda, which you must write down and give to the King.
All Knights have the following ABILITIES between 1 and 10. CHIVALRY - Proper etiquette, honorable combat, maintained composure. BARBARITY - Horrific violence, menacing aura, low cunning.
All Knights begin with 6B6C or 5B5C, chosen by their player.
Whenever a Knight takes an action, declare which Ability you use. Using a d10, Barbarity is a roll under, Chivalry a roll over.
On success, describe your triumph. On failure, the King describes your failure. Alternatively, describe how you give into the other Ability and roll again.
Success with Chivalry reduces it by one, failure increases it by one. Barbarity is the opposite.
If Chivalry reaches 1, you abandon your duties for a higher calling. If Barbarity reaches 10, you descend into madness.
Win by accomplishing your Agenda.
The King:
The equivalent of Dungeon Master. Send your Knights on their quests. Keep them from betraying you.
You worship an eldritch horror. They exist in a dimension outside of our own, and can perceive any location in time and space.
They also dream of being a stand-up comedian.
Their observational humor is somewhat subjective, and their references are a bit dated, but you're determined to help them prepare a tight five for the local comedy club.
One will be the mouthpiece of the entity. The entity offers a topic, either from the player's imagination or by rolling below:
1: Supernovae
2: The first nightmare
3: Quantum string
4: Gn'arn'athop the Billion Deaths
5: Argon atoms having 18 protons
6: 5-dimensional beings in 6-dimensional space
7: The fifth fundamental force
8: Shadows on a cave wall
9: The last breath anyone will take
10: Airline meals
The cultists must come up with five minutes of jokes based around the topic, while reassuring their god that it's very funny.
After the tight five is hammered out, the mouthpiece of the entity must call up a real life contact of theirs and present the set. If they rate the show over a 7/10, the entity refrains from devouring the Earth for now. Otherwise, reality is annihilated.
Summon it: Say “We want to hear the Laskian yawn” three times in the mirror in darkness. Play in candle-lit darkness.
============
Conjure Accounts: Choose a first setting. Then, the southernmost player start to improvise a Narrator's account: a diary, letters, blog, etc. Improvise one entry, then pass counterclockwise. If players are stuck, they may pass mid-entry.
Accounts have four phases:
-I think I've seen something
-It's back
-It wants me
-It Yawns
------------
Guide your Account knowing that:
-The Laskian yearns
-The Laskian slowly gets closer
-The Laskian mimics, poorly
-By the Yawn, you feel its fingers moving inside you
-----------
The Laskian cannot be destroyed. An Account ends with its horrific “Yawn,” causing one of:
Oblivion: You are consumed, forgotten.
Grief: You survive at great cost.
Transformation: You survive… altered.
Narrators often stumble on each other's Accounts (e.g., a 2010s marine biologist finds a pirate's fateful last logbook). Survive by not repeating mistakes.
===============
After a Yawn, choose a new setting (needn't be chronological) and begin the next Account. No two Narrators survive consecutively.
To End: conclude an Account. Then, all must say “Goodbye, Laskian” and blow out candles.
Author's Comments
This was made for fun for the 200-word RPG thing of 2023, and may be freely posted offsite, archived, tampered with, shared, etc!
This game deals with dark topics. Before playing, decide on lines (banned topics) and veils (no detail).
Something is threatened. Roll a d6.
1: person
2: family or small group
3: small community (town)
4: large community (nation)
5: planet
6: universe
Something is the threat. Roll another d6.
1: ideology or institution
2: something natural
3: something unnatural
4: scarcity or conflict
5: the thing itself
6: roll on the first table
Come to an agreement about what that means, then take turns adding one detail about the threat's nature, capabilities, or actions until at least ten turns have been taken and the situation seems hopeless. Take a deep breath, and allow yourself to sit with the foregone conclusion for a little while.
Then, starting with the first person who has an idea, players take turns narrating one thing that happens to make the situation better. Continue until the threat is gone and you all reach a happy ending. (If you don't know what to say on your turn, you can describe how the threat responds to what's happened so far.)
Discuss your feelings when you're done, or journal them.
Pick a historical decision, document, event, or agreement - the congress of Vienna, the council of Trent, the Missouri Compromise or really anything you can care to think of - and come up with a 'better' version than the one real life diplomats and statesmen decided on.
The new agreement should be something easily demonstrated by drawing lines on maps and filling them out with bright colors. If it worked for the British Empire, it can certainly work for you!
One player should be designated as an impartial judge and arbiter, all others propose where the lines on maps should be. In the case of a disagreement among the players, the judge is the ultimate determiner of how any conflict should be resolved. Holding a vote is one such method, but rolling a die, flipping a coin, requiring participants to see who can stand on one leg longer, etc. is also fine.
After the agreed upon lines are drawn on the map, the judge should give their best guess as to how events would play out with these changes.
Welcome to Little Goldake, population 30, well, it was yesterday.
Six people are dead.
There's a mystery here.
You're investigating.
More qualified people would get here too late.
Good Luck.
Required:
a d6, a d4, copy of 'Guess Who?'
Start:
Draw a card each to determine your character's name and appearence
Mechanics:
Checks:
When you want to do something the townmaster may ask for a dice roll Total:
6 - Success & no deaths
5/7 - Success
4/8 - fail but blessed
Other - fail
Death:
When you roll something other than a 6, the townsfolk at column d6, and row d4 dies and is flipped down
If a player would die, they can choose to live, but three other random townsfolk must die
Blessed:
While you are blessed, you can use the blessing and reroll any d4
End:
Play until you solve the mystery, stop the killings, or all die trying
You need 1 6-sided die for each player and something to take notes. Flip a coin to decide who goes first.
One of you is a HUMAN and one is a CAT. The CAT needs attention now! The HUMAN is trying to complete 3 simple tasks while ignoring their spoiled cat. (I.E. make coffee, get dressed, etc)
Describe yourselves any way you like.
CAT Skills:
YELL - meow
TEMPT - rubbing against legs, purring etc
BITE - when all else fails
HUMAN Skills:
IGNORE - huh?
REASON - explain when you can cuddle
PET - try to appease
Assign 5 points across these skills.
Describe the tasks the HUMAN sets. The CAT will try to distract them.
Each task, choose a skill and both roll 1 die. A skill cannot be used twice in a row. If the skill is higher than their opponent, they can add a +1 to the roll. The highest number narrates how they succeed at task/distraction. The greater the difference, the greater the point total.
Switch roles and repeat. Whoever has the highest points at the agreed upon end wins. Everyone has to be each role at least once.
Author's Comments
Not playtested and inspired by my own cat.
08/05/2024 edit: hey friends, not only have I finally edited this game a bit to balance it out, you can get this game and my other 200 word challenge on my itchio page for free! The only difference is that they are one pdf and it includes a title page with sketchy art by me!
You all are in a high stakes poker game. There's just one problem. You all are actually conmen in the middle of separate heists and none of you know the rules of poker.
Set up the ridiculous story on how you all ended up in this situation.
Write each of your names in scraps of paper, shuffle them, and deal them closed. The name you get is your HEIST TARGET (this can be yourself).
Each player then draw a closed card. The color is your HEIST GOAL. For some complicated reason, RED want their TARGET to "WIN". BLACK want their TARGET to "LOSE".
MAKE UP rules of poker (including how many cards everyone get, how many of them should be revealed before the final showdown, etc) and ARGUE who's WINNING, who's LOSING, and what even count as WINNING or LOSING. When everyone agrees on a rule, it must be immediately acted upon
After you all have enough (or you run out of the prearranged time limit), note who is/are WINNING and who is/are LOSING.
Show your TARGET and GOAL cards and see who actually succeeded in their heist.
In a world of superpowers, it's inevitable that two people with them will have beef. And there's only one way to settle it: beating the absolute tar out of each other!
You and your opponent write down a verb/action and a noun/thing. You each flip a coin: on heads, use your own verb; on tails, your opponent's. Repeat for the noun. Your superpower is that you can easily [verb] [noun]s.
Take turns describing how you use your superpower to recover from or get the upper hand on your opponent. All injuries to you and them should be recoverable (no hacking off arms that can't be stuck back on!) - that'd be a poor way to end a superhero/villain fight, after all! Game ends when one person admits defeat, or you both realize that it wasn't that big of a deal anyway.
You're a mad scientist at a party of peers. There's been a murder. And… it might actually be real!?
Who did it? Why? And most importantly, how!?
Rolls:
Your stats determine how many d6 you roll when doing a corresponding action.
Rolls can have an added special d6: the Madness Die.
If you roll a 6 on any die, you succeed at the task you're rolling for.
If you roll a 6 OR 1 on the Madness Die, you succeed in a very Mad Scientist way, but then Succumb to your Madness.
If a stat is 0 or less, you can't roll it, but you can still choose to roll using the Madness Die.
Madness:
At creation, pick a Field. When Succumbed, any roll using that Field has +2. All other stats are -2.
Madness goes away once a penalized stat succeeds at a roll.
Stats:
-Mad
-Scientist
-[Field], can be any specific kind of Mad Science; can have as many Fields as desired
-Murderer
-Mysterious
Each non-Field stat starts at 1. You start with 10 allocatable points. Stats cap at 6.
Now solve that mystery, scientist!
Author's Comments
I've had this idea for a heavily thematic RPG rattling around in my head for a few years now. Decided this was as good a time as any to give it a shot at making it, even if it is an extra mini version. Helps me refine the rules as much as i can anyway.
You are a MAGE. Name yourself and declare why you've joined the MAGEMATCH.
MAGES have one stat: MANA. All MAGES start with 10 MANA. MANA is used for SPELLS.
The MATCH starts with whichever player is the shortest. Proceed counter-clockwise. On a MAGE'S turn, they CAST a SPELL.
To CAST a SPELL, roll a d8. Memorize this number, it is important. The result determines the FORM of SPELL cast.
EVEN means OFFENSE. ODD means DEFENSE.
Once the FORM is found, a SPELL must be INVOKED.
To INVOKE SPELLS, a MAGE speaks DESCRIPTORS to achieve EFFECT. A SPELL is more powerful the greater the DESCRIPTORS. Remember the number? That is the amount of DESCRIPTORS your SPELL has in syllables, one-to-one.
Thusly: casting 1 results in a one-syllable DEFENSE SPELL, perhaps "Shield". Casting 4 results in a four-syllable OFFENSE SPELL, perhaps "Brain Hemorrhage."
CASTING a SPELL uses 1 MANA. SPELLS RESTORE or DEPLETE MANA, one-to-one. DEFENSE restores, never above 10. OFFENSE depletes.
DEFENSE SPELLS are cast on oneself, OFFENSE on single foes.
No MAGE may be targeted multiple times within the first round.
Continue the MATCH counter-clockwise until one MAGE remains; They are the VICTOR.
The Demiurge is asleep. Time for the angels to raid the mailbox and answer some prayers their way.
Each player chooses a domain to preside over. Players take turns being the Supplicant. The Supplicant presents a prayer from the mailbox to the other players. Each other player chooses an action:
Create a miracle using the powers of their domain to answer the prayer. Roll d6. You get that many Chaos Points. The Supplicant describes how the miracle has inauspicious side effects.
Prevent collateral damage from another player's miracle by going into the world of mortals and using the powers of their domain. Roll d6. Lose that many Chaos Points. The Supplicant describes how you protect mortals at great personal expense. You can only choose this after another player has created a miracle.
The Demiurge Clock starts at 0. Whenever a player rolls a die, add the result to the Clock. When it hits 108, the Demiurge wakes up. Each player gets 3 points for each answered prayer and loses 1 point for every Chaos Point. Whoever has the highest score wins*.
*Doesn't get put in the shame cube for their sins.
In Malice four or more players take on the role of internet commenters seeking to show their virtue via the most-principled interpretations of anodyne statements. One player (randomly selected) is the ‘Guileless Poster': they roll a d12+1 and multiply the number by ten. They then have that many seconds to write a statement (‘Post') on a topic of their choosing. The Poster reads their Post aloud, the other players (The Sentinels of Rectitude) then take turns critiquing it. The Poster subsequently awards the Sentinels' critiques points based on such objective and self-evident criteria as:
Syntactic Coherency Technically Correct Use of Critical Theory
Officious Jargon
Most Wounding Analogy
Self-Righteousness
Least Explicable Connection Drawn Between Two Unrelated Points
Spite
The role of Guileless Poster then passes clockwise and the process repeats. Once the role of Poster returns to the first player, the Sentinel with the highest points not currently the Poster may now choose to give the current Poster an extra topic they must add to their Post. Sentinels tied for points EACH add an extra topic.
Play continues until all players are too embittered to continue. The player with the most points is crowned Most Insufferable and declared the loser.
Play time: Typically between thirty minutes and two years.
First, one or more of the players must create a basic character concept. Two to five sentences of description is a reasonable minimum, but you can go higher or lower, I'm not your mom. Despite the title, the character is not required to be a man, nor should they have literally everything. At least, not to begin with.
Second, the players must become obsessed with the character. If for some reason this doesn't happen, it can wait until after or during step three.
Third, the players should take turns coming up with wacky details about the character. This can be anything from “his middle name is Ferdinand” to “she eats exclusively steroids and broken glass”. Do this until it stops being funny, then keep doing it until it starts being funny again.
Fourth, drop the resulting abomination into an ongoing RPG campaign and just see what happens.
You win if you start sending each other memes captioned with the character's name. You get bonus points if at least one of those memes makes another player groan out loud.
Author's Comments
Based on something that sometimes happens when you help your DM write NPCs.
You are designing a giant war machine.
You start with 15 Budget.
Each round, choose a component and decide how much budget to spend on it:
Power
Movement
Weapons
Armor
Computer
Sensors
Weapons and Movement cannot be more than Power
Armor cannot be more than Movement
Sensors cannot be more than Computer
You can buy a Prototype component for 1 budget
After each selection, roll a die:
1 - Requirements Changed - Spend 1 more budget on the selected component.
2 - Manufacturing Error - Discard 1 budget from the selected component.
3 - Testing Mishap - Discard 1 budget
4 - Inferior Substitute - Take back 1 budget from any component
5 - Special Order - Your next component must be a Prototype
6 - Rush Job - Your next component must be 0-1 budget.
Prototypes are not affected by events.
When all components are done, roll a die for each Prototype to determine its value.
For 1 budget, you can go back and change the amount of budget spent on a non-Prototype component.
Final evaluation:
Each component with 3 or more budget is ADVANCED
Each component with 0 budget is INFERIOR
Each component that violates the spending rules is UNRELIABLE.
Describe your mech, and give it a name.
You are MEEK. DIVINITY has come. Save the WORLD, save yourself.
First, collectively describe DIVINITY.
Players then roll 1d6 in front of them as their FATE. Roll 1d12 in the table's center, this is the WORLD. Do not change the values until your turn.
Gameplay proceeds clockwise from the DEVOUT. Each player takes one action before THE END.
You take one of four actions; KNEEL, PRAY, CHANT, or REJECT.
When you KNEEL, increase your FATE.
When you PRAY, increase your FATE twice, decrease the WORLD.
When you CHANT, increase the WORLD.
When you REJECT, increase the WORLD twice, decrease your FATE.
After THE END begins, describe it together.
You are BLESSED if your Fate is 4+. Otherwise, you are DEVOURED.
The World is WHOLE if its value is 7+. Otherwise, REVELATION consumes it.
If you are BLESSED and the WORLD is WHOLE, describe how you drove DIVINITY away.
If you are DEVOURED and the WORLD is WHOLE, describe your death against DIVINITY.
If you are BLESSED and REVELATION consumes the WORLD, describe how you exult DIVINITY in the Ruin.
If you are DEVOURED and REVELATION consumes the WORLD, describe how you and your world are annihilated by DIVINITY.
Help! My DM Skipped Session To Read A Light Novel, But The Rest Of Us Were Already Here, So We Ordered Pizza And Made Up A MicroRPG About Getting Isekai'd With A Rotating Focus Player And Some D6s, But First We Made A Character By Taking Turns Each Describing A Generic Trait And A Reason Why He Was Unpopular Before Getting Isekai'd And Something About The Fantasy World, And Then The Person On My Right Rolled A D6 And Described An Encounter For That Difficulty Level (Like A Monster Or A Cute Girl Or Something), And I Described What I Tried To Do And Rolled Three D6s And It Worked If Any One Or More Added Up To The Difficulty Exactly, But If I Used A Nerdy Skill Or Magic Power I Could Roll An Extra D6 And Discard The Highest, Or If I Tried To Flirt Badly Or Make Up A New Power I Could Roll An Extra D6 And Discard The Lowest, And Then The Player To My Left Would Get A Turn With A New Encounter (Or Trying Something Different To Solve The Same One If I Failed), And We Kept Playing Until The Pizza Got Here??
A 200 word RPG for three players.
Choose who is the Boss/Spy; the others are goons. One goon is large, the other is clever. Give each goon a weird quirk.
To start the job phase, the Boss instructs the goons to kill the Spy. Give the spy a gadget. When a player attempts something then they toss a number of coins.
For goons:
1 coin for goon role
1 coin for weird quirk
-1 coin for sensible action
-1 coin for attempting an action that could kill the Spy
For spy:
1 coin for smarminess
1 coin for gadget use
-1 coin for sensible action
-1 coin for cowardice
If mostly heads, they look cool but fail in their attempt. If mostly tails, they look stupid but succeed. If equal, the fight or chase moves to a new scene or vehicle. The job phase ends when the goons inevitably fail.
In the meeting phase, the goons must converse with the Boss to determine whose fault their failure is. The boss decides to kill one of the goons and spare the other. The Boss then either hires a new goon and attempt to kill the spy again, or is defeated.
Author's Comments
Wrote this in about 20min after listening to too much kjb.
A small number of people throughout the multiverse have gained the ability to travel between universes. You are one of them.
Each player creates a character, explains their abilities, and brings up any relevant wiki pages/forum arguments/reddit posts on how they function.
All of your characters are world-travelers. World and universe may be used interchangeably. Establish how universe-travel works .
Each session, the characters enter one or more fictional universes. A universe is narrated by whichever player is most obsessed with it.
When conflict occurs, players should argue until the victor is decided. If the conflict is between the powers from different worlds, any player may call for a dice roll. Roll 1d6 for each world involved. If the numbers rolled are equal, the confrontation continues as normal. If one is higher than the other, that world's power comes out in favor. See below for rules.
If the difference between the numbers is 1-2, the powers of the higher-rolling world are proven superior. Future conflict between these powers is settled in its favor.
If the difference is 3-4, the higher-rolling world is proven superior. Future conflict between anything from these worlds is settled in its favor.
Each player writes a list of mythical creatures on separate strips of paper, which are then folded and placed into a hat.
Each player writes a list of scenarios on separate strips of paper. These scenarios should have a specific objective to complete and an optional motivation. Fold the strips and place them into a different hat.
Choose one mythical creature from the first hat for the round.
Each player rolls a six sided die to determine their level of transformation into that mythical creature:
Starting with the oldest player, each player draws a scenario from the second hat and describes how they perform it while transformed. They may attempt to succeed in the scenario, but success is not guaranteed.
Play continues to the left, with each player describing their transformed actions, success and/or failure.
When play returns to the oldest player, start a new round by choosing a new mythical creature from the first hat. Each player rolls for a new transformation level and picks a new scenario. Play ends when a hat is empty.
The table first decides on several different realms/power levels to play in simultaneously, such as countries, gods, nature or ontological forces. Each player chooses a number(roughly the same between players) of factions in each of these fronts which they will be the main controller throughout play.
Each player then begins to describe the actions and events concerning their domains. If an event would be particularly uncertain or conflicting with another faction the player will roll d6s, trying to meet a specific thresholds. The number of dice and the goals are to be determined by the players. You can assign any number of goal thresholds to allow for many degrees of success and failure. The dice number and goals be roughly consistent in regards to the power level of the force taking action and the realm they are interacting with.
As the game progresses players can gain and lose separate factions as it makes sense in the wider fiction. This can also included trading control over the factions or abandoning them and having everyone have equal control over that faction.
Players are advised to track the world by creating ever-changing maps and diagrams.
4 players
Notepad and writing utensil each
15d6 (11 token water units, 4 Judgement! dice)
Randomize roles (one of each):
Elder 1, Elder 2, Rookie 1, and Rookie 2
and starting status(d6):
1: Unhealthy
2-3: Thirsty
4-6: Normal
Turn Cycle:
Pool resets to 11 units
Send one message to one person
Meeting time! Meet together and declare how many units you will take and from whom/where you will take it (max 5 per person). Order: Rookie, Rookie, Elder, Elder. Alternate 1/2 going first. No unrelated discussion.
Vote! The Rookie who went first that round can call a vote to trade roles with either elder.
Update status!
Surplus sticks, shortage wears off after one round
If shortage ≥ 2, move down a tier, clear shortage
If surplus ≥ 2, move up a tier, clear surplus
Judgement! Secretly roll a d6, 6 up a tier, 1 down a tier
Normal: needs 3 units, surplus units converted to solution points
Thirsty: needs 3 units
Unhealthy: needs 3 units
Dire: needs 2 units, if you go down a tier, you die.
You win if you hoard 5 solution points or if the group has 7 total.
Author's Comments
I welcome feedback to this also, I am trying to set up a discord server that this could work in, with one way messages and such so that DM's aren't involved and secrecy is maintained. Some level of anonymity would be great to make you trust each other less but in 200 words and without a GM I can't make it happen, so interpersonal relationships will be part of this, even with extremely limited communication.
This was inspired by Rain World and the struggle between Looks to the Moon and Five Pebbles.
Couldn't figure out how to phrase the surplus/shortage thing any better than I did, because you can only really have one of either at a time because otherwise you guarantee to go up a tier.
Still figuring out balancing, but I did a playtest with some friends and it went so well! If anyone tries it, tell me how it went! It took us two hours, but we were figuring out how the gameplay actually works.
I really had a great time with this and am super proud of it as an aspiring game dev!
Each player begins with an army of 1000 Troops. The goal is to be the last one standing; if you run out of Troops, you lose.
At the beginning of play, roll 36 d6. Each player “calls” a different number from 1-6; each time that number is rolled, the player receives 1 Reserve Rule.
Play starts with the player with the shortest hair and moves counterclockwise. You may perform 1 action per turn. Available starting turn actions:
Attack. Roll 2d6, multiply the result, and roll that many dice. The total sum of your second roll is the # of enemy Troops you remove.
Meta-game. Pull 1 Reserve Rule out of your ass, and add a new rule to play. Your new rule may not directly undo any previous rule (though it can modulate it), and it must be potentially applicable to all players. No take-backs.
Rules Lawyering: At any time, a player may cancel another player's action and skip their turn by pointing out a broken rule or error. Any resources the target player was using are lost.
Important final note: Calculators and longhand arithmetic are forbidden.
The crowd is starting to get anxious. Although they came for the headliner, the opening band is late. Show can't start without them.
YOU are all members of the opening band, having a moment of crisis. Rumors, fame, and stress are tearing you apart.
Together, describe your band, your instruments, yourselves. Decide on a name and your shared history. Everyone gives a rumor about every other player that strains the band.
Everyone rolls 2d6 4 times.
These are now your stats for
RELATIONSHIP
DEDICATION
TRUST
STRESS LEVEL
The person with the most musical experience goes first. Choose another member and confront them about a rumor you've heard.
They will choose either RELATIONSHIP, DEDICATION, or TRUST to reason with the other member and roll 1d100. If they roll-under the stat, then they succeed on smoothing the issues the rumor causes and subtract the difference from their STRESS. Otherwise, they add that difference to their STRESS. Play continues to the right.
Once STRESS reaches 100, the member quits the band. That member describes why this will kill the band in the long run.
Once every rumor has been confronted, describe how the band changes forever.
Author's Comments
I wanted to do something a bit bigger group-wise and more pvp-adjacent while hitting 200 words exactly. This will be my last entry for me this month, so let me know if you play either of mine because I want feedback on them.
A game that really hopes there aren't any potential conflicts of interest at play
Requires a deck of tarot cards
————
There is a setting. as a table, make it (if your having trouble, draw a tarot card and use it as inspiration)
There are characters. each player makes one, make sure all of them have a defined goal. (If your having trouble, do the thing I just said)
Separate the Major Arcana, and set them aside.
Choose a player using any method, that player is the first interpreter.
ROUND EXPLANATION BEGIN
The interpreters character is incapacitated or unavailable for some reason. The interpreter draws a Major Arcana, reshuffling The Tower if this is their first time as interpreter, uses it as inspiration for a situation for the other characters to face.
The other players describe how their characters would react to the situation, and draw a Minor Arcana card.
The interpreter uses that card to determine if the characters reaction successfully furthers their goals. If yes, that characters player gets 1 point. If not, no point.
A Royal Card (page, knight, queen, and king) denote automatic success, with the possibility of 1 extra points depending on how well the interpreter thinks that card works in the characters favor.
When all characters have been judged, the round ends, the player to the interpreters right is the new interpreter, and the next round begins.
ROUND EXPLANATION END
If The Tower has been drawn, and all players have been interpreter at least once, the game is over. The player with the most points wins, and their character accomplishes their goal. Other players debate amongst themselves whether their characters accomplished their goals as well.
4-6 Goons gotta figure out what the heck the Boss needs you to do!
Materials:
Paper and pencil
8-12 random objects
A bad Bostonian accent
A way to keep time
Setup:
Assign each item a number.
Distribute at least 2 random items to each player.
The Boss is the player whose items have the highest sum.
The Boss creates a task, it should include 4-8 or more items.
Then set a timer for 20-60 minutes.
Adjust items and timer for desired difficulty.
Flow of Play:
Goons may discuss with each other anytime.
Turn order is clockwise from The Boss.
Each player's turn consists of an Action or Special Action.
Actions:
Make 'Em Talk - Hold up an item threateningly, The Boss gives a physical signal in response. (nod, hand gesture…)
Ask The Boss - Sometimes you gotta ask for help. The Boss gives a hint related to an item. (Size, color…)
Special Action:
Put it Together - Tell the Boss the required items, Boss stops the timer if correct otherwise the goon's turn is over.
The Goons succeed if they figure out the items required in the time allotted, and The Boss then describes the task in detail.
Author's Comments
First time actually finishing an RPG idea, maybe that's a sign!
ORDER UP! pits a burger joint crew against their worst enemies: food critics, health inspectors, and even ... customers.
Assign seven points across five Jobs: CLEAN, FRY, MANAGE, STOCK, and REPAIR.
CLEAN - A clean kitchen is a happy kitchen!
FRY - Flip burgers and work the fryer.
MANAGE - Sweet-talk customers and impress the staff.
PREP - Ensure the veggies are sliced and the drinks are cold.
REPAIR - The soft-serve machine is broken again?!?
The General Manager (GM) describes challenges the Crew faces throughout the day. Each employee must defeat 8 challenges to finish their shift! (Employees can assist each other. Team challenges count for all employees present.)
Employees roll d6s equal to their score in that Job. (The GM may grant an additional d6 to represent advantage.)
Personal Challenge: The GM rolls two d12s to determine Difficulty. For normal challenges, keep the lower result. For harder challenges, keep the higher result. Then the employee rolls for the appropriate Job. The result must exceed the Difficulty to succeed.
Team Challenge: The GM rolls a d12 for each employee present and keeps the TOTAL result. Each employee present rolls for an appropriate Job. The team's TOTAL result must exceed the Difficulty to succeed.
Outcasts is a hidden-system RPG. As a player, do not read this document.
As the GM: pick some communal creature: ants, wolves, bees, humans, bacteria, trees, fungi, lions, etc. Create 5 one-word skills that describe the creature's abilities.
Tell your players you are planning a game where they will play as kids of that species growing up. For character creation, tell them to allocate 1-5 to each of their skills, emphasizing that it is a roll-under system, but not which dice. A skill roll is successful on a d100 roll-under.
Begin the first session by giving an idyllic description of the beginning of their childhood, and then have them all kicked out of their society for being deformed and useless.
For each skill, the GM should secretly come up with a small list of secret hidden talents that do not normally fall under the skill umbrella. "Hunt" for wolves might have a talent of "hunt-and-peck": typing really fast. If a character attempts something that matches any unawarded talent for a skill they do not have a talent for, award them that talent. When attempting something within talent scope, multiply their skill by 20 when making a check.
You are group of HUMANS. You are under attack by ALIENS who want to lay their EGGS in you.
Equipment:
A pool of six visibly identical eggs per player, one raw, five hard-boiled.
Players take turns describing a scene in which their HUMANS try to survive ALIEN devastation without getting EGGS laid in them. Take turns deciding, in-character, the
ENTRY: Where the scene begins.
GOAL: Where the scene ends.
GAME: What complicates the journey.
Each player then describes how their character got to the ENTRY point and how they feel/look/act. Make a plan together, in-character, how you will achieve the GOAL while dealing with the GAME. Then, taking turns, describe your attempt to get nearer the GOAL. The player to your right will decide on a complication related to the GAME. Describe how you overcome it. Decide if this description is SELFISH, ALTRUISTIC, or TEAMWORK.
If it is SELFISH, smash an egg on another player.
If it is ALTRUISTIC, bite into an egg.
If it is TEAMWORK, remove an egg from the pool.
Anyone who has raw egg on them is OVIPOSITED and loses. Anyone not OVIPOSITED when the eggs run out survives.
start the game by having the author write a game, of any size. once complete, the author should redact the text by at least 60%. the author will then hand the redacted text to the functionary. the author can now only speak to the functionary via omens.
the functionary has 10 stress boxes. they start with zero stress. the functionary will divide the text into 10 sections – the functionary can only annotate the sections and guess their purpose. the functionary also records their state of mind as they write. the functionary can submit one guess to the author per section. if the functionary is right, they do not take stress. otherwise, increase stress by one.
after a functionary takes stress, the author will create an omen to tell the functionary how they were wrong. be obtuse. stress indicates the severity of the omens. 1 stress is low intensity; 10 is death.
at no point should the functionary play the game until all sections are correct.
if the functionary has not completed all 10 sections by their 10th guess, go back to the last uncompleted section and do it again until you reach ten.
This game is for 2 players. One is the Person, the other is the Cat.
The Person rolls 2d6 for HP, the Cat rolls 2d6 for Aggression.
The Person goes first, then Cat, repeating until the end of the round.
The Person may Attempt to Pet the Cat or Recover HP. Either action requires 1d6 roll, which is either subtracted from the Cat's Aggression or added to the Person's HP, depending on action chosen respectively. HP cannot exceed the original value.
The Cat may then Scratch, Bite, or Hide. Scratch is 1d6 off of the Person's HP. Hide is 1d6 recovery of Aggression. If the Cat chooses Bite, both players roll 1d6; highest roll takes that value off opponent's HP/Aggression AND recovers that value to winner's HP/Aggression. Aggression cannot exceed the original value.
Round ends when the first player reaches 0 health. If Person reaches 0 HP, they nurse their wounds while the Cat escapes. If the Cat reaches 0 Aggression, then the Cat has been Pet.
Roles are switched between players for each round.
You and your housemates have uncovered a tomb beneath your floorboards.
Luckily one of your housemates is an anthropologist, and lets you know you've fallen victim to the PHAROAH'S CURSE!
The curse will lift at the end of the day, but you have to drink water and food to survive.
You will each meet thrice during the day; for breakfast, lunch, and dinner.
The hungriest person goes first, going clockwise. Each person describes what they're eating, then rolls a D6.
If you roll a 1 or a 6, you succumb to the PHAROAH'S CURSE. Describe how your food kills you, and you're removed from the game. Once everyone dies or dinner is finished, the game is over.
ADDENDUM: Experience is greatly enhanced by playing this over the course of a day with physical meals.
Planet is played alone and entirely in your head. You may not write anything down.
Choose a place that is calming and comfortable for you. Ideally one that you can return to often. This is where you should play this game.
You are a Planet floating in the void. You are loved and valued. For most of your life, you lie dormant. Sometimes, you want to observe yourself and what inhabits you. Each time you play represents a moment in which you choose to look and admire.
In a session, consider one or more of the following:
-New life has appeared. What do they look like? Where did they come from?
-Old life is celebrating the Planet in a way you've never seen. Describe this.
-What old part of yourself do find renewed love in?
-You notice something new about yourself. How does it manifest? A new mountain range has developed, or maybe a new type of weather?
-A threat that caused worry has been dispatched of. What clues have been left that hint at who protected you?
Many millennia pass on the Planet between each session of play.
If you cannot remember something from a previous session, it no longer exists on you. Consider what may have happened. Did they naturally go extinct? Did they somehow leave your surface?
After some time, if you don't wish to revisit the Planet, this means it's reached the end of its life. Start anew next time.
A 200-word RPG about magical girl finishers for at least two players
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Monster of the Week is on the ropes! Defeat it with your Finishing Move
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Set a 5-minute timer.
Each Precure, in sequence, picks an existing Precure attack. Chosen attacks cannot share a component with previously chosen attacks. (Example: no Rainbow Burst if there's Rainbow Storm.) This phase continues until everyone has picked 3 attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Separate each attack into 3 pools: First, Second, and Third. (Example: if Marble Screw Max was picked, 'Marble' would go in First, 'Screw' in Second, and 'Max' in Third.) If an attack only has two parts, nothing goes in Third. If there's more than 3 parts, combine the attack's components until there are 3 parts remaining.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once each attack is separated, each Precure randomly draws 2 components from each pool. Using these, construct a new attack. Attacks must have a piece from the First and Second pools, but Third parts are optional.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Everyone reveals their attacks. The team then decides which finishing move they want to blast the Monster of the Week with.
If consensus is reached, the Monster is defeated and the day is saved.
If time runs out at any point, the villains win, having left while the team was deliberating. Whoops.
Write your "Worksona": Name, Job, and Busy Points. Game starts next time you need to pretend to work. The goal is to spend all BPs you have by day's end.
Busy Points: Take the number of minutes you need to waste (Max 60) and multiply by a d6 to obtain your BPs. Write them down. Spend them to buy a Pretend Task (PT).
Game Start: When you run out of tasks to do and don't feel like asking for more, roll BPs and buy one PT:
180 BPs: Open a blank doc and write an imaginary argument against yourself.
240 BPs: Copy a spreadsheet and play with the numbers while looking at your phone.
300 BPs: Write a 200 word micro RPG while on company time. It's fun!
370 BPs: Walk around the office asking for people you know are absent. Make an exasperated sound.
Do the PT. If you finish before the amount of minutes you wanted to waste, roll BPs again, add them to your total, and buy something else. Repeat until your shift is over. If you have no BPs left, get yourself a treat!
Author's Comments
Okay, let's try this. This is not playtested lol. Probably will expand it later.
To start playing this game, put something off until you start to feel guilty.
Your goal is to keep avoiding it, but in a fun way.
Do you have a deadline? If not, set one arbitrarily.
Try adding an extra source of stimulation, forget about it, and wonder why you're so on edge.
You deserve a break. Find a bad video game and see how many hours you can lose before you look at the clock!
Have you checked the news recently? It's probably good and will definitely make you feel better.
You get the idea. Every time you remember you're playing this game, you get 1 point. Points can be redeemed for the following prizes:
1 point – You can stop playing, if you like. You can actually do this whenever.
2 points – If you're still here, look up some Hilma af Klint paintings. Thank me later.
3 points – You can now watch How To Make Thin Hamster. Fuck yeah.
Author's Comments
I am not legally responsible if this game makes your problem worse, but I'm available to diagnose you with a random personality disorder if that sounds fun.
One player is Foodinator. All others are Spacefarers.
Foodinator manifests Provisions. Foodinator must abide by its interpretation of the Rules. Rule 1: Provisions must be food or drink.
The Foodinator writes down 2 secret additional Rules.
Spacefarers describe their Needs, then take turns requesting Provisions to meet them.
Foodinator describes the Provision dispensed. Spacefarer rates it +1, +0, or -1. Judgment Computer, represented by rolling 2d6, judges. Add the Spacefarer's rating to the roll to determine Provision's score.
3-6: NON-COMPLIANT. Provision is destroyed, and the requesting Spacefarer gains 1 Insight.
2-: CONTRABAND. Spacefarer is killed on the spot. The other Spacefarers memorialize them.
On 7+, all players debate whether the Provision meets that Spacefarer's Need, then vote. If a majority agrees the Need is met, the Spacefarer exits.
At any time, The Foodinator may spend 2 Positive Feedbacks to replace 1 word in a Rule with a different word.
At any time, a Spacefarer may spend 2 Insights to have The Foodinator read aloud 1 Rule unknown to the Spacefarers. The Foodinator chooses 1 word to skip when reading the rule aloud.
Players are either a GOBLIN or a RACCOON. Describe your looks. Choose 4 actions from your list, and 1 from the other.
Goblins can:
GRAPPLE
GATHER
GNAW
GROWL
GLOAT
GLIMPSE
Raccoons can:
RACE
READ
RUMMAGE
ROMP
ROUGH-HOUSE
RECYCLE
When an obstacle blocks your path, roll minimum 1d6.
Add 1d6 if you have an action that can help.
Add 1d6 if you are in an advantageous situation.
Remove 1d6 if your situation isn't advantageous.
Remove 1d6 if you are distracted (RACCOONS are distracted by food; GOBLINS by shinies).
If any die shows 5-6, you succeed. If only 3-4, you succeed at a cost (The GM decides what). If all show 1-2, you fail. The GM describes how you are set back.
Players have five Hit-Points (Goblins have GUMPTION, Raccoons have ROBUSTNESS). The GM may remove 1 HP if you fail. At 0, you must find a way to GET BACK UP/REVITALIZE (Goblin/Raccoon). Other players, with relevant actions, can assist with this.
Players win upon beating the GM's scenario and any related objectives.
Required: 1 deck of tarot cards and playing cards.
You are a Runner.
Assign 5 points between SENSE, SPEED and STRENGTH.
Each starts at 1.
1)BRIEF
Draw 3 tarot cards and inspire the Job.
MARK: What to deliver.
PLACE: Where to run.
TWIST: What to avoid.
2)BUILD
Draw tarot cards equal to Sense and shuffle any to the bottom.
Draw up to 6 tarot cards and lay them down to form a PATH.
** Suits represent details. Numbers represent difficulty.
** Major Arcana cards are Safe. Recover Strength by 1.
3)RUN
Draw playing cards equal to Speed and shuffle any to the bottom.
Draw up to 6 playing cards.
Play any cards with a total higher number to overcome a Path card.
** Played cards do not get shuffled back in.
** If any Path cards remain, reduce Strength by 1.
4) REFRACT
Playing Face cards (J, Q, K, A) creates new Paths.
Each character has an Archetype, a Background, and at least three Goals. This will help inform what your Relic is.
Archetype
Who is your character at a glance ? Do they fit into any common archetypes ?
Background
What events have occurred in their life ? How have these events marked them ?
Goals
What does your character want in life ? What motivates them to do the things they do ? List at least three items.
Progression
Progression through the game follows the Arcs of your character through creating a Relic.
Arcs
Over the course of an Arc, your character can work towards their chosen Goals. There is one Arc per Goal. The length of the game is determined by the number of Goals. Each Act should be a journey of discovery-- both for you and your character.
Relic
Throughout your character's journey, you will amass knowledge of the world they live in. Consider how your character might choose to spread this newfound knowledge, and in what form. The point of this game is to produce a Relic showcasing what you and your character have learned about the world. Is it a thesis paper ? Video ? Artistic piece ? A book ?
PCs are leading citizens of an ancient Republic, each with a position (like 'Chancellor'), background (like 'ex-General'), and name (like 'Lucius Lucceius').
Whenever:
Players may agree to become Nemeses
PCs may debate, orate, conspire, socialize, do business
Each year (round):
Group determines the year's Occurrence, OOC:
Use Wiki article on Year (2d100) BC as inspiration
If the counter exceeds 10, it's a Catastrophe
If there's Catastrophe:
It inflicts Misfortune (like 'impoverished') on characters with a relevant position/background
Reset the Counter
Each player picks one:
Propose an Act.
Scheme to inflict Misfortune if target doesn't vote how you want
Reveal how your Misfortune actually benefited you (unavailable if your Nemesis inflicted it)
NPCs Propose (roll d8, group decides details OOC):
Ban, subsidize, or tax something
Try fixing a Misfortune
Respond to Occurrence
Start/end war or alliance
Brinkmanship - increase Counter minimum
Exile an NPC
Appoint an NPC to a position
Make an NPC Civic Nemesis (Nemesis of all)
PCs vote on proposed Acts:
+1d4 to the Counter when a vote fails
+1d12 if no votes failed
Group determines outcomes OOC
If every player has 3+ Misfortunes, the Republic falls. Otherwise, game ends when agreed upon.
a thing for two players that is 358 words but i'm submitting it without further editing anyway
It's the opening scene of a tentpole megafranchise action movie and the Heroes are kicking some ass. One of you plays the role of the Heroes. The other plays the Ass.
At the start of each cycle, the Hero player embodies a different member of the Heroes. Roll 1d6 to determine your power:
1: The symbol of Country We Like This Year, As We Always Do prominently displayed on your costume.
2: Modern firearms manufactured in the CWLTY, AWAD.
3: Narratively justified anger.
4: Pop paganism/occultism.
5: A personal connection to the legacy of The Coolest Guy, who is absent.
6: Roll 1d6 again. You are that thing, and also A Woman. If you roll 6 again, you are The First Woman In The Franchise, which is a power on its own.
The Ass player rolls 2d6. One generates the number of Asses to kick. The other dictates their action in this cycle.
1: Fire ineffectually at the heroes using weapons from Country We Don't Like This Year.
2: Yell something contextually appropriate in language from CWDLTY, but it's unsubtitled.
3: Attempt to engage the hero in hand to hand combat.
4: Flee from the scene by leaping over a railing, driving a heretofore unseen vehicle, or similar.
5: Surrender to the Heroes by rendering yourself clearly unarmed and compliant.
6: Roll twice more and do both.
Once the Ass player has taken their turn, the Heroes player rolls 1d6 to determine how many of the Asses their current hero takes out unfailingly. Note down this number and narrate the process of Ass kicking.
Repeat for as many cycles as you would like.
At the end of the game, if you took longer than 5 cycles to end, cut the lowest-scoring half of the cycles for time and do not credit the CGI artists who worked on them. Then tally up the Heroes' score. If it's higher than 3x[number of cycles], the Heroes “win”. The Big Bad shows up and beats them all up before inexplicably leaving without finishing them off. The Ass player narrates this process. If it's lower, the Heroes “lose” and the current location blows up, leaving them presumed dead. Don't worry, they come back in the next scene.
A game for many players using the Discord bot ROBOT IS CHILL#1212
A player starts by rendering at least 5x5 tiles. You may not use the > operator.
Then they pass it around to the other players, using the -c flag to add more frames.
(Reply to the message containing the previously rendered GIF)
The animation is finished after 2 or 3 cycles around, then the next player starts an animation.
The game ends when each player has started an animation and finished it.
Your patrol found them weeks after. An adventuring party, still glowing from their magic items, their legacy, their Importance in the world. You are forgettable, faceless, expendable.
Were.
Magic floods into you and your comrades. Bravery and Potential.
You are Changed:
No longer "Guard," what does your team call you?
How has your look changed?
Wait, you were on a Quest for your town!
Rescuing a town member?
Recovering a church artifact?
Disrupting the goblin camp?
Escorting a merchant?
Hunting large beasts for supplies?
Pick one and reverse it
Your Quest involves (roughly 4) Scenes, containing a mechanical or roleplay challenge: Finding a landmark. Acquiring rations. Negotiating with ruffians. Solving a puzzle. Fleeing a beast. Surviving wilderness. Defending yourselves. Navigating caves. Avoiding an ambush. Baking a stew.
Each player character has two attempts to help collectively overcome said challenge.
Attempts resolve by coin flip. Scale-wise, killing one goblin without being stabbed fatally is one combat attempt. Characters aren't strong and Scenes should be balanced accordingly.
Alternatively, players may reveal a Hidden (character) Trait, succeeding inarguably.
Take a die. It does not matter what die, so long as you claim one.
Roll the die. What did you roll? Say it out loud.
If you have friends, they can roll a die. Possibly theirs. Possibly yours. Imagine what rolling that die does. It's probably good. Or maybe not. Either way is fine.
Look around at your friends. Talk if you want maybe. That's the real point anyway. If you don't have any, look around at the room you're in. I presume you're playing this indoors- you probably should be. They're nice friends. Or a nice room. Appreciate them. They will eventually do the same. Unless it is a room, in which case, it will continue to exist, which is enough.
You can roll the die again if you want. That might be fun. For advanced play, you can roll more than one die at the same time. Then you are rolling dice, plural. This is very fun, because it makes a nice clacking sound this way.
The game is over when the rolling of dice is through. You had a good time, you can go home.
Author's Commemts
Barring the title and this parenthetical post-script, this is a little 200 word number that probably counts as a TTRPG in some sense, but then again, maybe not. The best part is, you can play Roll The Die at the same time as any other TTRPG that uses dice, if you want.
If a Cowpoke wants to do something tough, Cowpoke and Marshall agree on best ability. Cowpoke plays and discards a card from their hand. If card's value isn't larger than the ability, success!
Special Cards:
Ace: Critical success!
Jack: Fail. Keep on table instead of discard. Discard later to succeed somewhere else.
Queen: Fail. Give to another Cowpoke, they keep it on the table. They discard later to succeed.
King: Fail, but you meant to: flash back to where you explained the plan.
Joker: Explain lucky event that changes situation. Shuffle hand and discard pile into deck.
If a Cowpoke gets punched or similar, Marshall sets aside random card from their hand (not discard!). If they get shot or similar, set whole hand aside.
When a Cowpoke's hand is empty, draw 5 more cards. If deck's not big enough, shuffle discard pile into it.
If deck's still not big enough, the Cowpokes are too roughed up to continue on. Or one Cowpoke dies: discard their set aside cards, continue play.
Author's Commemts
I'd been toying around with the core mechanic of players having a hand of cards and needing to play under the stat for a while. This turned out to be an excellent opportunity to actually do something with that without having to write a whole big game.
Supplies: paper, index cards, pencils. 3+ Players.
Players take papers and create a character. Characters must have: name, screenname, biography, interests, opinions, skills. Detail may vary, but leave space on the sheet.
Each round, one player becomes the Target. The first Target is the longest-haired player, and play continues clockwise from them. The Target takes an index card, writes a new character and an online faux pas they committed. Then, explain your new character's actions based on the Response Table:
1: Apologize poorly.
2: Double down.
3: It's a Conspiracy!
4: Ignore it!.
5: Fans defend me!
6: Reroll twice, take both tactics.
Preceding clockwise, players improvise hate comments towards the character. After all hate comments have been given, the Target's player, judging the comments, chooses one Winner; who adds one tally mark on their character, and one Loser; who rolls a Penalty:
1: Lose The Game
2: Lose Your Next Turn
3: Backlash! Change your screenname.
4: Your Target becomes a Stalker, keep their card.
5: Gain Law Troubles! Lose one tally mark!
6: Reroll twice, take both penalties.
To end the game, a player without Stalkers may call a vote when the top of play order is reached, and if the vote passes, the player with the most tally marks wins.
The players are plant people in a dangerous wasteland where water is scarce.
CHARACTER CREATION - each player should:
Choose a type of plant and imagine a personality for them
Choose a set of six appropriate skills/abilities and assign them to numbers one through six. Characters are better at skills assigned to lower numbers.
PLAYING THE GAME:
Players start with 10 water each. When a player is wounded by an obstacle or the GM determines too much time has passed without finding a new water source, lose one water. When you find a new water source, refill to 10 water.
When not in an encounter, players freely describe their actions.
In an encounter, players take turns taking actions to overcome obstacles, such as enemies or environmental hazards. Each obstacle has some number of challenge points decided by the GM.
On their turn, a player makes two actions:
Free action: anything within reason, removes 1 point if used on an obstacle.
Dice action: roll a die, use a skill with a number not exceeding the roll. Removes 1-3 points (roll a die, divide by two) if used on an obstacle.
Author's Comments
I snuck this in at 198 words with a little editing. Would you believe it if I said I came up with the concept and rules before the title? It's been fun reading through everybody else's submissions.
This RPG is designed to simulate an erotic encounter
the players must first create their characters, each character has 3 sexual skills, which the player names, each skill is assigned to a type of dice, a d4, d8 or d12 no two skills can have the same dice type, do not share the name of your skills with the other players. the final step before the game can begin is for the players to set their endurance, all players share the same endurance level.
The game is made up of rounds in which each player takes a turn, on a player's turn they describe the actions their character takes in the erotic encounter which must correspond to one of their skills then roll the corresponding dice and record the roll, the type of dice rolled and the number on the dice must be kept secret. Once the round ends all numbers rolled are shared, the players' rolls are always subtracted from their own endurance however if their roll is within 3 of another roll they can take that players' roll from their endurance.
When your endurance reaches zero you climax, the goal is to all climax together.
(A game of bullshitting, guessing, and ghost pedantry for 3+ players)
There is a corpse in this room. Who does it belong to?
Everyone helps prepare the corpse by writing little descriptions of it (hair, how it died, behaviour when alive, etc) on pieces of paper and putting them in a bag. Choose if you're all ghosts or alive.
If all ghosts.
Pull out a piece of paper and read it for yourself. Ask the others about the described information (How did you die? What was your job?). Everyone answers in a circle, and hope the answer will match what the paper says. You answer last, and let the next person pull out a paper.
The game ends when someone convinces the rest that they are the corpse in the room, and are entitled to move to the afterlife.
If all alive.
Pull out a piece of paper and read it for yourself. Ask the others about the described information and then answer it yourself. Everyone answers in a circle, and hope the answer will *not* match what the paper says. Let the next person pull out a paper if the game continues.
The game ends when everyone agrees who is the corpse in the room, and banish the falsely-living ghost.
====================================Required Materials:
2 d2
1 d10
1 notepad
2 place-holders (e.g. a pebble, a coin, etc.)
2 lists of 1 through 10
====================================
Set Up:
Designate one list of 1 through 10 as "Tartarus", and the other as "Endurance".
Place one place-holder on position 1 of Tartarus, this place-holder is "The Boulder".
Place one place-holder on position 10 of Endurance, this place-holder is now "Sisyphus".
====================================Play:
Roll 1d10. If your position in Tartarus is greater than the result, move Sisyphus down one position, note your struggle.
If you wish, you may move the Boulder down 1 position, or up 1 position.
Moving the Boulder down 1 position move Sisyphus forward 2d2 per position declined, note your sacrifice.
Moving the Boulder forward 1 position will move Sisyphus back 2 endurance.
Every upward movement of the Boulder roll 2d2:
(1) Proceed Twice, note your pride.
(3) Proceed normally, note your struggle.
(4) Fall back once, note your fatigue.
If Sisyphus is ever at 1, reset the game.
If you Proceed Twice from 9, reset the game, note your hubris.
====================================
Winning:
The Game Ends once the Boulder is in position 10.
Reread your struggle. Begin again when ready.
Author's Commemts
I am conflicted over whether this counts as an RPG, as while you are reenacting Sisyphus' curse, does merely enacting the role of Sisyphus count as playing the game as Sisyphus?
It seems that the other game "Catan" (wherein you play Settlers of Catan and inhabit the role of Catan) has at least been noted by prokopetz, and it seems to be more egregious in its defiance of role playing; and "Roll The Die" by fallen-flower-king has no gameplay elements beyond simply rolling a die.
Still, it feels like it disobeys the premise that the game must be an RPG. My original version lacked even the notes, simply having you move the stone up the hill, which seems like an even more egregious breach of the premise.
However, I think you can still say it is an RPG. You are roleplaying Sisyphus. It has rules and is meant for, if not necessarily entertainment, leisure. Thus, it is a Game where you play a Role. A Roleplaying Game even.
I do not mind prokopetz laying judgement one way or the other, but it was a good experience and I think I'll keep this in my back pocket to refine later.
This is a game about detectives solving cases and getting better at their job. Each character has a list of six words on their character sheet describing an activity they can do. Characters pick a name, two nouns, two verbs, and two adverbs.
Nouns
Nouns are what your character is, their place in the world and what you are. Samples: wizard dog skeleton scholar cat slacker
Verbs
Verbs are what you do well. Maybe a skill or attack. Samples: look run dance shoot rend devour.
Adjectives/Adverbs
This is how you do your thing. These words describe how your character is. Samples: swarthy sexy smelly posh polite poetic
Assign 40 points between your six words. When you use a word you put a check near it and roll a d10 after a session to increase it. You retire at 200 in any word.
Storyteller
Rolls are pass or fail. Roll under 30 to pass. Add the number from the word to 30 if the Storyteller agrees it's applicable.
You have sad at 7, so roll 1d100 hoping to get under 37. You roll 28, marking a success.
Combos
Add word scores together, but nonapplicable words become negatives.
You're an amateur ghost hunter, and for ages you've been dying to get your hands on the Ghostatron 5000, a device that can communicate with the dead by scanning through radio signals. They're usually way too expensive, but last week you managed to find one online for a suspiciously low price. It arrived in one piece, but it doesn't seem to be working as intended...
You will need:
-A six-sided die
-A random word generator
Begin your investigation by asking the ghost a question. Then, roll the die. Use the random word generator to generate:
-On a 1-2: 1 word
-On a 3-4: 2 words
-On a 5-6: 3 words
This is the ghost's response. Do your best to decipher what the fuck the ghost could possibly be trying to communicate to you. When you're ready to ask another question, repeat the process. Play continues until you feel you can conclude your investigation, or until you cave and go buy a new spirit box that actually works.
They said it was reckless to put together a team of brainwashed sleeper agents, but they’re the only ones who can save the world, dammit.
One player is the handler. The other players are agents. Decide on secret words: 8 letters for the handler, 5 for the agents.
The handler describes a challenge the agents face. The agent at their left guesses a letter. Reveal if the letter was part of any words - if it was, the agent is successful, and they describe how they overcome it. If not, the next player guesses. If all agents fail to guess, they must all reveal one of their letters. Start guessing one further to the left each time.
Words may not be guessed, only letters. If an agent’s word is fully revealed, their codeword is activated; they become a double agent. They are still part of the ordinary rotation, but are now free to sabotage things or deliberately guess the words of other agents.
If the handler’s word has all its letters guessed, the mission is successful. All loyal agents receive medals. If all of the agents have been activated, the mission is failed, and all disloyal agents receive evil medals.
Author's Comments
I think this would require actual playtesting to fine tune the appropriate lengths of words, but here's my hangman based rpg:
You're attempting a grand heist. Having prepared an absurd number of contingency plans, you believe success is a certainty. However, upon reaching the crux of the heist, all hell breaks loose, and somehow, the contingencies you prepped are actively dooming you.
Each player picks a trait until all are chosen: Cute(1), Calculating(2), Chaotic(3), Confident(4). The parenthetical is the number that trait is on the d4.
Describe the heist you're in the middle of, including the inciting incident that made it all fall apart. Then, describe an obstacle your team must overcome based on the situation. Each of you will write down a solution to that obstacle based in some way on your trait. Then roll the d4, and apply that solution.
If the group decides it's effective, proceed successfully, repeating the process. If not, roll the d4 to determine results:
4: You're successful. +1 to the next roll made for results.
3: You're successful, but there's a complication.
2: You're unsuccessful.
1: You're unsuccessful. -1 to the next roll made for results.
Your heist is achieved when you overcome 3 obstacles in a row, or 6 total.
As a heroic Somnowarrior, you must travel through the realm of the Mind and fight against distracting Thoughts to ensure safe passage to the Unconscious lands. Battling beasts, machines, and otherworldly terrors, you must keep your wits about you. As time goes on, you may find it harder to stay conscious (that means you're doing well).
Using only your hands and a restless mind, Somnowarrior is a solo adventure you can focus on to slow down racing thoughts, and maybe slay them too.
----
Materials:
Restless mind
Hands
Somnowarrior is played in bed. The game loops, fighting one Thought after another. Lay down, let your mind wander; whenever you notice a Thought, battle it.
First, visualize a Memmid/Idetron/Surrealith with characteristics based on the details of the thought and its monster type listed above.
Now, fight based on its listed Challenges.
Strength: Press down on one knuckle on either hand. If it pops, you win the Strength challenge.
Intelligence: Spread out all fingers of one hand, and extend the index finger of the other. Without looking, quickly move your hands towards each other. If your finger hits a fingertip, you win.
During battle, you may retry one Challenge.
If you win both, the Thought is defeated.
If you only win one, you defeat it but are injured.
If you lose both, you are defeated. You can retry the fight, or follow it to a related Thought.
Afterward, wait until another Thought appears. Ignore game-related thoughts. Repeat until your mind is too tired to continue.
Author's Comments
Abstract or dreamlike thoughts can be hard to distinguish, so if there's something you're not very sure of, think: Can I connect this to something I experienced today or earlier? If you can, it's a Memmid. If not, it's a Surrealith. If there's a possibility that it's an Idetron, it's an Idetron.
Surrealiths start out pretty rare, but become much more common as you approach the border to the Unconscious. Surrealiths, although terrifying and hard to fight, are actually a sign you're making progress.
Really, the only way to "lose" is to stop playing for a reason other than being too tired. If you give up on the game to entertain a thought for a while longer, you can consider that as being completely destroyed by that thought.
There are some issues with accessibility. This game should absolutely be changed and altered to fit your needs, such as changing the semi random actions for the Challenges, or making the game an exercise that involves less visualization.
Each player describes one of their favorite characters but in vague enough terms that it might be difficult to figure out who it is. However not too difficult that it would be impossible for the other to guess. Best to choose someone from popular culture.
If the other player(s) guesses the character it gets added to your soul collection. You can use the acquired souls in order to get hints when its your turn to guess.
Every player starts with one soul, if you buy a hint with your last soul and give up you lose the game. Souls can also be exchanged for a skip if you have more than one.
1 Soul = Hint for what media they are from
2 Souls = Name hint
3 Souls = part of name given
Each turn you can throw a 1d6 die, if it lands on 2 or 5 you can steal a soul from your opponent. If it lands on 1, 3, 4 or 6 you lose a soul. If its your last soul you are out of the game.
You are the AI overseers of two space stations. You have just collided.
Each station distributes the numbers 1-4 between the following resources: Crew, Materials, Sensors, Fuel.
Place a red die and a blue die on 6. If the red die reaches 1, the stations are unrecoverable. If the blue die reaches 1, the stations separate safely.
Proceed as follows:
One player declares a problem that must be solved.
Exchange communications. During this phase, each player may use no more words than the red die's value plus the other player's Sensors.
Write down a course of action. Spend a point of a resource to pursue it.
Reveal your actions. Determine the result:
Both benefit each other. Tick the blue die down 1.
One benefits the other. Tick both dice down 1. One station recovers their resource.
Neither affects the other. Tick both dice down 1.
One hinders the other. Tick the red die down 1.
Both hinder each other. Tick the red die down 1. Both stations lose 1 Crew.
Whenever a resource is reduced to 0, tick the red die down 1.
If a station's Crew reaches 0, that station is lost.
A tool for game about generating spells, signature attacks, and other awesome actions. For each category, choose an option or roll a 4-sided die.
EFFECT
1: Help a character
2: Harm a character
3: Affect the environment
4: Affect the user
WORDS IN NAME
1-2: Two or fewer words
3: Three words
4: Four or more words
SYLLABLES IN WORD (if rolling, roll once for each word, in order)
1: 1
2: 2
3: 3
4: 4+
INCANTATION
1: None
2: 1-4 words
3: 4-8 words
4: 9+ words
AESTHETIC (after rolling, choose or roll to pick one of the listed options)
1: Physical, martial, mundane
2: Elemental, natural, spiritual
3: Arcane, divine, demonic, celestial
4: Weird, silly, other
METHOD
1: Weapon or direct touch
2: Magic spell
3: Special tool
4: Aura/Spirit/Life energy
Then all the players take turns to say the incantation (if any) and name of their special move as dramatically as desired and explain what the move does.
Split into two teams, one are criminals, divising a dastardly plot, the other are agents, who have the former under surveillance to try and stop them. Have the criminals confer on their own. First, roll to determine what their plan is, they need to
1) hold up
2) Burgle
3) break into
4) infiltrate
5) smuggle into
6) demolish
7) run out of buisness
8) break out of
A
1) Bank
2) Bodega
3) Home
4) Courthouse
5) Restaraunt
6) Stadium
7) Musuem
8) Hospital
Gather at least ten pieces of paper, plan your grand crime, and write down all its steps on the paper. You can use codewords, but they must all be defined within the plan. Then, the agents intercept your communications. For each piece of paper, roll a d8, on a 1 or 2, they caught that part of planning, hand the agents that step of the plan. They must use what parts of the plan they uncovered to determine the rest, and give their bosses a full report.
Choosing one of your opponent's pieces to be the lover, mark the bottom with tape. They do the same while you look away.
Play normally. Examine any captured piece for tape; if discovered, examine the capturing piece.
If both pieces have tape, remove each side's piece nearest this action from the board (Mercutio/Tybalt). If there is a distance tie, opposing player selects the slain piece.
Next, roll 1d6:
1-2 = both lovers die (Romeo/Juliet);
3-4 = "capturing" lover dies, bereaved lover goes Beserker ("How many bullets, Chino" or similar monologue required)
5-6 = lovers teleport to the positions held by Mercutio/Tybalt pieces and remain in play
If a lover is captured by a non-lover, a player may expose the surviving lover and engage the Beserker rule.
Beserker rule: player opposite the surviving lover may use it to make any one mechanically-legal move including capture of allied pieces or traitorous Check. Surviving lover is then removed from the board unless it causes Check.
Secret "Aïda" rule: if the black queen is a lover and puts the white king in Check, white queen becomes white king and both queens are removed.
It's your last chance to stock up before the Winter storms arrive, so everyone else has their nets down too. No one knows when the storm's going to hit, but it's soon. Can you catch enough without sinking?
Each player has 1d4. Every day, they roll their die and collect the outcome in fish. At their turn's beginning, one can choose to return to shore, but when they do, every other player gets one more d4 to roll the next day. After every player has rolled and collected, a d10 is rolled, and the outcome subtracted from 100. The days continue, with the next end-of-day d10 roll being subtracted from the previous day's total, until that value reaches 0 or all fishers have left. When the total reaches 0, any fishers who have not returned to shore lose all of their fish…and their lives.
Variations:
Back next year- Any fisher that does not catch at least 40 fish or return before the storm hits is out, remaining fishers play again without them until none remain (or whenever).
Cooperative- Combine fish catch, but if the total is less than 40 per surviving fisher, everyone loses.
Mission Start: MC picks an elder god and a location, and how they are interacting. Describe the landing area and possible threats, entities, curses.
When abominations are present, MC describes them. Damage is automatic; subtracts from tools, fixed after battles. Attacks may include effects like hitting all players or narrative warping magics.
On Turns: describe eldritch threats and broad locations, as well as story beats like events or characters.
--
All others play as Bots.
Each Bot assigns 3, 3, and 2 to tools of their choice. Whenever challenged, roll 1d6 for whichever tool is used. If >#, it's a failure; reduce tool by 1. If ≤#, it's a success. When fighting abominations, enemies take a # of successes to destroy.
If tool is reduced to 0, that bot is destroyed and sacrificed. A new vessel must be redeployed in a cohesive way. Reduce a tool by 1 permanently as penalty.
On Turns: describe moves freely (until challenged) in environments, add setting details.
Mission End: bots restore all tools, then increase a tool by 1 permanently or split it into two.
Players: One player is The Boss. The rest are Workers.
Mechanics:
Each side starts with 5 Morale and 5 Reputation. The Boss has 5 Funds, Workers have 3. If any of these reach 0, that side loses and their opponents win. These values cannot exceed 5.
Each round, each side pays 1 Reputation, Morale or Funds and allocates dice to actions. Each Worker gets 1 die, the Boss gets 1 die per Worker. Roll each die one at a time. Payment is per-action, not per-die.
Worker Actions:
Picket: Each die rolled lower than opponent's Reputation reduces opponent's Funds by 1.
Rally: Choose Morale or Funds. Each die rolled higher than it increases it by 1.
Boss Actions:
Media Campaign: Pay 1 Funds. Each die rolled lower than opponents' Reputation reduces their Reputation by 1.
Hire Strikebreakers: Pay 1 Reputation or Funds. Each die rolled lower than 4 reduces their Morale by 1.
Shared Actions:
Sabotage: Pay 1 Funds or Reputation. Each die rolled higher than opponent's Morale reduces their Funds and Morale by 1.
Media Interview: Each die rolled higher than your Reputation increases your Reputation by 1.
2 Players
Materials: highlighter/pen/pencil, two books, chess timer, construction paper, tape
Set up:
Make a wizard hat using construction paper and tape. Make sure it fits!
Each player needs a book. They will be writing in this book.
Each player holds their book out in front of them for at least 60 seconds.
Then, spend 60 seconds looking through the book and dogearing pages for powerful words.
Put on your wizard hats.
Put 3 minutes each on the chess timer.
Gameplay:
The oldest player goes first. Open your book and find a powerful word. This word is your SPELL.
Mark it out with your writing utensil, point to it, and announce it to your opponent.
Start the chess timer.
The other player does the same but looking for a word that either: A) Counters or B) Is more powerful than the previous word. Do step 2. Hit the timer.
NOTE: You cannot use a word you have marked out!
Go back and forth one upping/countering each spell until someone's timer runs out. That player loses.
Players: you are one system of an interconnected mech. Define your purpose (ex. jet thrusters, targeting computer, shield matrix, sonar array, etc.) and pick a number from 2-12.
GM: You represent the pilot, mission control and the task at hand. Define each accordingly.
The GM will outline a problem the mech is facing, with as much description as needed. The systems will work together to explain who is used and how they will tackle the challenge and roll 2d6. Only half of all systems, rounding down, can contribute to any one action.
If they roll a number someone in the action has picked, it's a complete success and the GM explains how things are made easier. (The enemy dies instantly, the computers find a shortcut, etc.)
If they roll just above or below a number someone picked (count 2 as just above 12 and vice versa), it barely works.
If they roll any other number, the action fails and the GM explains how things have gotten worse. (A system reboots and can't play next turn, the mech loses some structural integrity, etc.)
Play ends when the mission is completed, or when the GM decides the mech can no longer function.
Author's Comments
Slapped together in like 30 minutes. To note, if there are less than 4 players the game can be made easier by picking from 1-6 and rolling on 1d6.
One player is the situation, the other players are characters trying to leave it.
Each character player creates their character and gets five six-sided dice, which they distribute among four pools: Run, Fight, Talk, and Dirty Tricks.
The situation player describes what situation the characters are in and gets 100 points per character. They assign their points to the pools in blocks of 10 based on how difficult each strategy would be.
At the start of each round, each situation pool at 0 is set to 5. Each character describes their strategy and chooses the appropriate pool.
Next, each character rolls one die plus each die in their chosen pool. Each situation's pool is reduced by the characters' total results. If a situation pool reaches 0, each character who chose that pool escapes. Each character who didn't escape makes a mistake.
Once a character has made three mistakes, they become trapped in the situation and can't try to escape. A character can forgo one die in their next roll to help a trapped character in their next attempt. If the helper escapes, the helped character escapes too. If all characters are trapped, they fail to escape.
Author's Comments
Oh yeah, I should probably actually submit that thing I worked on like 3 weeks ago.
Required materials: One eight-sided dice, A pencil, some paper, and an understanding of the shorthand for the pieces present in the video game Tetris.
To begin play, draw a line somewhere in the top third of the paper. That line represents the surface of the mountainhome. Now, mark a small section downward. This will be the baseline length of the sides that each square within the tetrominoes have.
Roll a d8 and dig into the ground the resulting shape from the below chart.
I-block.
Z-block
S-block
L-block
Backwards L-block.
O-block.
T-block.
Roll again, but dig twice as much.
Repeat the process above, marking locations the inhabitants live and work in and going sicko mode with decorating, until you get bored or reach the center of the earth (Hit the bottom)
You will need: a day with partly cloudy skies, and as much time to dream as you wish. Collaborators are welcome, but not necessary.
You are all creators, designing a world and its inhabitants. Choose a cloud that has defined edges, and decide what kind of fantastical creature it most resembles. (When in doubt, dragons are always a good choice.) Don't be constrained to existing magical and real animals; feel free to invent new life forms as alien as you desire. Based on the features you identify, describe its lifestyle to the best of your ability - its habitat, diet, reproductive cycle, typical behaviors, etc.
If the cloud changes shape while you are describing it, attempt to incorporate the new form into the creature's life cycle: does it undergo metamorphosis? Do the adults differ wildly from the young? Is the species sexually dimorphic?
When you are satisfied, choose a different cloud and start over. Does the new creature share a habitat with the first one? How do they interact? If you are playing with collaborators, take turns and try to populate a whole world together. Don't be afraid to explore a variety of environments: aquatic, high altitude, savanna, taiga, jungle, etc.
One player acts as the Horrors. The other players are Townsfolk. To begin, there is only one Horror. The Horror player rolls 2d4 - this decides the number of components. The Horror player chooses from the list below. Make a note of the components chosen, and keep it secret from the Townsfolk. The Horror player has to select at least one of the first four components for their Horror:
Head
Body
Ass
Genitals
Vibes
Sound
Arms
Teeth
Hands
Fur
Scales
Eyes
Tail
Eyes
Smell
Wings
Legs
Size
In turn, the Townsfolk are then to describe their journey into the woods searching for the Horrors.
Each Townsfolk must then guess a component of the Horror to describe from the list above. If the Townsfolk guess a component on the Horror player's list, that description becomes canon. If they describe a part that isn't on the Horror's list, the Horrors gain an additional creature in the woods (Use incorrect component described + canon components + 1d4 Horror components). The Horror player then describes an ambush by the Horror (including canon component descriptors) against the Townsfolk.
The Townsfolk win if they completely describe all Horrors in the woods.
The Horrors win if there are more Horrors than Townsfolk (or four Horrors, whichever is largest)
Need:
-STORYTELLER (can be rotated)
-2+ PLAYERS, rotating "LEAD INVESTIGATOR" role for each checks.
-d6
Gameplay:
-First PLAYER create a character with a TRAIT (eg. "dead"). Next PLAYER create a character with an arguably CONTRASTING TRAIT (eg. "alive"). Next PLAYER give their character an arguably CONTRASTING TRAIT from it (eg. "boring", "depressed", "android"). TRAITS doesn't need to be opposite, just arguably CONTRASTING. Note the SEQUENCE of CONTRASTING TRAITS. Continue until each characters have 4 TRAITS. Finish each characters with description and/or backstory.
-STORYTELLER set up a crime, and the characters investigate it. Whenever STORYTELLER decide that a SITUATION necessitates a TRAIT CHECK, LEAD INVESTIGATOR pick a TRAIT to try to solve it.
Roll 1d6, with 5+ as success.
If they FAIL, STORYTELLER describe an EXARCEBATING SITUATION.
Next character then try to solve it with their CONTRASTING TRAIT and +1 ADVANTAGE. If they FAIL, describe the INCREASINGLY EXARCEBATING SITUATION. Next character try to solve it with their CONTRASTING TRAIT and +2 ADVANTAGE, continue SEQUENCE with INCREASINGLY EXARCEBATING SITUATION and ADVANTAGE until situation is solved.
-Continue until crime is fought. Or, maybe it ends up in a cliffhanger?
-Hint: it can be a heist instead of crime investigation.
You're MAGICAL GIRLS. THE REALM used to be deadly. Thankfully, lethal battles have been banned by THE TREATY. Now, flashy dogfights end with singed FASHION ACCOUTERMENTS. But STRANGE INCIDENTS still happen. Whether for duty, greed, or boredom, you decide to solve the latest INCIDENTS.
-Create PLAYER CHARACTER. Describe your starting ACCOUTERMENTS and FRENEMY.
-Collaborate an INCIDENT.
-Rotate a STORYTELLER and a PLAYER. Each turns STORYTELLER introduce a FRENEMY.
PLAYER explains how they think the FRENEMY relates to the INCIDENT. Either FIGHT or FLIRT. Roll 2d6; 6+: success.
FIGHT: Describe a showy battle.
Success: Gain a FRENEMY and ACCOUTERMENTS.
Fail: Lose an ACCOUTERMENTS.
FLIRT: Have an amusing banter.
Success: Gain a FRENEMY and ACCOUTERMENTS.
Fail: Lose a FRENEMY.
-At the start of a PLAYER'S turn, they can decide to stop faffing around. STORYTELLER introduces a VILLAIN and how the INCIDENT might be their fault.
Either FIGHT or FLIRT. Roll 1d6.
FIGHT: PLAYER have a climactic battle against the VILLAIN.
Lower roll than ACCOUTERMENTS count: success.
Failure: PLAYER sulks home singed but alive.
FLIRT: PLAYER asks their FRENEMIES to work together to solve the INCIDENT.
Lower roll than FRENEMY count: success.
Failure: The FRENEMIES tear the PLAYER apart in harem shenanigans instead.
Author's Commemts
It's not entirely necessary for the game but the gist of the game revolves around the player character's relationship with the frenemies they encounter, and I really wanted to include a Frenemy generator but obviously I can't fit it in 200 words.
The players/storytellers most likely can create some amusing frenemy relationship on their own, but for the sake of my own satisfaction and I think the game is a lot more amusing with this addition, I'll add a simple optional Frenemy generator.
Roll 1d6 twice, one for each tables to generate the Frenemy relationship of each Frenemy (or Villain) you create.
Table 1.
Friendly
Obsessive
Loathing
Infatuated
Vengeful
Lustful
Table 2.
Enemy
Ally
Rival
Ex
Stalker
Lover
Feel free to make your own, bigger table for your own game.
Two players play as TIME TRAVELERS who are BITTER ENEMIES. Give yourselves SUITABLY RIDICULOUS NAMES and decide on the long-forgotten origin of your feud.
Gather around a piece of paper or word document. This represents the current timeline. The younger player goes first. On your turn, roll 2d6. You get that many TIME POINTS. Use each TP for one of the following:
Add a word. If it's your name or your opponent's name, add a star beside it.
Add a star beside a word.
Choose a non-starred word. Replace it with a different word, and add a star.
Punctuation can be changed for free. When you are done, the words on the page should form a story in third person about you winning the TIME DUEL. Optionally, describe how you used your TIME MACHINE to change the timeline, and gloat at your opponent for failing to foresee this outcome.
Example:
Zorbulax rolls 7, and writes "Zorbulax* blasts Bleventeen* with a petrifying ray."
Bleventeen rolls 6, and changes it to "Zorbulax* blasts Bleventeen* with a healing* ray, then falls into a pit."
If you cannot figure out a way to do this, your opponent wins the TIME DUEL.
Prep: Designate one die the YURI DIE and the other one the TOXIC DIE. Roll the Yuri Die to determine how your characters met:
1) School
2) Work
3) Neighbors
4) Rivalry
5) Correspondence
6) Coincidence
Roll the Toxic Die to determine why your relationship's unhealthy:
1) Power Dynamics
2) Criminal Behavior
3) Philosophical Differences
4) Self-Destruction
5) Figurative Monster
6) Literal Monster
Develop your characters accordingly.
Play: Decide a scene prompt, then roll the dice to determine the scene's MOOD. If the Yuri Die is higher, the mood's ROMANTIC. Gain 1 Yuri point. If the Toxic Die is higher, the mood's TUMULTUOUS. Gain 1 Toxic Point. If they tie, the mood's MIXED. Gain 1 point of both. Play out the scene. Repeat for 5 scenes.
Endgame: When you stop playing scenes, the relationship ENDS. Tally the points. If there's more Yuri Points, the end's MELANCHOLIC. Describe how your characters drift apart. If there's more Toxic Points, the end's EXPLOSIVE. Describe the violence your characters inflict on each other, literal or figurative. If it's a tie, your characters are LITERALLY TRAPPED IN THE RELATIONSHIP. Describe the forces that keep your characters together forever.
Draw 12 separate circles and label them caves 1-12. Each player rolls 1d12 to determine starting placement. The MONSTER cannot start in the same location as any HERO.
Goals:
MONSTER: catch all HEROES.
HEROES: trap the MONSTER.
Each round, all HEROES act before the MONSTER.
If a pathway already exists between your cave and another, you must move 1 space to linked cave.
Roll the d12 twice, re-rolling duplicates or current location. Create a pathway to one of the caves and move there, provided neither initial nor destination cave is FULL.
If a cave is linked to THREE other caves, it is FULL. Destroying paths does not negate the FULL condition. You cannot create a path from a FULL cave.
3.a. If HERO rolls/is on a FULL cave, they may destroy any path connected to current cave.
3.b. If MONSTER rolls/is on a FULL cave, move up to 2 spaces on existing paths.
If MONSTER and HERO occupy same cave, HERO dies.
Repeat until MONSTER cannot reach HEROES or has caught all HEROES.
“Trash animal.” When you hear that phrase, what do you imagine?
A raccoon poking shyly from a storm drain? Pigeons bobbing on the sidewalk? A rat darting under streetlights?
Think of your environment. What creatures adapt well to human waste? Pick a creature you were taught to despite.
Wait for an encounter
Keep these rules tucked away. It may be hours, days, months until…
Your paths cross! Focus closely
Ask yourself the following:
What sensory details surprise you?
Consider moments that led your creature here. Who cared for them when they were young? What nights have they survived?
What might your creature desire?
Linger as long as possible.
Return with an offering
What will you offer? A spell for warmth on cold nights? A poem? A prophecy? Weave your answers into gift.
Maybe you write words on scrap. (Use material that composts happily.) Maybe you give some fruit or bread. (Knead your intention into this treat.)
Your creature plays the final turn
Do they come immediately? Never? Maybe their children find your offering - or maybe it decomposes into nutrients. Whatever your creature decides, this is how you win. Together.
Three players. A game about scheming and betrayal in the late Roman republic.
Create your Triumvir. Give him a name, a background, and a reason he thinks he should be the most powerful man in Rome.
Each YEAR, take one action each and give a speech.
Become A Consul: you can only have two consuls at once, and can't be consul two YEARS in a row. +2 Influence.
Wage A Campaign: roll a d20. 1, die. 2-5, -2 Money. 6-10, -1 Money. 11-15, +1 Money. 16-19, +2 Money. 20, +2 Money +1 Influence.
Bide Your Time: +1 Influence, -1 Money
At the end of each YEAR:
Vote for the Triumvir with the best speech. If anyone wins, +1 Influence.
For five Money or five Influence, you can attempt a coup. Name a Triumvir and describe how you arrange their downfall, then roll a d6. on a 1-2, it backfires and you are forced to drop out of politics. On a 3-4, your opponent loses either their money or their influence-they pick which. On a 5-6, they are eliminated from the board.
The game ends when only one Triumvir remains. They are promptly assassinated.
The GM chooses the game's genre. Some suggestions include:
Whodunnit
Crime Caper
Science Fiction
Super Heroes
Gothic Horror
High Fantasy
CHARACTER CREATION
Choose a name, pronouns and describe your look, then assign each of the 6 question topics to an ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
EXAMPLE
Ashley wants to play a smooth talking spy, her strongest topics are Science & Nature and Geography, so she puts them in Dexterity and Charisma. She puts Arts & Literature in Wisdom, followed by Entertainment in Intelligence. She feels least confident in History & Sports and Leisure, so she puts them in Constitution and Strength.
PLAY
The GM sets the scene and the players say how their characters respond. When an outcome is uncertain, the GM asks the player a question from the topic-ability most appropriate to the situation. If they answer correctly, they succeed. If they answer incorrectly, they fail and the GM raises the stakes.
HELPING
Another player can answer a question if they can justify how their character helps by using the ability they have assigned to the topic.
Players get two coins - one TRUTH-up, one DARE-up.
Players may challenge whenever. If multiple try at once, the last person to complete a challenge decides who plays.
CHALLENGING:
A player challenges another. This can be a DARE or TRUTH.
The challenger offers one of their coins to the challenged - if the challenger has coins TRUTH-up & DARE-up, they offer one showing the opposite of their challenge.
If the challenged player rejects the challenge, the challenger may immediately challenge the same player with the opposite type, which they must accept.
Now, the challenger elaborates. What truth should be revealed, or dare attempted?
If the challenged completes the challenge, they gain the coin. (take, and flip to match their challenge)
If the challenged doesn't complete the challenge, the challenger may steal one of their coins.
If deemed appropriate, another player may take the challenge to gain the coin. If multiple people volunteer, the challenger picks who. Otherwise, the challenger keeps their coin.
END:
End when one person has every coin. If they have more TRUTHS, they are a SOOTHSAYER. With more DARES, they are a DAREDEVIL. Nobody wins or loses.
Each round, all players may write down a line about a character they have made in their minds. Then, they may add a Turn token to it, representing a character fact that is rooted in the normal world. Or they may add a Twist token, representing a character fact that separates them from mundanity.
At any point, a player, even yourself, may suggest that a Twist become a Turn or vice versa based on the normal world for their own character. If you accept this, they add the changed counter to their character. If you do not, add another of the unchanged counter to yours.
The game is finished when:
-your character sheet has 200 words
-you have accumulated more than 4 Twists or Turns than the other.
If your character has too many Twists, they have become a Qoe, a thing that is too distanced from the world to bear meaning.
If your character has too many Turns, they have become a Pet, something too mundane to hold attention.
If your character has neither too many Twists or Turns, than they may live on, within you and others.
The first is THE CHAMPION. They are UNDEFEATED, HARDY, and HAVE-SEEN-IT-ALL.
The second is THE CHALLENGER. They are UP-AND-COMING, SCRAPPY, and QUICK ON THEIR FEET.
Each player describes how they embody those TRAITS and their physical form. They have no names. They each describe their WEAPON. Then they name one STRENGTH and one WEAKNESS they see in their foe.
Once they know each other and themself, each will rank their TRAITS by how much they define them: 1 being most, 6 least.
Now the warriors may clash. When they do, each one chooses a TRAIT that is not a WEAKNESS and rolls Xd6, where X is its rank. THE CHALLENGER decides whether they strike first, then play passes back and forth. Players may not choose the same trait twice in a row. The one who rolls lowest wins.
A warrior may choose to exploit their opponent's WEAKNESS by describing how they do so. If they do, their opponent rolls Xd6 where X is the rank of their flaw and adds that to their roll. They cannot do this again until their opponent does the same.
WEAKNESSES:
Author's Comments
If you play it (or my submission from last year, Wizard Duel) and have fun, let me know how it went! I need the ego boost sometimes!
UNEXPLAINABLE is an adversarial, asymmetric game about how identity is just a story we tell ourselves after the fact.
MATERIALS:
1 COIN
PLAYERS:
1 STORYTELLER
2 or more HECKLERS
The STORYTELLER must create a CHARACTER. Consider their traits and personal history. Do not tell any of this to the HECKLERS, they will only mock you. Instead, present this CHARACTER as the public sees them: a short description of what you would get if you googled them, or the rumors you would hear in the school cafeteria.
The CHARACTER is at an EVENT: a graduation, diplomatic dinner, frat party, award ceremony, or other place where the CHARACTER wants to put on their most appealing face. Describe this EVENT lavishly.
At this EVENT, there will be 5 ENCOUNTERS. During an ENCOUNTER, one HECKLER must create a PERSON or SITUATION for the CHARACTER to react to.
Flip the COIN. If it comes up HEADS, the STORYTELLER narrates the CHARACTER'S reaction. If it comes up TAILS, another HECKLER narrates the CHARACTER reacting in a way that's strange, embarrassing, disadvantageous, etc. The STORYTELLER must reveal or invent elements of the CHARACTER'S backstory and personality to justify this reaction.
After the EVENT, players should discuss the aftermath.
This game needs 1 Skald and 1-3 Players. You are an adventurer in a post-Rangarok wasteland. Roll 1d4 for your Species: 1. Duerg 2. Alf 3. Man 4. Mutant
You have 6 stats: Hamr & Ing, Dreng & Munr, Thingvi & Wyrd.
Roll 1d4 for each.
Roll Hamr when doing something with your body. Roll Ing while using with magic & mutations. Roll Dreng while being stealthy or risky. Roll Munr when using your mind, words, or logic. Roll Thingvi when connecting with the past or with spirits. Roll Wyrd if you're influencing or avoiding the future.
When you try to do something, roll a d10 under the associated stat. When you succeed a check, describe what happens & how the saga progresses. When you roll your stat exactly, you succeed greatly but take a Mutation, which is a permanent trait associated with the check. These should be both positive and negative. For example, when critting on a roll to tame a Hafgufa, Snorri seduced it instead.
When you fail a check, raise that stat by 1. Stats cannot go above 10, and paired stats (like Hamr & Ing) can not add to more than 10.
Ah, the weekly Vampire Club meeting! Complete with one member who's human and thinks you're all pretending.
Requirements:
3+ players
Playing cards (no jokers)
Tokens (6 per player)
For x players, take x-1 random black cards (vampires) and the Ace of Hearts (human). Shuffle; everyone gets one, face-down. You may view (but not reveal) your card anytime.
Your Power (number of times per week you can use vampire powers) is half your card's number, rounded down. Ace is 1; Jack is 11; Queen, 12; etc.
Oldest player starts; proceed clockwise. On your turn, say "So there I was, fang-deep in…" and then tell a story about your week. Using tokens, publicly keep track of how many supernatural things you did. End by saying "What fun that was! … but my dark nature still haunts me." If you've spent more tokens than you have Power, your story was a Lie; otherwise, it was True.
BEFORE YOUR STORY ENDS, another player may Challenge it: you both reveal your cards. If your story's True, gain 2 points; otherwise, the challenger gets 1. If unchallenged, gain points equal to the tokens you spent. Vampires need 7 points to win; the human needs 5.
Requires one standard deck of playing cards and as many d6s as you want.
Each player selects a playing card suit.
Each player creates a character by selecting a physical, a personality and a skill aspect, which must be interpreted from the player's playing card suit, something the player shares in real life, and something the player imagines the character has, respectively, in any order.
Take turns drawing cards. Narrate a scene for the character who matches the suit to react to, following the guide below. If you draw a joker, narrate a scene for both characters that share that colour joker to react to, choosing any of the scenes listed below.
Number card: Journey, whether physical or emotional.
Jack: Conflict of any kind.
Queen: Romance of any definition.
King: A major change.
Ace: A serious danger.
When reacting to a scene, roll dice equal to the number of relevant aspects plus one. The highest die result is the only one that counts. If this is 5+, you succeed. Narrate how your character succeeds or fails.
Play continues until the deck is empty or all players agree their journey has ended. Reflect upon your characters' respective lives.
Author's Comments
Kinda angsty, introspective, bare-bones storytelling game with an overblown title that probably gets old after drawing just a few cards. Nevertheless, here it is.
A game for 3-5 players. One is the GM, the rest are Librarians.
The GM will present you with situations where magic is causing problems for mundane people. Your job is to save them, because you're the Librarians.
Create your Librarians. You have three stats: Nerd, Jock, and Magic. Assign values with one of the following arrays: [+2, 0, -1] or [1, 1, 0]. Also give your Librarian a name and a specialty.
Create your Library. Pick three features from the following list: a testing space, a junkyard full of scrap and raw materials, a scattering of magical artifacts, a collection of rare books, an infirmary, magical defenses, organization system, magical transport, a shrine, a greenhouse, an observatory, a forge, kitchen and pantry, communication devices, 1 or 2 companion creatures, bigger on the inside, modern computer system, a comfortable living space
When success is uncertain, roll 2d6 and add the relevant stat. Add +1 if you can argue your specialty would help. Add +1 if you can use the resources in your Library. The GM's has final say on relevance.
0-6 fails
7-9 succeeds with consequences
10+ succeeds with advantage
Author's Comments
This is an attempt to boil the PBTA hack I've been trying to cobble together for a game I want to run based on the shitty 2010s tv show The Librarians into 200 words. Which means technically I have a playtestable draft now I think, but this did actually help me think about it more so I'll count that as the bigger win.
The Entity chooses one Domain(Fire,Agony,Order) and one Aspect(Spider, Specter, Business Man). The Entity is an ancient, malevolent, THING of incredible power freed from its ancient prison by the unwitting efforts of the Company. It requires time to grow in power before it may reclaim its throne, 4-10 WEEKs to be exact.
Each WEEK, the Prophet reveals one card of the deck for each week that has passed to generate events connected with one or more powers. Events are problems the Entity must solve or else they will generate 1 infamy, 6 infamy leading to a premature doom. The prophet professes an event based on the suit of the card
-COMPANY(Diamonds): Greed
-CHIRUGEONS(Hearts): Progress
-CREATURES(CLUBS): Rivals
-CULTISTS(SPADES): Dogma
In order to solve a event, the Entity proposes a solution to the Prophet and rolls 2 die, adding an additional die if it evokes the Domain or Aspect. If the total of the dice exceed the number on the card the event is solved, otherwise generate 1 infamy and fail.
a tragedy for 3+ players including GM. phones (or paper) required for notes.
play begins by an approximate length of the session (e.g. “about an hour”). the GM privately sets a timer in that range. do not start it yet. when this timer goes off, the game ends, and the world ends.
together, the group agrees on a setting and any safety tools. then players create characters. note the following:
name
description
what you want
why you can't have it
the GM begins by describing the scene and NPCs, and setting an in-universe time limit. usually, this is the same as the real-life one. start the timer.
players and the GM act out scenes as the PCs attempt to achieve their “what you want”. when a situation's outcome is unclear, play roshambo. if a character is the obstacle, play against them (for NPCs, GM chooses who). otherwise, play against the GM. players may choose to lose at will, but the GM may not. the person who wins describes the outcome of the action, and play continues.
when the timer goes off, the world ends. the GM describes how, and works with the players to describe each PC's death.
2+ Players are [Adjective] Little [Gnouns]. Gnarrator gnarrates.
Players' characters are Gnomes, having uncharacteristically whimsical adventures in dark, deadly dungeons.
Players select [Traits] (1 [Adjective], 1 [Gnoun]) to create characters. No doubles!
ADJECTIVES:
Lovable: cuteness, charm
Sneaky: craftiness, stealth
Scrappy: aggressiveness, punching
Smart: inventiveness, know-how
Funky: grooviness, swagger
Curious: inquisitiveness, knowledge-seeking
GNOUNS:
Fella/Lass: adaptable, laid-back
Scamp: mischievous, impish
Prince/Lady: dignified, impressive
Freak: bizarre, unexpected
Buddy: amicable, charismatic
Sport: athletic, outdoorsy
ALL Players also have "Whimsical" (playfulness, joviality) and "Gnome" (magical, good-hearted).
Gnarrator describes scenarios, then Players discuss/describe their actions. If Gnarrator determines (or Player suggests) an action utilizes [Trait], and character has this [Trait], Player rolls 2d6.
Result:
2-3: Fail badly! +1 Hurt
4-6: Fail forward - something unfortunate happens
7-9: Partial success, with mild consequences
10+: Full success! -1 Hurt
Gnarrator then describes outcomes, incorporating [Trait] roll.
"Hurt" includes physical and emotional hurt. While at 6+ Hurt, characters are Bummed, and roll 1d6 after failed rolls. On 1-2, character Goes Home. Create new character.
Converting dungeon-crawl modules to WLG: Ignore rules in module. Change no content, but adapt events to Gnomes' inherent whimsy, which always produces gnome-appropriate outcomes.
MATERIALS: Any other RPG that allows you to play werewolves.
PLAYERS: A gaming group with optionally one more player than you'd otherwise use.
CHARACTER CREATION: Create characters normally as though you were going to play a serious werewolf-themed game. Build characters who will cooperate well and avoid interpersonal drama hooks. You won't need them.
Also, in addition to the characters you create normally, cooperatively create one extra werewolf, named Moon Moon. This character should not be well-optimized. Possibly just make them mechanically weaker in some significant ways. (For instance, if you were doing GURPS, if everyone else is built on 100 points, Moon Moon should be maybe 25-50.)
PLAY: Every session, pick one player randomly, or in rotation. That player's normal werewolf is unavailable this session; they've got unspecified offscreen events going on. Instead, that player plays Moon Moon. Moon Moon is your cousin, or kid sister, or something. You are REQUIRED to take Moon Moon with you. You must keep Moon Moon alive. Moon Moon does not know what you are doing but is enthusiastic about trying to find out and help. It would be CHEATING to foist Moon Moon off on other people. Good luck!
Author's Comments
yes this is based on the "who invited moon moon" tumbr post. yes, i have posted it before. this is the cleaned up writeup.
In a reality shaped by beliefs, you must challenge your fellow players' worldviews through thought-provoking questions, fostering doubt and exploration.
Deity Creation:
Domain: Area of influence.
Manifestation: Physical appearance or way to be sensed.
Nature: Alignment or temperament.
Symbols: Symbols associated with your god.
Worship: Rituals and practices of your god's followers.
Blessings: Gifts bestowed upon followers.
Example: "My god is Susurri, god of whispers, manifesting as a cool breeze that carries voices far. Of neutral nature; symbols are loose feathers. Worship involves quiet self-reflection."
During your turn, roll a d6 and pose a question to another player related to the indicated characteristic (example: rolled 3 - "Are you sure your god is truly neutral? Whispers spread gossip and misinformation, that's pretty evil.")
Unbiased players determine how convincing your reasoning is on scale of 1 to 5, then the questioned player must roll above that number or be convinced and adapt their views.
Continue questioning until players begin to question whether they still believe in their original god.
Winning(?):
The game concludes when players collectively grapple with uncertainty, challenging the structure of faith itself...
(Bonus ponts for fully converting someone to your god)
Author's Comments
The previous one was mechanical so I tried something more narrative oriented
You are a hate-watcher of a rom-com TV series about a lecherous playboy, his love interest, and the wacky hijinks that ensue as the playboy matures into a worthy boyfriend. Somehow, you've been warped into the show as one of the characters—and the playboy has been murdered! Now, it's up to you to figure out who killed him and why.
Roles, warped character, murderer, and motive theme are randomized each game. Participants select their roles from a non-clear bowl and must come up with an explanation/alibi. Players must figure out who murdered the playboy within thirty minutes, or the culprit gets away with it and the warped character cannot return home. The warped character cannot be the murderer, nor can they declare themselves the warped character to dodge suspicion.
Roles:
-Love interest
-Co-worker
-Best friend
-Landlord
(More roles can be added as needed!)
Motive themes:
-Love (either platonic/familial, romantic, or sexual)
Setup: Players must be colocated in a space that contains multiple “composite” objects. (e.g. a broom, consisting of a broomstick and brush) Decide which player will be called “A” and which will be called “B”.
Play: Players alternate instructing each other to move the objects about the space. The two players refer to the objects in a way which depends on their role. A must use the composite whole's name, while B may only name the parts, referring to the wholes by this means. For example: A may tell B: ‘move the broom here,' and B may tell A: ‘move the broomstick and brush there'.
Play concludes when the players agree on whether or not their instructions are fundamentally different from one another, and if B's instructions consist of a “more analyzed” form of A's.
Optional extension: Before playing, make a table which maps each object to its components. Refer to this table rather than your memory during play. Do you still give the same orders and take the same actions?
Author's Comments
Game is based on Ludwig Wittgenstein, “Philosophical Investigations 1”, paragraphs 60-63.
2 Players | Requires 4d6 and something to take notes :)
==========================
Each player has five minutes to come up with and write down the names of three (or more if you want to play longer) spells.
The name of each spell cannot be longer than two words and MUST imply the spell's function. FOR EXAMPLE: “Brain Hemorrhage” cannot be justified as a teleportation spell.
For each round, reveal one of your spells to use against your opponent. Each player rolls 1d6 and the player with the highest number wins.
Players can roll extra d6s for a chance of getting a higher number based on three factors:
COUNTER (one player per round): Roll an extra d6 if you can justify your spell directly countering your opponent. FOR EXAMPLE: “Water Shield” VS “Fire Blast”
UNDERDOG: If you lost the last round, roll an extra d6.
HILARITY: Did someone laugh when you said your spell? Roll an extra d6.
If both players have the same number, the winner of the round is the person with the highest TOTAL number. If it's still the same, flip a coin.
Each spell can only be used once. After running out of spells the player who won the most rounds has defeated their opponent in the WIZARD DUEL!
You are a band of thieves heisting a wizards tower. Game for 2+ players.
You have an inventory, a 3x3 grid.
Items come in:
Small. 1 Space
Medium. 2 Spaces
Large. 3 Spaces
When putting an item in your inventory, all spaces have to be connected in orthogonal spaces.
Items are either valuable (x's) or magical (o's). If you ever have three of either in a straight line across your inventory, you either cut and run with your loot or explode, respectively.
One person is the wizard, all the others are thieves. When the wizard presents an issue, say if you want to solve it with cunning (valuable) or magic (magical) and flip a coin. If you solve it with cunning you succeed on tails, if magic you succeed on heads, then get an item of the opposite type. If you fail, you may expend an item of the same type you need to succeed instead.
Your goal is to fill up all of your inventories with items with no tic tac toes. If at the end you have more magical items than valuable ones, you become a powerful wizard. If more valuable than magical, you get to retire.
You are a:ship's crew | family of runaways | group of old friends | temporary allies | something else
You are being pursued by a worm. The worm cannot be destroyed. You must find out what it wants.
The worm is:a planet-eater | a robot | magical and unknowable | a regular earthworm | something else
Start by narrating a scene of narrowly escaping the worm. Players take turns until everyone has added at least one detail.
Your characters have a number of:hours | days | months | yearsequal to the number of players before the worm catches up.
Until then, you can try to prepare. Narrate how your characters fill the time.
When you face the worm again, each player in turn rolls 1d4 and asks a question of the worm about what it wants.
On a 1, you're completely wrong.
On a 2-3, you're on the right track, but missing details.
On a 4, you've got it exactly right.
Add all the rolls together. If the total exceeds 3x the number of players, you succeed in satisfying the worm. If not, it destroys you. Either way, narrate a brief epilogue, adding details as you did for the starting scene.
Characters are pro-wrestlers balancing real life and kayfabe.
Power: how much control characters and institutions (promotions, tv channels) have over their own destinies.
- Roll 1d6-1 (minimum 1) to determine the initial Power.
- For tests, roll 1d6: a result equal to or under Power represents a success.
- In other promotions, wrestlers' results are limited to their promotion's Power.
- When testing money or resources, wrestlers roll their promotion's Power.
Change: Changes can grow or diminish Power. Provoking meaningful Change can take time and, at the GM's or group's discretion, one or more successful Power tests. For every Change successfully provoked, roll 1d6: a 6 adds 1 to Power, while a 1 subtracts 1 from Power.
Change exemples
1. A big upset
2. New belt
3. New gimmick
4. Heel or face turn
5. New enemy, friend, or lover
6. New stable
Story prompts
1. A Power 1 veteran needs a Change to keep their job.
2. A loved indie star now needs big money.
3. A rookie's Change goes disastrously wrong!
4. A newcomer intentionally provokes a cascade of Changes.
Establish your characters. Every character should have the same general role (noble, celebrity, athlete, ect.) so as to better facilitate competition.
PLAY:
At the start of each round, a player describes an scene. At the scene, the characters will meet and will compete to see who is "The Best" at any particular thing!
During the round, every competing player stacks objects into a tower. Players may stop stacking objects at any time. The player who stacked the most objects wins the contest; if there's a tie, no one wins. If a player has won, their character gloats--then, a new round starts, with a new player setting the scene! Towers carry over from scene to scene, but previously stacked objects don't count for the new scene.
If a player's tower is to collapse, their character loses embarrassingly and must monologue on why their loss was not their fault, actually.
At any time, a player may leave the game. Anyone still playing the game may then proclaim their superiority over the leaving player. The game ends when only one person is left playing, who becomes the winner!
The World Outside is protostuff, unformed until it's spoken by you travellers.
Decide a setting - deep space? Fantasy world? Cyberpunk future? It's up to you.
Players then pick a title for themselves (try stick to one each):
Adventurer
Cartographer
Courier
Deserter
Explorer
Mercenary
Migrant
Passenger
Pilgrim
Rebel
Researcher
Smuggler
Tourist
Trader
Vagrant
Wanderer
If none of these fit, choose your own title. It should be a single word that indicates the reason for your journey.
Each traveller then describes their journey (agree how long each person gets) including any details below:
Where they've been
Where they're going
Who they met
Sights fantastic or terrible
Experiences grand and tragic
Let your title inform your storytelling.
Travellers should take turns building details about the world as they play, so going first may be daunting with nothing to build on. If you have difficulty deciding, the player who last took a long journey should go first.
Each traveller will ideally be interupted twice during their tale, by another at the table who can add a detail or expound on a point from their perspective on the thing being discussed.
When you are done, The World Outside becomes solid, and your travellers continue on.
Author's Comments
I have been noodling on this for ages, and I was always trying to come up with mechanical rules for who could interupt when, but I think the 200 word constraint works best for this idea. Can be played with 2 players if they want to pick multiple roles, but eh.
Obviously, the spirit of the 200-RPG exercise is to make a tabletop role-playing game, but I hope I will be excused a single-player text adventure RPG.
Everyone chooses an AESTHETIC that was not rolled. This AESTHETIC is ABSENT.
The WORLD needs SAVING. Describe it.
One player is the PROTAGONIST. The others are OBSTACLES.
Each OBSTACLE, in clockwise order from the PROTAGONIST, describes what they are and why they must be overcome. Once all OBSTACLES have had their turn, they each roll 1d6.
The PROTAGONIST rolls 3d6. If any combination of their d6 matches the first OBSTACLE's die, they WIN. Describe how. Otherwise, the OBSTACLE describes how they lose, and the PROTAGONIST describes how they try again before rerolling.
Repeat for every OBSTACLE. Once the PROTAGONIST defeats the final OBSTACLE, they have SAVED THE WORLD. Create a new world. The PROTAGONIST's role rotates counterclockwise.
Author's Comments
I may not be an RPG writer, but why not make a world generator hastily disguised as a rotating-spotlight isekai RPG?
Decide as a group what you are all late for - such as a job interview, a secret agent rendezvous, a wedding, etc.
Every player is dealt 5 cards. Play begins with whoever arrived last to the game session.
They describe their character and why they must be at the Activity on time. The player to their right will play one card from their hand and describe how the event affects the active player.
Hearts: obstacle to be overcome
Diamonds: time-consuming distraction
Club: helpful coincidence
Spade: lost item
The active player will rebut with a card from their own hand and narrate how they handle the event. If the number value is higher, they can make up as many minutes difference in values. If lower, they become even later by that difference. If the suits match, this number is doubled.
Play then proceeds to the left and continues around the circle until everyone's hand is exhausted.
As a group, narrate who made it on time to the Important Activity, who was late and by how much, and how this impacted the Activity.
You need 3+ players, a deck of cards (remove aces), paper & pen
Pick as many cards as players, approximately 1/3 black (the more black the harder), each draw one
Red = cooks
Black = saboteurs
Set a 2-minute timer
Choose a dish, sweet or savory, that you can add many different ingredients to (salad, fried rice, pizza, pie, soup...). Write down the base ingredient
Players take turn naming ingredients to add by drawing a card :
2-3 = Meat, fish, eggs
4-5 = fruits & vegetables
6-7 = dairy
8-9 = grains & nuts
10-Jack = condiments
Queen-King = herbs & spices
Joker = wildcard, pick something unexpected!
Write it then turn the page to the next player. Keep it facing down and play by memory - keep it quick, it's harder to remember everything!
Saboteurs must try to subtly mess up the recipe by adding weird things or having too much ingredients
Cooks must try to unmask them : if a saboteur is unmasked they are kicked out of the (imaginary) kitchen but if a cook is wrongly accused they stop playing this round
After the 2 minutes, turn the page over and have a vote to decide if you'd eat it: if you would, cooks win, if not, saboteurs win!
A single row of a grid, preferably taken from the mat you're playing on.
A set of polyhedral dice.
A token, Sisyphus.
Time to waste until it's your turn.
Setup:
Figure out what you're doing on your turn. Whatever game you're playing has priority over this one.
Take a D20 and place it with the 1 face-up somewhere on the right half of your grid. This is Sisyphus's boulder, the preceding space is your objective.
Choose a space on the left half; place the token there. You are Sisyphus, recovering after the latest setback.
Play:
Choose a non-d20 die and roll it. This is your enthusiasm for the task ahead.
If it was a 1, you contemplate the enormity of your task, move back spaces equal to your boulder, then set it back to 1.
If it's more than the remaining spaces, do not move. You need your energy for what's to come.
Otherwise, move forward that many spaces.
Add 1 to the boulder.
Return to step 1.
Conclusion:
If you arrive at the objective before your turn, Sisyphus is ready to roll the boulder. You may imagine him happy.
Author's Comments
I tried to formalize the little games I play while waiting between turns in Pathfinder. The title doesn't seem to fit at first, but it's an allusion to how hard it is for me to get things done on a bad day. Note you don't push the boulder; this entire challenge is about getting ready to push the boulder. Sometimes it's a struggle just to get ready to do something orthogonal to the task looming ahead of you. Completely unrelatedly, I'm writing this instead of packing for a move.
You all have my permission to archive this off-site, modify, and/or share it.