Tumblr 200-Word RPGs 2025

This page is an archive of entries into an informal 200-word RPG game jam conducted via Tumblr throughout November of 2025. All entries are the property of their respective authors, and are included in this collection by the gracious permission.

Note: some author's comments have been edited to omit word count confirmations, archival permissions, and other administrivia.

Thread: https://www.tumblr.com/200-word-rpgs/801748237938769920/

Table of Contents

fine, fine!

200-Word RPG: Make a 200 word RPG

For 2-4 Players

You need

  • Shared paper and pencils, or a shared online document, with a copy of these rules.

To play:

  • Players take turns in the reverse of the order they arrived to the location of paper, or to the document.
  • To take a turn, add a word to one of these rules or remove a word from one of these rules in this bulleted list.
  • Players may not add new bullet points to this list.
  • Objective statements in this list, that can be sensibly parsed, are true.
  • The objective of the game is to add the 201st word to these rules.
  • Numbers are not words. Thus, numbers cannot be added or removed from these rules during your turn.
  • Players are encouraged to be exceedingly pedantic when espousing for their interpretation of these rules.
  • These rules are 150 words long.
Author's Comments

you can archive this one.

the point of this game is to cause long semantic arguments between friends. please enjoy :)

Source: tumblr.com/rasalhage/801702488898142208

220 word EVIL rpg

(Archives OK)

A game for 1.

You are an evil game editor. First, find a 200 word RPG. You must add 20 words anywhere in order to ruin the game. To choose how you will ruin the game, roll 1d66 on the following table.

This game is bad because it is:

11: Physically hazardous 12: Emotionally hazardous 13: Morally objectionable 14: Illegal 15: Illegal (Physics) 16: Illegal (Robotics) 21: Impossible to play 22: Impossible to read 23: Impossible to interpret 24: Overly blasphemous 25: Overly pious 26: Overwhelmingly stinky 31: Overwhelmingly slimy 32: Not a game 33: Not an RPG 34: Sentient 35: Annoying 36: Tedious 41: Hard to schedule 42: Too difficult 43: Too easy 44: Too expensive 45: Radioactive 46: Emotionally unstable 51: Overly plagiaristic 52: Not plagiaristic enough 53: Evil 54: Not evil enough 55: Too expansive 56: Too narrow 61: Socially conservative 62: Fiscally conservative 63: Untruthful 64: Propagandistic 65: Derivative 66: Environmentally destructive

Additionaly, roll 1d6. You can:

1: Change all instances of 1 word to another 2: Change all numbers 3: Change 10 words 4: Change any words to rhyming equivalent (dice -> mice) 5: Change the title & author notes 6: Gain 10 words

Author's Comments

The idea this year was to try and fit a whole d66 table into the word limit (as well as of course fulfill my desires to create stupid meta bullshit, as is the case every year.)

Source: tumblr.com/nyalaholic/799129201388273664

700-Word Death Game (700WDG)

Requirements: 2 teams, 1d20, 1d8, 1d12, writing supplies.

Play: 3 duels + 1 final stand-off. First, establish setting: eg. samurai duel, pillow fight, intergalactic war, intergalactic samurai pillow fight…

Duel: Teams roll 1d20. Higher number is "Prepared", receives 1d20. Lower number is "Unprepared", receives 1d12. Teams write 50-word backstories (training, history, etc…). Both roll. Highest score wins, unless Prepared team rolls ≥5x the Unprepared team: then, Prepared loses. Winner writes 100 words describing their victory, loser writes 100 words describing their failure, eg. psychological weakness, sneezing as the swords collided… Loser rolls 1d8. If <4, victor meets an unhappy end. Otherwise, a happy end. Loser describes this in 50 words-which the victor subverts in 50. Repeat 3 times with different characters.

Final Showdown: After 3 duels, overall winner receives 1d20, while loser receives 1d8, using characters from previous duels. Both roll, highest wins. Loser describes the showdown's first half in 100 words, while the winner describes the second + ending in 100.

Eventually, each team has 700 words, and hopefully ideas for more words.

A condensed version is played with one duel, or 200 words.

Author's Comments

Authors' notes:

  1. I allow this entry to be stored off-site, with credit, indefinitely.
  2. Never doubt the 23:59 submission ability of a university student
  3. This is more of a writing exercise than a proper RPG, but I think it fits well enough, and hopefully puts a fun spin on writing-as-play.
  4. Also, originally, this was supposed to be a 200WDG, without any of the final showdown or repetition stuff--but, as seems to be common, I got carried away...

Source: tumblr.com/orlayton/801704678945669120

777 Sepulcher

You are here to explore a dark foreboding dungeon. Treasure is abundant but paths are twisting, and chances to return to daylight are rare. Your goal is to return alive, at a profit.

Begin with 7 hearts and 7 coins. Roll 2d6. On 7, end the game or continue exploring. (You do not know when you will next see an exit.) On all others take the results and roll again.

At 0 coins, further coin loss is heart loss. At 0 hearts, die. (Game ends.)

When you leave, your final coin count is your score. (Final heart count breaks ties.) But death is worse than 0 coins. Compete with other explorers, or with yourself.

  • 2: Witch (Swap coin/heart values.)
  • 3: Ghost (-2 Coins)
  • 4: Trap (-1 Coin)
  • 5: Chest (+2 Coins)
  • 6: Bag (+1 Coin)
  • 7: Exit (Leave or continue.)
  • 8: Monster (-1 Heart)
  • 9: Demon (-2 Hearts)
  • 10: Potion (+1 Heart)
  • 11: Scroll (+2 Hearts)
  • 12: Boss (-3 Hearts and +3 Coins)

CASINO VERSION: place 7 1-chips as hearts and 7 10-chips as coins, gain and lose chips as you play. Cash out the coins by leaving alive. (House keeps hearts.) House keeps it all if you die.

Author's Comments

I have no idea if the casino version is profitable for the house to run, someone will have to run the math for me on that. Maybe fantasy world casinos are non-profit.

OK to archive off-site!!!

Source: tumblr.com/ruinousnostalgia/801580273077731328

Abridged Edition

Choose any TTRPG rulebook that contains core game rules (not a bestiary or splatbook). Roll 1d100, and go to the page number matching what you rolled.

Starting at the top of the page, find the first sentence beginning with "If", "When", "At", or "While". If there are none, continue on to the next page until you find one; if you reach the end of the book, either continue scanning from page 1 or select another rulebook and try again. Write down the sentence elsewhere; it is now a rule in your brand new TTRPG!

Roll 3d4 and repeat this process that many times to create your full rulebook (if the same rule is rolled twice, reroll the 1d100). Give your new system a fun and thematic name. It's up to you to try and make a coherent game out of this; players are encouraged to argue for their personal interpretations. Good luck!

Source: tumblr.com/corvimae/799057671939571712

Addled Parliament

Serious Politics for 5+ players

At game start, elect a President, who chooses Issues and appoints Premiers. At end-of-round, anyone may impeach the President. If a majority vote to impeach, the impeacher becomes President. The President appoints a Premier, who proposes Legislation, for one round. Nobody can be reappointed until everyone save the President has been Premier. Everyone else are Backbenchers.

The President generates three random nouns, choosing one as the Issue.  The Premier determines an Action (1d6) on the Issue, creating Legislation.

Actions:

  1. Ban it.
  2. Legalize it.
  3. Make it mandatory.
  4. Declare war on it.
  5. Introduce a constitutional right to it.
  6. Exile it to Antarctica.

The Premier makes a five-minute speech in favor of the Legislation. Anyone using second-person pronouns is Censured and cannot vote that round.

Each Backbencher asks a question to the Premier, who responds briefly.

Next, all MPs, save the President or anyone Censured, vote. A majority in favor enacts the Legislation; otherwise, it fails. The President breaks ties. Handle impeachment, then pick Issues and Premier for the next round.

MPs win by passing Legislation thrice. If everyone has been Premier five times with no winner, the President wins.

Source: tumblr.com/decidedlyunpoggers/799178136942166016

Ah, Great, I Spent All Month Waylaid by My Mental Health and Now There Are 48 Hours Left in This Stupid Game Jam but I’m Still Over Six Weeks Behind on Lecture Notes and I’d Like to Not Fail AbPsych

Materials:

  • Notebook (lined)
  • Pencil
  • Lecture slides (not necessarily for AbPsych)

Start with: 2 Notes, 0 Game, 48 Hours

You may either Take Notes, or Write Game.

Take Notes:

Wager a number of Hours. Set a timer for that many minutes. Take notes from lecture slides until time. Count the number of fully written lines and divide by minutes (round down).

<3 lines/min: Lose Hours. 3 lines/min: Lose Hours. Gain Notes = ½ Hours. (Round up.) 4–5 lines/min: Lose Hours. Gain Notes = Hours. >5 lines/min: Lose Hours - 2. Gain Notes = Hours.

Write Game:

Wager Hours and take notes as above.

<3 lines/min: Lose Hours. Lose Notes and Game = Hours. 3–4 lines/min: Lose Hours. Lose Notes and gain Game = ½ Hours. 5–6 lines/min: Lose Hours. Lose Notes = ½ Hours and gain Game = Hours. >6 lines/min: Lose Hours. Gain Game = Hours.

When Hours or Notes = 0, the game ends.

If Game is 10 or more, you finished your game!

If Notes is below 24, YOU FAIL ABPSYCH.

Author's Comments

Permission granted to archive offsite.

Anyone who opts to attempt this game should note that, while I tried to come up with fair thresholds for success and failure, I am a little preoccupied as the title suggests and don't have the time or mental capacity to do any sort of simulation beyond some basic math and timing myself for five minutes to find I averaged around four written lines per minute at a comfortable if dedicated pace. If your handwriting is particularly cramped, you may need to adjust. If you think you have better numbers than me, I'll hear them.

Totally not based on a true story. I'm doing fine in AbPsych. I think.

Changelog:

  • Like 5 minutes before the end of the jam: Clarified the direction of rounding (round down for line averages and up for halving Hours)
  • 1.5 hours after the end of the jam: In light of playtesting, eased up the requirement to Not Fail AbPsych (threshold moved from 26 to 24), clarified the threshold to win (finish the game) at 10 or more rather than implying greater than 10

Source: tumblr.com/strixcattus/801536896808435712

All Sports are about Finding Narratives in RNG

Required: a lot of d6s and some other polyhedral dice. Paper, pencil, erasers.

Optionally: friends eager for sports drama.

Build your League:

League consists of 8-12 teams. Most of them have d6 Scoring, and d6 Defense. Underdog team has d4 in both. The Reigning Champions have d8 in both. Stone Wall d4 Scoring and d10 Defense. Name the teams at the start of the seasons, or as they come up in your schedule.

Off-Season Training:

For each Team, roll both Dice. On result of 1 increase the die size. Decrease the die size on roll of 6+. Record changes, discuss Watsonian explanations, make predictions and speculate.

Conduct Season:

To Score a game: Pick 2 Teams. Roll both team's Scoring Dice, then roll and subtract Defense Dice from opponent's Score. Round negatives to 0, then record Final Scores. Ties earn 1 point towards Championship, Victory 3, Loss 0. After all teams have played same number of games against different teams, end Season.

Run Championship:

Compile Semi-Finals brackets from Top 4 from Teams with most Championship points. Re-roll tied games for Championship bracket. Title game is best of three.

Repeat?

Author's Comments
https://imgs.xkcd.com/comics/sports.png

xkcd explaining my line of thought.

RIV Blaseball

I consent to my submission being archived off-site for posterity.

Source: tumblr.com/northernweird/800330067815350272

Alvins & Chipmunks

One player will act as the DM (Dave Master) who controls the game. Other players will be Chipmunks.

Chipmunks align themselves with one of three primary signs and roll 3d6 for rolls of that type. Chipmunks also have a secondary sign, for which they roll 2d6. The remaining sign is 1d6.

Alpha: Showmanship, leadership. Sigma: Intelligence, responsibility. Tau: Kindness, empathy.

When performing a difficult or important action, roll based on which sign best represents it. 4 and 5 are successes, and a 6 counts as two successes and removes 1 Chaos. A 1 gives the Chipmunk a point of Chaos. Most actions require 2 successes to be carried out, but more difficult actions may require up to 6. Chipmunks may also help each other, adding their dice pools together. However, they both receive any Chaos.

Chaos is a measure of how much trouble a Chipmunk is causing. Chipmunks may give other Chipmunks Chaos if they were to meet or exceed 3 points. If a Chipmunk has 3 Chaos points, Dave appears and yells their name. They have three actions to reduce their Chaos, else Dave scolds them and removes them from the game until the next scene.

Author's Comments

You may archive this off-site. I think this is around the quality that the Chipmunks deserve. Good luck running this lol

Source: tumblr.com/boksmanthemighty/801389671996358656

AMARANTH.

an eternal play-by-post RPG.

when you begin: create a group chat or forum. hide it. turn off notifications. you are immortals. one day in real life is one year in the game. define what year the game starts in, and who you were before becoming immortal. characters start with three relationships {important people} and three keepsakes {important items}. keep track of these on paper, alongside the year they were gained. hide this as well.

you can stop playing at any time, but the game never ends.

whenever you forget about the game and remember it again, you may return. read what happened while you were away. select one and write about it: -gain a relationship. -lose a relationship. -any relationship over 50 years old must be lost if possible. -gain a keepsake. -lose a keepsake. -experience a moment of beauty. -experience a moment of melancholy. when you select one, cross it off. once you have crossed off four, reset. respond to another player's actions if possible.

when you return after more than 100 years: lose all relationships. perform the above procedure. select one and write about it: -create a work. {a great project.} -gain a mastery. {a honed skill.}

Author's Comments

AUTHOR'S NOTES:

  • this game is inspired by 'Til Death Do Us Blart, The Game (folk game), 17776, and the tendency of collaborative creative projects to fizzle out (and the thought "what if the fizzle-out was part of the game?")
  • yes, this is the very first game i've finished since last year's 200-word rpg jam (and my second game ever to post to this blog). i uh. i don't have an excuse
  • this RPG is exactly 200 words
  • this RPG is ok to archive
  • EDIT: goddammit i just thought of a really good third option for the 100 year list. you can just pretend that i added "-reinvent your identity" as well (and deleted 3 words elsewhere)

Source: tumblr.com/lobstergames/799165017620676608

ANIMA RPG

You play as ANIMISTS, aristocrats learned in The Craft to create LIFE with Anima - or one's CONSTRUCT; partner, weapon, and/or captive. Defeat rivals, hunt Anima sources, transform. Gamemaster narrates.

Animist, define your Construct's SUBSTANCE.

FLESH (e.g., feathers, scales, human bodies (forbidden)) - Favors GRACE & ADAPTABILITY. ARTIFICE (e.g., iron, books, porcelain (vulgar)) - Favors STRENGTH & LOGIC. NATURE (e.g. fire, clouds, anima-slime (unstable)) - Favors a variety of MAGICS.

Construct, describe your Animist's CHARACTER.

FAMILIAR (a lover / parent / child) - Pleasing your Animist adds +1 die. COLD (a commander / superior / tool-user) - Obeying a command adds +3 to results; cannot directly disobey Animist. CURIOUS (someone / playing / God) - Acting without restraint adds +2 die.

On difficult actions, Constructs roll 2d6, d8s if favored. 9+ succeeds.

2+ dice showing the same face causes instability - wounds only repairable by The Craft. Each inflicts -2 to rolls, three means death.

Animists instead always roll d10. +6 against their Constructs.

Knowledge of The Craft plus a source of Anima (Other Animists & Constructs - rarely, Crystals or Wellsprings) may evolve Constructs. Make or remake a mutation / module / quirk; if useful to an action, roll another dice and swap results if necessary. These dice may still cause instability.

Author's Comments

Off-site archival approved! This was hashed out over the course of about a day, though it's based on a pre-existing setting that only exists in my head. Not playtested, though thought was put into the way the mechanics work, I should hope. Would not be nearly as refined if it wasn't for the help of @trillium-eclipse, @lightless-shores, and @blank-me-out (tempest).

If anyone likes the look of silly little game and wants to hear what little I have of the setting behind it, feel free to DM me!!!

Source: tumblr.com/earthcivet/800941900279480320

Animal Collective: Or how I learned to stop worrying and love the play

 

A game by Omivel

 

You will need: a variety of animal masks, several weirdo’s, and a situation to put yourself in.

 

While you wear an animal mask you have the power to act in accordance with that animal's personality. 

 

You may change into a different mask that is unworn at any time. 

 

When you set down a mask you must declare something that is true about that mask's personality. Address the whole room as you do so.

 

When you notice that another player is not acting according to their mask's personality you may state it outloud and say how they have failed to live up to their nature. Swap masks with them, and then you must perform the task that they were doing but in better accordance to that mask's personality.

 

Play this game while performing some sort of task such as:

 

Getting groceries

Going to work

Crashing a wedding

Visiting an Art Gallery

Robbing a Bank

Dumpster Diving

Attending a Protest  

Having a Picnic

Viewing an Opera

Building a Shed

Having a Potluck

 

Play ends when you are chased off the premises, and perhaps then some.

 

Author's Comments

Please archive.

 

I had surrealism on the mind this year so I made a silly little détournement/culture jaming sort of thing

Source: tumblr.com/omivel/799214118599081984

Anonymous Bird Diversion

You are a horrible bird with horrible plans.

Each Scheme has its Goal, what you hope to achieve by your actions. (An example Scheme is "distract human, then move tool" with its Goal "rake in the lake".) Some Goals may require multiple Schemes.

Each Scheme begins with 0 Progress. Establishing a Scheme doesn't take a Roll.

To further a Scheme, Roll.

  • result < Progress: decrement Progress
  • result = Progress: no change
  • result > Progress: increment Progress
  • result = maximum: increment Progress twice OR increment Progress for this and another Scheme (this counts as attending to it)

By default:

  • dice to Roll is a d6
  • a Scheme achieves its Goal at 5 Progress

You can have any number of Schemes running at a time.

If a Scheme has gone unattended for five or more Rolls, decrement its Progress each Roll it's neglected, until it hits zero or it's attended to. Scheme deterioration goes by Rolls total, not tracked per player. You can maintain a Scheme; this counts as a Roll with automatic result "no change".

If you've achieved five Goals in one location, the humans have been sufficiently annoyed, which opens up new opportunities.

Author's Comments

This is okay to archive off-site.

The past weekend was the first time I was able to properly play Untitled Goose Game, despite having watched playthroughs of it roughly a million times, and it was… enlightening (also a great deal of fun). This here is my attempt at translating my experience of the game, where sometimes what you try will fail or backfire, and you can't rely on something staying how you arranged it, if you leave it be for long enough.

I didn't retain much from my ill-fated attempt at majoring in computer science, but I did remember the concept of "increment/ decrement" means "increase/ decrease by one", which saved me some words.

Source: tumblr.com/pomrania/800230270868570112

ANXIETY: TROUBLE IN ALEPH FACILITY

(1 GM, 1+ Players)

Players: Choose your Fixer's Secret Society and Mutant Power. Tell the GM. The GM gives you a Society Mission in secret, and tells you what your Untested Technology is.

Draw 3 cards. Hold them facing away from you, without looking. You can absolutely trust your fellow players to tell you what's in your hand.

The GM describes a Goal from Pal Calculator, and various problems in the way.

Fixers declare a target (person, object, situation, other Fixer) and play cards; when they do, they use the associated skill on that target. This may make things better or worse. Either way, they draw a card.

If a Fixer dies, a clone replaces them.

SKILLS

2: Shooting 3: Shooting 4: Athletics 5: Stealth 6: Computers 7: Wetware 8: Bootlicking 9: Bureaucracy 10: Shooting J: Untested Technology Q: Secret Society (illegal) K: Mutant Power (illegal) A: Complex History (illegal)

SCORING Once the Goal is complete or FUBAR, each Fixer tallies their score:

1 for each time they helped with a card -3 for each death 5 if they completed their Society Mission 5 if the Goal succeeded

Highest score gets a new color jumpsuit. Then, start the next mission.

Author's Comments

OK to archive off-site.

I tried to fit Paranoia into 200 words, though I've never played it. This is the result.

I would say that 200 word RPGs trend toward the slapstick but honestly I think it's just me.

Source: tumblr.com/ringedretrospective/799170011313881089

Anyway I Think It’s Kinda Fucked Up How The Queen Did That To JFK

A Game About Not Killing The President

Materials: at least two players, a GM, notecards, and a number of d6s.

At the beginning of the game, the GM chooses a target and a major event they are participating in. After the target is announced, each player writes down on a face-down notecard what they want to do to that target (that isn’t killing them) during the event. Assume all other characters share your character’s goal. You may only use the euphemism “get them” when referring to your goal.

Whenever a character attempts something the GM deems difficult, roll a d6. On a 4+, they succeed. If it seems especially difficult, they only succeed on a 6+. Any time a character fails a roll, another character may attempt to save it. To do so, they describe their saving action, making a new roll themself, rolling one additional die and taking the lowest result. Any number of characters may attempt to save, rolling an additional die for each failure before them. All characters who attempted a roll share consequences.

Characters start with 2 skills. These grant a +1 to all dice rolls in very specific situations (Climbing Buildings, Reading Ledgers, Talking to Cops, etc.) Up to two skills can apply. Whenever a character successfully saves an ally’s roll, they gain a skill.

Author's Comments

this is a spin on a very specific anti-joke that I ran into the ground a year or so ago. being an anti-joke, it was extremely popular inside my own head and with my dipshit friends and nowhere else.

the goal with this one was hijinks generator 2025. I admit there isn't a very clear endpoint to a given game, but I think that's fine.

first one of these I've done that's actually meant to be played semi-seriously (by which I mean its more than a single dice or logic mechanism), and I'm actually somewhat proud of the fact that I managed to include a rudimentary character progression system within 200 words. you could theoretically take characters from game to game this way.

The first ever character for AITIKFUHTQDTTJFK (only permissible abbreviation) is Jethro Williams, whose tag skills are Catching Snakes and Buying Weed, and who intends to ____ Martha Stewart. we don't know how digging through her trash is going to aid this goal yet. we may never know.

I am okay with this submission being archived

Source: tumblr.com/moon-of-curses/799228794249560064

ARE YOU A MEMBER OF THE PURPLE REVOLUTION?

When you join the game, secretly choose a team: "Revolutionaries" or "Secret Police." Once a week, ask a friend, "Are you a member of the Purple Revolution?" If they say no, show them these rules and ask them to join. (They can refuse to play.) TO END THE GAME AS A REVOLUTIONARY: Attend a dinner with at least three other people whom you believe to be Revolutionaries. At the end of dinner, shout in unison, "The Purple Revolution has begun!" If there are no Secret Police present, everyone present wins. TO END THE GAME AS SECRET POLICE: Attend a dinner where someone shouts, "The Purple Revolution has begun!" Reply with, "Not so fast, rebel scum!" All Revolutionaries present lose. All Secret Police present win. WHEN THE GAME ENDS FOR YOU: If you won, your score is equal to the number of Revolutionaries present. If you lose, you score zero points. Either way, you are now out of the game until someone asks you if you're a member of the Purple Revolution. IF YOU'RE OUT OF THE GAME AND SOME PEOPLE SHOUT THAT THE PURPLE REVOLUTION HAS BEGUN AT THE END OF DINNER: Shout back, "I left that life long ago!"

Author's Comments

Author's Notes:

I hereby grant permission to share, copy, or remix the rules of this game (the rules themselves require it to play).

I hereby grant permission to archive this game off-site.

Source: tumblr.com/capriceandwhimsy/799342843014660096

The Art of Dumpster Wizardry

You are MAGICIANS! You use MAGIC ITEMS to solve problems. Unfortunately, you got these items from the BARGAIN BIN at the MAGIC STORE. The ITEMS are represented with ADJECTIVES and NOUNS. 

One player presents a PROBLEM. Clockwise from them, each player will decide whether or not to solve the PROBLEM with an ITEM. If they do, they create the item by combining an adjective and noun, then argue why it will work. If a majority of players votes it succeeds, that player wins a point. Another player may intercede with their own magic item to attempt to solve the problem better; they get the point if this succeeds. Regardless of success or failure, any introduced magic items will remain for the rest of play. After a round is complete, the next player clockwise presents the next scenario.

To get your ADJECTIVES and NOUNS, roll a D20 12 times, six times for each table.

The adjectives (as 'of [x]'):

  1. Energy
  2. Burning
  3. Shocking
  4. Shrinking
  5. Growth
  6. Seeing
  7. Calling
  8. Feeding
  9. Construction
  10. Protection
  11. Extension
  12. Holding
  13. Healing
  14. Wounding
  15. Stopping
  16. Speed
  17. Weight
  18. Flight
  19. Holiness
  20. Egg

The nouns:

  1. Wand
  2. Sword
  3. Ring
  4. Bow
  5. Orb
  6. Tablet
  7. Axe
  8. Knife
  9. Bowl
  10. Instrument
  11. Hammer
  12. Shield
  13. Rope
  14. Bag
  15. Boots
  16. Charm
  17. Cross
  18. Gem
  19. Lantern
  20. Egg
Author's Comments

Right, well, here's my crack at it. I actually wrote this 8 months ago, but of course couldn't submit it until now. It is exactly 200 words by Google Docs' word counter. I did not playtest it or edit it so I'm not expecting it to be good by any stretch of the imagination; I just wanted to submit it anyway.

I would like this to be archived. If anyone wants to do something with it they have my permission, by dumpster-dive rules (it is my trash, it may be your treasure).

Source: tumblr.com/manorinthewoods/799241630831067136

“At last, I have you in my power!”

A dramatic story-telling engine for 2 players

The VILLAIN has captured the HERO. But the HERO might have their own plans.

Agree on setting. Name and gender your characters as you like.

Decide on each side’s agenda, and the Skill they are using to enact it.

Examples:

Subvert with PERSUASION

Interrogate with INSIGHT

Seduce with CHARM

The opposing side gets a corresponding Defense, and a Resource.

Examples:

WILLPOWER to maintain INTEGRITY

TRICKERY to maintain DECEPTION

RESISTANCE to maintain VIRTUE

You may prepend HEROIC or VILLAINOUS to any stat as appropriate.

Distribute 12 points among your three stats, to a maximum of 5.

VILLAIN goes first, becomes Active party.

Active party: Roll D6, adding Skill. Describe your attempt.

Reactive party: Describe your reaction. Roll D6, adding Defense.

Higher number wins. If Reactive Party loses, they deplete one Resource.

Describe the result. Switch Active and Reactive, and repeat.

Whoever runs out of their Resource loses. Describe the fallout.

Optional: give the other player a bonus for particularly good roleplaying, up to +4.

Optional 2: on a roll of 6, regain one Resource.

Author's Comments

188 words, including title. OK to archive off-site

Source: tumblr.com/meagenimage/801179942506364928

AUGURY

1-4 players, d8 or 8 cards, writing material, good view

You are Oracles beseeched by a Hero facing a Difficult Situation.

Take turns describing the Hero and Difficult Situation.

When satisfied, spend twelve (not necessarily consecutive) hours observing a Birds.

Each Oracle notes down:

Action: Describe three things a bird may do. The first time each behaviour is observed, make an Action Token.

Plentitude (P): The largest number of birds seen at once

Variety (V): Number of distinct species of birds

Mystery (M): 3 points for species you cannot identify, 7 for species you haven't seen before

Afterwards, compare notes. Spend Action Tokens to add +3 to any of your or another Oracle's PMV stats.

Take turns describing the Hero's potential destinies as follows:

Lowest P+V+M: Doom

Lowest Plentitude: Destitution

Lowest Variety: Loneliness

Lowest Mystery: Fame

Highest Plentitude: Wealth

Highest Variety: Community

Highest Mystery: Discovery

Highest P+V+M: Glory

Roll a d8 or pull a card for the Hero's true ultimate destiny. In reverse order, skipping that destiny, each Oracle describes how the Hero avoids their Destiny.

The Oracle whose destiny comes true then describes how the Hero feels about their journey.

Author's Comments

Should be 200 words!

This game may be archived off-site.

Have fun bird-watching!

Source: tumblr.com/caw-oticdork/801353618311790592

Bag O' Bones

You are skeleton number 1. Pick a name.

The Lichlord died, you're free, your friends are scattered.

Your tools are a 6-sided die, a notebook and pencils.

At the end of the notebook, make a d6 table, each entry bearing the name of a playing card that you own, drawn from its shuffled deck. Use as many different decks from different games as you can.

Every day, roll your die on the prompt table and write something in the note book based on the rolled entry.

If you roll a 6, a new skeleton joins you, with a name and an unclaimed number between 1 and 6. You gain a die, and make a new table for that die. Starting now, write events based on all rolled entries from each table.

If you roll doubles, the skeleton with that number somehow gets hurt and leaves. Write it with today's event with that in mind, discard its die and blackout its table.

If skeleton number 1 leaves, you leave! Give your dice and notebook to someone else, and have them play one of the other skeletons, becoming number 1.

When your merry band has 7 skeletons, they're all finally safe.

Author's Comments

Aaaaand that's another slam dunk if I do say so myself! 200 words exactly (we're not counting the titles right?)

I wanted to try to make the smallest pass it forward journaling game I could, and I'm happy to say I succeeded!

Oh and I would like this to be archived off site.

Source: tumblr.com/ribstongrowback/800079690427744256

Bat Outta Hell: Roadtrip Edition

You are a bat of some description. You are in a clapped-out road trip van/RV. You have just escaped the ninth circle of hell, and are driving hell-for-leather to get all the way out of hell. You have no previous familiarity with any other occupants of the vehicle. 

Roll a d10 to see which sin you committed to get you into hell:

1 - Pride

2 - Greed

3 - Lust

4 - Envy

5 - Gluttony

6 - Sloth

7 - Wrath

Re-roll anything other than 1-7.

At each gate to the next circle of Hell, roll a d6 for your excuse to cross.

1 - Delivery

2 - Orders from the Big Guy Downstairs, wink-nudge

3 - College visit

4 - Dante situation

5 - Administrative error

6 - Just try to send it through the gate

The gate attendant also rolls a d6. If it is the same as your roll, they buy your excuse and you’re free to go. If it is lower than your roll, they’re suspicious and you have to improv and convince them it’s legit. Pick another party member at random to be the gate guy for this. If it’s higher than your roll, you get kicked back a gate. Get outta hell, you’re winner!

I consent to this being archived off-site.

I consent to this being copied, saved, remixed, reposted, hacked, or anything else you want to do with it. Go nuts.

Source: tumblr.com/mrdoobofold/801691224103895040

Bedbug simulator

2+ players

You'll need: graph paper, 8-sided dies, colored pencils or markers

You are bedbugs. Your goal is to bite a human.

Each player assigns a number to the eight directions one can move on a square grid. Each chose a different-colored pencil or marker.

Each player chooses a starting square on one side of an A4 sheet of graph paper. Cross that square. Each player rolls twice and move accordingly by coloring the previous square and crossing the new one.

If you move off a side other than the opposite one, you're not hungry and you peace out.

If a player lands on an already colored square, they have triggered a hazard (house centipede, diatomaceous earth, Beauveria, assassin bug, sticky trap…). If they can't bite a human within five turns, they die. If the square is crossed by another player, both players are affected

You win if you are the first to bite a human or the last bedbug still alive.

Author's Comments

Again inspired by pest-related goings-on in my apartment 😒

Archival is approved

Source: tumblr.com/bossarmadimon/799329790118199296

Beer and Broadswords

By Adrift Press                                                             

NEEDS: 

  • Napkins 
  • Pens 
  • Coins 
  • Booze 
  • 2-6 players: Everyone but one - BEEROES (Beer Heroes), one - BM (Booze Master)

 

BM chooses drink to be MONSTER. MONSTERS have:

  • HP - ½ price, dollars, round down. Hit = 1 damage.
  • Evasion - Heads flipped in row to hit. ½ # ingredients, round up.
  • Attack - Attacks per turn. 1/10 Alcohol %, round up.
  • Some hunt in packs, or have special powers. 

 

BEEROES have same. 

Starting: 2 HP, 1 Evasion, 1 Attack. Get 2 points after fight. Spend to increase:

  • 1 HP per point
  • 1 Evasion per 2 points
  • 1 Attack per 3 points
  • Keep unspent. 

BEEROES have Drunkenness, 0-6. 1 Drunkenness = 1 re-flip each turn. Drunkenness resets to 0 after fight. 

CLASSES:

  • Fighter - Sip: +1 Drunkenness, heal 1 HP. Eat: next MONSTER attack targets only you. 
  • Wizard - Finish drink: +1 Drunkenness permanently. Extra attack per 2 Drunkenness. Eat: Empower next attack: 2 damage, extra heads needed to hit. 
  • Healer - Sip: +1 Drunkenness, heal 1 HP to ally. Unlimited Sips per turn, unless at 6 Drunkenness. 

 

BEEROES act, then MONSTERS.

On their turn, alive BEEROES do one:

  • Attack: Flip equal to Evasion. All heads = hit.
  • Sip: Class power.
  • Eat: -1 Drunkenness, heal 1. 3 uses each fight. 

 

MONSTER loses - BM drinks it.

BEEROES lose - one player volunteers to drink MONSTER. 

Either way - BEEROES heal fully.

STOP playing when too drunk.

Author's Comments

Common Sense Guidance, Optional Rules, Acknowledgements, and Author’s Notes: 

  • This RPG is okay to archive off-site.
  • Drink responsibly! You know your limits best, don’t overdo it. If a fellow player seems too drunk to continue, stop playing and ensure that they are okay. 
  • Don’t drink and drive! 
  • This game is great for playing at a bar. When doing so, be sure to play at a reasonable volume and be mindful of the staff and other patrons. Additionally, tip well. 
  • Wizards don’t have to chug their drink when they take the Sip action. They can instead take the Sip action to “lock in” drinks they already finished at a reasonable pace. 
  • The special powers of the monsters should be fun and largely not gameplay related, like forcing players to not take their hands off their drinks while the monster is in play, forcing players to not use words with a certain letter, forcing players damaged by the monster to eat spicy foods for each hit taken, etc. 
  • The balance of this game might be a little wonky. Feel free to experiment with balancing the MONSTERS as you see fit. The provided formulas for their stats are recommendations for a quick way to stat them, not definitive rules. 
  • For some example MONSTERS, check out our Monster Manual on itch! It features ten MONSTERS, each with unique art and special traits!
  • Optional Rule: whenever a coin is dropped to the floor, it cannot be picked up. The game ends when all coins are out of the game this way. All coins taken out of the game this way must then be tipped to the bar you’re playing at, or given to the next unhoused person you see, if you are not playing at a bar. 
  • If you are reading this in the plain text version, check out the illustrated version and monster manual on the game’s itch page!
  • All art was done by our amazing artists, @sheyhazzu and @feedbackmelody!
  • Writing was done by L.K. of Adrift Press. 
  • Please follow us on tumblr at @adrift-press and Bluesky at @adrift-press.bsky.social.
  • Special thanks to our friends Tap and Moxie for proofreading and feedback, and to @prokopetz for organizing this jam. 
  • We used wordcounttool.com to count the words in the text of the rules, which came out to exactly 200 words, not counting title, authorship, and this section.

Source: tumblr.com/adrift-press/801615386056474624

BETTER CHESS

People have been playing chess for fourteen million years. Unfortunately, it still has not been perfected. Let’s change this.

HEGEMONY

Play this in tournament style, with at least four players. When you win a game, any pieces that were captured are lost forever, but the winner absorbs the loser’s pieces onto their board (IE puts a matching piece of their color on their side) and reorganizes their board setup as they wish. If armies get especially large, use two boards. Play until one player’s army of pieces wins. 

SECRET VICEROY

You no longer inherently lose the game if your king is captured. Instead, each player chooses their opponent’s Secret Viceroy, the power behind the throne who loses you the game if captured. Players do not reveal the Secret Viceroys they have chosen, but they do have to say check whenever the Secret Viceroy is threatened. 

CHESS WITH LORE

Whenever you move a piece, you must state their name and a fact about them (a new one each time). If you ever get a name wrong or break established canon, you lose this piece. If playing Hegemony rules, piece lore carries over to new players.

Author's Comments

196 words. I am okay for this to be archived off-site.

Source: tumblr.com/bellsonggames/799519289498599424

Beyond the Door

For 2-5 players.

One player is the Child. The rest are Friends.

Prep: Cut 3 strips of paper for each Friend, on each strip of paper, write a reason you believe the Child's family is mistreating them. Do not show the strips of paper to the Child. The child takes a separate piece of paper, and writes a list of reasons they ought to love their family, three per Friend. Reasons may be superficial or grounded.

Start in a kitchen, end in a bedroom.

To start, the Child reads: "My parents have been possessed by an evil spirit, which has drawn out their most cruel tendencies. Retreat with me to my room, until it leaves." Move to the bedroom.

The Friends "Lock" the doors by taping their strips of paper across the frame. Text hidden.

Talk about the possession, this has happened before, but the Friends never saw it firsthand. The Child makes excuses, and gives Reasons they love their parents.

Whenever the Child does so, one Friend pulls a paper from the door and explains why the parents are wrong.

When all strips have been removed, The Friends have successfully removed the Child from their home, game ends.

off-site archiving: yes other permissions: yes

Author's Comments

author's notes:

A story about being the child of an alcoholic and lying to yourself in order to love the people supposed to care for you.

I wrote this larp about 4~ years ago and never found the right way to publish it. here it is.

Source: tumblr.com/chromakey/801715079134478336

The Big Thing

(For 3 or more players)

Materials: Timer, Pencil & Paper

The Big Thing is happening, and everyone must look their best! Together, players decide what The Big Thing is, and attempt to achieve Best Dressed. (Ideas include: County Fair, Masquerade Ball, or Comic Convention)

Before assembling your looks, remember the ABC's: Affluence, Basic sense, and Creativity. Each player has 20 points to distribute amongst their ABC's. This cannot be changed when you start making FASHION CHOICES.

Players have 3½ minutes to make 8 potential FASION CHOICEs:

- Their BASE LAYER (clothes covering the bulk of their body; tshirts with jeans, dresses, swimsuits) costs 2 Basic

- 2 OUTER LAYERS (extra clothes; jackets, armor, aprons) each choice costs 1 Creativity and 2 Affluence

- 3 ACCESSORIES (bags, hats, scarves) each choice costs 1 Basic, and 2 Affluence and Creativity

- 2 SPECIAL DETAILS (choices made to accentuate their look; unique makeup, hair dye, props) each choice costs 1 Creativity

Leftover points become Vibes. Players take turns describing their looks, then must use their Vibes as votes for other players. The more Vibes you have, the more votes you can cast. The player with the most Vibes after voting is deemed Best Dressed at The Big Thing!

[[ This game is OK'd for offsite archiving ]]

Source: tumblr.com/stars-in-a-jam-jar/799331379615809536

BLAZE OF GLORY

A game about building something beautiful, senseless violence, and the unfairness of it all.

Gather as many six-sided dice as you can, or care to, whichever is less.

You are a CIVILIZATION. Name yourself, and your first LEADER.

Your LEADER has a POPULATION of size three, represented by as many dice. During their reign, your POPULATION rolls their dice.

Any dice that match another are used for WAR. Total their values, and attribute it as GLORY to your LEADER.

Any remaining dice count their total towards PROSPERITY instead.

Determine your LEADER's legacy.

Replace your LEADER by another and name them. They do not yet have GLORY or PROSPERITY. Their POPULATION has a size equal to the last LEADER's PROSPERITY.

Repeat.

Play until PROSPERITY reaches zero, or until you get bored.

Your CIVILIZATION has collapsed. How many generations did it last? What will the survivors write about you? Who was your most GLORIOUS LEADER? Did they deserve it?

Optional: Multiplayer Everyone sits in a circle and controls their own CIVILIZATION. Play simultaneously. Any POPULATION used in WAR prevent dice with the same value from contributing PROSPERITY for the players to your left and right. The CIVILIZATION that outlasts the others wins.

Author's Comments

As usual, permission to archive off-site is granted to the good Mr. Prokopetz.

Something different this year! No asymmetrical rules this time, instead I made a solo emergent storytelling game. The multiplayer was kind of bolted on at the end because, and this never happens, I didn't even have close to enough words. And I do want to keep up that streak of hitting it exactly!

As is tradition at this point, I did not playtest my game before posting it. This one is kind of supposed to suck, though, so it's fine.

Source: tumblr.com/deluxeloy/801291436846989312

Bleeding Out Slowly. 2 players, a timer, objects of your choosing.

Player one:

Set a timer, maybe two minutes. Walk away from the table. Lie down. You are dying. Any movement you make must be with less energy than the last (you may ignore this rule twice per game).

Player two:

Notice your companion on the floor. They are dying. As many times as you want, state a potential outcome from an object in your surrounding and a change to the situation. If the outcome happens then the situation changes as you describe.

Examples:

“If this coin lands on heads I can bandage the wound”

“If I can balance these rocks on top of each other I can signal for help”

“If the next car that drives past is red it will be okay”

 

Regardless of the changes made to the situation Player one dies when the timer runs out.

Author's Comments

Ok to archive off site👍

Source: tumblr.com/friendlyramblings/801689656243650560

The Blight of Wrenbrook Barrow

A playing-card dungeon-crawl for 2 players.

Deal 4 cards each, and 5 face-down in a row. Stack 1 card on each in the row, and another atop the last. The row is the dungeon; your hands are your resources. Ace = 1, Jack = 11 etc.

If a player doesn’t have both colours, deal more to them until they do. Black = physical, red = mental.

  • Spades: Sharp
  • Clubs: Soft
  • Hearts: Impulse
  • Diamonds: Consideration

Beating a room: sum of cards played >= sum of room cards. After each room, each player +1 card.

See table for room contents. Using suits of played cards, explain what occurred. Exhausting a colour exhausts you, ending your character's adventure.

The last room is the culmination. Use the boss table, then play out your adventure(r)’s end.

ValueRoomBoss

A – Lore – Eye(s)

2 – Treasure – Slimy

3 – Blockage – Arcane

4 – Remains – Quick

5 – Liquid – Claws

6 – Fall – Metallic

7 – Damaged – Fangs

8 – Trick – Wings

9 – Temperature – Toxic

10 – Blade – Aura

J – Group – Huge

Q – Enchantment – Ethereal

K – Guardian – Elemental

(Happy for this to be archived.)

Source: tumblr.com/thecoppercompendium/801495145043410944

bog + body

a game for 2 players

You are, together, a bog body. One player is the presence of the bog (Bog), and the other, the remaining humanity (Body).

You’ve woken up in a museum, being displayed. Bog wants to get you back to the wetland, Body wants you to find rest in a graveyard. This is a fight to see who will win.

Draw a track with 9 boxes, and place a token on the middle spot. Write ‘Bog’ at one end, and ‘Body’ at the other.

Play 5 rounds of Red or Black, narrating how your influence wins using the stages below. Bog will use the bog powers, Body will use human instincts. When each player wins, move the token one space closer to them.

  1. Leaving the exhibit
  2. Escaping security
  3. Hiding from museumgoers
  4. Getting lost
  5. The Gift Shop

Once you have escaped the museum, whoever the token is closer to on the track has more control over the bog body.

The winning player narrates how the journey from the museum to either the bog or the graveyard goes.

The losing player narrates how the bog/graveyard welcomes the body home.

Author's Comments

word count (including title): 188

I am happy for this to be archived off site

Source: tumblr.com/takataapui/799003024006758400

Breakfast of Censors: a Terra Ignota Fangame

You need: 7 players 3 dishes (representing population, land, income), each divided into 15 portions 6 index cards for each player, each with the name of another Hives on them.

Each player represents one of the seven Hives. Each player begins with 2 portions of each dish in their plate. One portion of each dish at center of table represents the Hiveless.

On your turn, choose to either Steal or Interlink. To Steal, take a portion from another Hive or the Hiveless. To Interlink, choose a dish and another hive, placing a portion of that dish on the edge of your plate by that hive's index card. Choose if relationship is Extractive or Reciprocal. If Extractive, whenever they Steal a portion from you, you may take a portion of the chosen dish from them. If Reciprocal, additionally, whenever you Steal the chosen dish from them, they may take a portion from you. An Interlinked portion cannot be stolen by its Interlinked hive.

Narrate in-world meaning of each action as you go.

Game ends when a person has 1/3 of all portions of some dish or if players get hungry. A player's ending plate is their meal.

Author's Comments

This game may be archived offsite. I wanted to make a Terra Ignota fangame for this, and lying in my bed at night, I tried to think of unusual mechanics to represent things in Terra Ignota which could be turned into a game in less than 200 words. This is what my brain gave me. The foods should ideally be edible by everyone at the table but different people should have different preferences so that an "ideal ending meal" looks different for each person. Alliances, politicking, and grudges are encouraged! (Just don't kill other players with cars irl)

Source: tumblr.com/flyingbooks42/801699377949425665

Bring That Spirit Down You are the Last Exorcist and this is your last exorcism. Ever. Something is broken. Your spirit? Body? Faith? Regardless, you must succeed. The possessed is bound. You have your holy book, your holy water, and your faith. Time to save a soul.

You will need a six-sided die, a pencil, and scrap paper.

Roll to find the name of the possessing Demon and note the Demon Score:

1 – Abraxas – 4

2 – Pazuzu – 5

3 – Lamashtu – 4

4 – Mammon – 4

5 – Kroni - 3

6 – Name Unknown – 4

Roll to see how close you can get to the Rite of Exorcism in your holy book and note the modifier:

1 – Verse +3

2 – Page +2

3 – Chapter +1

4 – Section +1

5 – Testament +1

6 – Unable to find -3

Roll to see which has been broken and note the modifier:

1 – your body -1

2 – your mind -1

3 – your faith -3

4 – your will -2

5 – your heart -2

6 – your spirit -1

Add the modifiers for your Rite and that which is broken. Roll your d6 and add modifiers. To succeed, you must beat the Demon's score.

Author's Comments

Okay, this started off as my brain giving me the title, but not telling me what to do with it. Thanks, brain!

Anyway, you're playing the Last Exorcist on their last exorcism. Ever. It's a simple game requiring only a d6, a pencil, and some scratch paper. Roll to see which Demon is possessing the victim (and get the Demon Score), roll to see how well you find the specific Rite of Exorcism in your holy book (and get a modifier, and roll to see what you possess that is broken (and get a modifier). Add your modifiers, roll your d6, and beat the Demon Score. Easy peasy!

This one hovers around 195 words, but it's my third game this year, so I'm proud of that! Enjoy!

I would like to have this game archived, please.

Source: tumblr.com/skredli-the-ogre/801050345746857984

Cact Them! {A 200-Word RPG}

Urgent Superunusual Enterprises (USE) has tapped you [two or more players] to bring in an anomalous cactus who caused Agent Dave to disappear.

 

Roll 2d6 dice to determine if the cactus’ strangeness is its:

  • Biome
  • Physicality
  • Philosophy
  • Magic
  • Technology 
  • Symbiosis 

The GM decides how these properties apply to the cactus.

 

PC’s goals: 

  1. Interrogate the resistant cactus to find out what happened to Dave.
  2. Detain it.

 

GM’s goal: 

You are the resistant cactus.

 

PC’s have six methods in their arsenal to deal with the cactus:

  • PHYSICAL FORCE
  • INVADE ITS PSYCHE
  • SEDUCTION
  • TRADE DEAL
  • INTIMIDATION
  • MAGIC

 

STAGE ONE: 

Choose a method and act out the interrogation attempt, then Roll 1D6 

  • 1-5: RESISTED- Cactus’ interrogation into Dave’s whereabouts fails and PC’s choose a remaining method
  • 6: SUCCESS- Act out the discovery of what happened to Dave

 

STAGE TWO: 

Choose a remaining method and act out the detainment attempt, then Roll 1D6 

  • 1-5: RESISTED- Cactus’ capture fails and PC’s choose a remaining method
  • 6: SUCCESS- Act out the cactus’ capture- Congrats!

At any time, PC’s can decide to stop Stage 1 and go to Stage 2. 

If no methods remain, the cactus has won this day. ——————————————————

Author's Comments

 

END OF ENTRY Word count: 199

Ok to archive offline

Thank you for the opp to post my first ever 200-word RPG entry!

Not play-tested because my friends kinda looked at me weird when I brought it up, but I shall persist!

 

Source: tumblr.com/boanddonatetoblacktranspeople/801380579264413696

(okay to archive/offsite!)

**Camp cryptid**. A game for 2-5 CRYPTIDS and 1 CAMP COUNCELLOR.

You are a CRYPTID at a HUMAN SUMMER CAMP. Your goal is to create COOL MEMORIES, while not getting caught in a SITUATION.

Choose CRYPTID.

  1. Mothman; strength: foresight
  2. Werewolf; strength, tracking.
  3. Swamp Monster; strength: swimming
  4. Bigfoot; strength: stealth.
  5. Jackalope; strength: animal communication.

Choose a CAMP GOAL.

  1. Show off your talent.
  2. Explore a strange place.
  3. Picnic under the stars.
  4. Share spooky stories.
  5. Make a new friend.

CAMP COUNSELOR, choose SITUATION.

  1. An overprotective parent snooping around
  2. A folklore podcaster investigating a rumour
  3. A seasoned hunter on their trail
  4. A paranoid counsellor enforcing rules
  5. A different creature out in the woods

Set d6 at 1 for HEAT.

Each action, roll 1d4. 1 -fail. Add 1 HEAT. 2-3, succeed. Move scene forward. 4, Crit success. Move scene forward and remove 1 HEAT.

If they use their STRENGTH, roll twice and take highest.

Players win when everyone completes their CAMP GOAL. If HEAT reaches 6, they are discovered and kicked out.

Source: tumblr.com/therealbonedogg/801687353912655872

Captain Zaraki's Day Off

Per Player:

 

7 die set 

 

Sword

 

 

Congratulations, Captain Zaraki, you have the day off!

 

Now if only the rest of Squad 11 can get that through their thick skulls, you can go relax with a spar.

 

 

AS ZARAKI:

 

Your goal is to not get overwhelmed by spars (by bonking the subordinate before they bonk you) or other tasks that your subordinates throw at you (by beating a d4-12 roll each time). If you fail a roll, you roll an overwhelm die (d20). Succeed, bonk subordinate with sword. Fail, resign to work.

 

 

AS SQUAD MEMBERS:

 

Try to come up with problems that need Zaraki to solve. Higher priority, lower die for the roll (high priority: d4, low priority: d12). Each problem must be met by Zaraki as he tries to solve it efficiently while going to relax. If he fails the efficiency roll against you AND fails the overwhelm roll, the squad wins. If you get bonked, play passes to the next in command (assign priority tasks and order by rolling the d20). If Zaraki bonks every player three times, he wins.

 

 

Author's Comments

Okay, I hope I made this make enough sense. I did this on a whim because it was funny as hell and I wanted to make a game about a random character trying to take a day off... Kenpachi Zaraki was the funniest one I could think of at the moment. The swords are preferably fake, use real ones at your own peril. The reason for a hard limit as opposed to surrender is because it's Squad 11, surrender is stupid. Enjoy the Bleach based RPG.

Source: tumblr.com/sapphireclawe/800534561266204672

Cat Balls Situation

A game for when you are in a situation, with cat and balls.

 

You will need:

  • 1+ players
  • 6 ping pong balls
  • 1 playful cat
  • a room with furniture that balls may be lost under

 

You are in a situation. Describe your situation and determine what your goals and obstacles are. Proceed to describe how you may attempt to resolve your situation.

 

When you encounter an uncertainty, toss a ball to the cat.

  • If the cat bats the ball somewhere it cannot retrieve the ball, the ball is lost and the uncertainty has a negative outcome.
  • If you directly toss a ball so that it is lost without the cat touching it, remove one additional ball from the pool of balls remaining.
  • If the cat does not interact with the ball, the uncertainty is inconclusive and you may return the ball to the pool of balls remaining.
  • If the cat plays with the ball without losing it, the uncertainty has a positive outcome and you may return the ball to the pool of balls remaining.

 

If you resolve your situation with balls remaining, you win. If all balls are lost, you lose.

 

Author's Comments

Archival permission granted.

 

This game has been intentionally left vague and difficult to play for comedic purposes.

Source: tumblr.com/sashabarkov/800304238114865152

The Cataclysm Was Caused By A Short-Form Roleplaying Game. . .

Hello, Agent.

If you are reading this, our attempts to make contact were successful. Remember:

  1. You are a personality projected back in time from the year 150 PC (Post-Cataclysm).
  2. The Cataclysm was caused by societal upheaval prompted by the rapid expansion in popularity of a short-form piece of improvised entertainment ("200-Word Roleplaying Game.")
  3. You have triangulated the origin of this game to a "200-Word RPG Contest" organized in the year 2025 of the Pre-Cataclysm Common Era.

Due to the current Cataclysm, transmitting the rules for these games to us directly is strictly prohibited. Instead, you are instructed to send us your appraisal of the games in question for our analysis.

To do so:

Select an entry from the 2025 "200 Word RPGs 2025" contest. Read it in full. Contemplate the effects on society if this game were to become widespread in the general population. Write a report including: A description of the RPG. Your analysis of the danger this RPG poses. The threat rating of the RPG, rated from 1 to 5. Transmit the report to us by posting it on social media and tagging it "#2025-200-Word-RPG-Cataclysm-Analysis."

Good luck. We're counting on you.

Author's Comments

This game is released under a Creative Commons 4.0, By Attribution, Non-Commercial, Share-Alike License. For more information on that license, please see this link: https://creativecommons.org/licenses/by-nc-sa/4.0/

This game is intended to encourage other 200-Word RPG authors to read the other entries and provide analysis and feedback to the other authors in a playful manner.

Source: tumblr.com/capriceandwhimsy/801708284312780800

Charles III: The Game

Stare for a bit at His Majesty King Charles III by Johnathan Yeo. This man is who you're playing as.

Then, get a d4 and a journal.

The royal life is never dull. Roll your die, read the prompt, and write a bit about it in your journal. If it tells you to increment, increase the size of your die. (d4 -> d6 -> d8 -> d10 -> d12 -> d20). Then roll again.

1 - You spend time with your son (William) and grandson (George). What newfangled thing is George showing you this time? 2 - The food today is particularly good. What is it? 3 - You partake in your favorite hobby, hedgelaying. Are you any good? 4 - You have a medical checkup. Increment. 5 - You consult the royal psychic. What does she foretell? 6 - You find yourself staring at your portrait. Increment. 7 - You meet your family's ancient enemy, the Pope. Why? 8 - You visit a Commonwealth nation. Do they like you one bit? 9 - You get very, very drunk. Where do you wake up? 10 - You dream of your late mother. Increment.

11+ - You die in a (d444)

Bizarre / Catastrophic / Canadian / George-caused Prostate / Butterfly / Nuclear / Witchcraft Accident / Explosion / Event / Confluence

The game ends.

Author's Comments

OK to archive off-site. Happy birthday, Your Majesty.

Source: tumblr.com/ringedretrospective/800177140921483264

The Child Returns Changed

3+ players: one Child, plus at least one each of Friendly Animals and Wild Animals, Wild ≥ Friendly

Child: flees to the Forest with a problem or flaw, and will leave (ending the game) once they have learned to overcome it

Friendlies: help the Child whether overtly or in subtle ways, each play the same animals throughout, must work together

Wilds: attack or otherwise impede the Child, may play different animals each scene, may be at odds with each other

Preparation, out of character: The Child publicly declares their problem. The Friendlies together privately brainstorm how the Child might eventually overcome this problem. This is their only chance for private discussion, and if their plans are later thrown off then they will have to improvise.

Gameplay: The Child meets the Friendlies and travels through the Forest, encountering three scenes of conflict with the Wilds. Each scene should demonstrate the Child's problem while also bringing them closer to solving it, the Friendlies making sure to nudge them in that direction. Wilds themselves should be hostile but Wild players should take the hint on how their actions can provide opportunities for the Child to prove themself.

Author's Comments

Please do archive this off-site!

The main inspiration for this game is the 1987 animated series of Sylvanian Families, which I've covered on my site, but I've intentionally been much vaguer about the setting here to let people's imaginations run wild.

Source: tumblr.com/debutniverse/799046055412056064

A CIVILIZED GEOMETRY: MATH, PHYSICS, AND WIZARD BULLSHIT

You are both mages. An insult has been shared. Resolve it, in the most civilized way.

Both players draw a circle on a piece of paper. Each player describes their chosen spell, (creativity is encouraged in magecraft), and rolls 2d4, each different colors. One represents lines, one represents crossings. To cast your spell, you must match the indicated lines and crossings as accurately as possible.

Set a timer for one minute. Both players draw as many straight lines within their circles as they wish within the limit. Lines can originate from the border of the circle, or from a line. Lines must touch a minimum of two points, line or border.

If you fail to meet the minimum number of lines and crossings, your opponent describes how your spell falters. If you draw more lines or crossings than indicated, your opponent describes how the spell overloads. If you match the indicated, describe your perfect result.

Upon concluding each round, move up a step of dice (d4>d6>d8>d10>d12). Play continues and the spells intensify until a player successfully completes three spells. If both players complete three spells simultaneously, the duel is a draw. Describe what you have learned from this duel.

Author's Comments

(Total word count: 199, not counting the eight word title.) This game may be archived off-site, so long as it isn't used for profit.

Another year, another stab at this challenge! I quite like the idea of this one, though I think I could implement the mechanics better than I did. That's a story for another day, though. Thanks again for running this!

Source: tumblr.com/seth-a-nahk/801698197046247424

Cocaine Bear RPG

(1 GM, 1+ Animals)

To create your character, decide: 1) What kind of animal they are. It should be at minimum chimp-sized. 2) Why they're on a fucked up rampage. This is also your character's name and their two starting stats. Both stats start at 5. Examples: Alcohol Wolf, Demonic Possession Elk, Hungry Hungry Hippo, Dead Family Cheetah

To act: Choose what stat you're using. You are allowed to stretch the definition of your stats so you have cool powers; Alcohol Wolf may prove a drunken martial arts master, or be able to blow fireballs. Then, roll a d6. If you roll equal to or under your stat, you succeed, then decrease that stat by 1. Otherwise, you fail, and get hurt somehow, up to and including death. Once per scene, when you're hurt (up to and including death), you may grow yet stronger. Gain a new stat, starting at 5, based on that damage; you become, e.g., Bullet-Filled Revenge Boa, and gain knowledge of gunplay and telekinetic control over bullets, or Depressed Ketamine Ape, or Ghost Tumblr Overexposure Octopus.

Scenario: If the GM does not have a better idea, your characters have gathered to steal the Crown Jewels.

Author's Comments

OK to archive off-site.

Inspired partially by the works of Jenna Moran. May not produce a movie-accurate experience.

Source: tumblr.com/ringedretrospective/800428298485317632

[Permission to archive offsite granted]

COWS IN A FIELD

You are happy cows in a pasture who are slowly . The pasture forever, seemingly cold. The sun shines on the rolling hills where your cozy adventure begins!

Roll 1d6. Roll it again. Roll it again. Roll it again. DON'T LOOK AT

You are happy cows in a pasture. Someone has come to milk you, carrying a stool and bucket in the sunshine.

    next to

         where is

      hands are

                            my calf

Cold

When it is your turn to be milked, remember what you rolled [YOU DIDN'T LOOK DON'T]

1: Relief. Relief and no other sensation. Relief rolling over you forever as your swollen 2: The hands on your udder remind you of something. Someone? Someone small, and 3: Kick the bucket. Milking is over. Run Someone has come to milk you. Remember what you rolled 4: Sing a song, low and mournful. It changes nothing. The other cows understand. 7: Jump! Over the

         the pasture rolls on

                        eternal

MOO: Tell the other cows an important secret. lie . KICK: encounter threat. When return to peaceful normal. WANDER: Find a in grass. Roll 1d0. Tell it number REMEMBER: the . doubt but when you dream

Source: tumblr.com/clubconsent/799052917522956288

CRAZY? A TTRPG

You were crazy once. They put you in a room. A rubber room. A rubber room with rats. And rats make you crazy.

You need:

  • A timer
  • Someone to play the Room.
  • 1+ people crazy enough to be locked in the Room.

-----------------------------------------------------------

You have three Stats and three Rats. Assign 15, 30, and 45 to your Stats.

CRAZY: Use this when using crazy logic to solve crazy problems.

RUBBER: Use this when bouncing off the walls.

ROOM: Use this when navigating the crazy layout of this crazy place.

RATS: Rats make you crazy. Use a Rat to add 15 to a stat for one situation. The Room hands out Rats whenever it feels.

-----------------------------------------------------------

When you try to do something, GO CRAZY. The Room decides the stat you're using, and sets a timer equal to that stat. Begin the timer, and repeat this phrase:

"Crazy? I was crazy once. They put me in a room. A rubber room. A rubber room with rats. And rats make me crazy."

At the end, count the number of times you successfully said the phrase. If it's equal to the difficulty of the thing you're trying to do (decided by the Room), you succeed.

Source: tumblr.com/the-genial-humbug/801312452252991488

Create-a-Cult

Looks like you want to join a cult. Which one? What about making your own? To do that & not get in trouble with the other cults, gain a boon from the existing gods!

You need: some friends & some dice!

Forish, God of Glades

Quest:  In a forest far away, animals are being killed & left to rot by some unknown force.  Find the cause & stop it.

Boon: Woodsong, an ancient cudgel said to topple giants & protect against the fires of dragons.

Baudgaile, Lady of Steam

Quest: Items are being stolen from the Lady of Steam’s trains watch. There’s no clue as to how.

Boon: Wind Flask, which always blows steam in the direction you need to go.

Veien Vei, Alleywalker

Quest: New city construction has created new alleys & dark paths that Veien Vei cannot see down.  Find out why and to map these new areas.

Boon: A map that always shows you the most efficient path between two points.

Gwihedeh, Buzz of Neon

Quest: Large numbers of homeless & disadvantaged people are disappearing from the streets & shelters.  Find out why & get them back if possible.

Boon: Kolikko, a pouch that always contains just enough coins to buy food for you & someone else.

Author's Comments

Okay, so here's my second submission, Create-a-Cult! I pared this down as much as I could, but managed to hit 200 words exactly (according to Google Docs). The rules are vague, but I'm envisioning this being added onto an existing game and used as a way to further character development. The names, titles, quests, and boons are from a thing I've tried working on for literal decades. If you can figure out something to do with this, please do! I would like to have this game archived, please and thank you.

Source: tumblr.com/skredli-the-ogre/799354112439435264

Crotte, la toilette est bouchée!

Jeu pour 2+ joueurs et un paquet de cartes

Désignez un plombier. Le plombier choisit une surface de jeu de son choix. Il brasse les cartes, retourne la première et la place au milieu de la surface de jeu. Placez un étron (un chocolat) dessus.

Jouez une ronde de poker selon les règles de votre choix. Le gagnant peut placer autant de carte que possibles de sa main comme des dominos, en appariant selon la valeur ou le symbole. N'importe quelle carte peut être placée comme un double, mais il doit y avoir au moins une carte normale entre deux "doubles". Les jokers peuvent être placés n'importe où. Refaites une ronde sans les cartes ainsi placées

Le joueur dont une carte atteint la limite de la surface de jeu débouche la toilette et mange le chocolat. S'il n'y a plus assez de cartes pour une ronde ou si deux rondes sont jouées sans placer de carte, le plombier débouche la toilette et mange le chocolat.

Désignez un nouveau plombier et recommencez jusqu'à épuisement des chocolats.

Source: tumblr.com/bossarmadimon/799016642769207296

DÆMON OF THE DUNGEON

You have entered the Dungeon to slay its master Dæmon, but lo, you will most likely not return. Only with mountains of corpses shall the great and terrible Dæmon deep below be defeated.

To Fight The Daemon:

With a 1 minute hourglass ready, stand 1 metre away from a wall with a d6 in hand. Flip the hourglass over, and toss the die at the wall. If it bounces off the wall, this is a successful strike! Record the number and repeat as many times as possible until the final sand falls.

Unfortunately, your strikes against the Dæmon may not have availed the world of their corruption. 

Total your rolls together. To defeat the Daemon that commands the depths, a summed mass of 200 is needed.

If you failed to reach that, pass this game unto a friend, so they may follow you and add their rolls to yours. Proceed until one such quester succeeds in finally striking down the Daemon!

But alas! In their moment of triumph, the fell curse swirls, and they shall become the next Dæmon Of The Dungeon! The final tallied score becomes the new target. The cycle continues, the chain unbroken…

Author's Comments

This is this unit's first entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942522908655616

Deadnames Must Die

A solo-journaling game.

Your deadname has come alive. You must kill it.

Where has it gone to ground? Roll 1d6.

  1. The hospital you were born in
  2. Your childhood home
  3. Your kindergarten
  4. Your primary school
  5. Your parent’s home
  6. Your high school

Roll 4d20 for what items you have.

  1. Gun
  2. Knife
  3. Bow and arrow
  4. Staple gun
  5. Baseball bat
  6. Knuckle Duster
  7. Hankerchief
  8. Thumbtacks
  9. Duct tape
  10. Pressed flowers
  11. Dictionary
  12. Drink bottle
  13. Bluetack
  14. Guillotine
  15. Jam
  16. Ritalin
  17. Car
  18. Pillow
  19. Your Childhood Teddy Bear
  20. Your Birth Certificate

Come up with a plan on how to use your items to kill it.

How does your plan go wrong? Roll 1d4, and expand.

  1. It knows you’re coming
  2. An ally betrays you
  3. Something breaks
  4. Someone unexpected helps your deadname

How do you push through the complication, and come up with something super smart?

It worked. You’ve got it in your sights, finally. How do you deal the killing blow?

What’s the last thing your deadname says? What’s the last thing you say to it, as it dies, leaving you behind?

Author's Comments

Wordcount: 170

I am happy for this game to be archived off site :)

Source: tumblr.com/takataapui/799905658009993216

Deck Daemons

To resolve any situation draw a card from a traditional deck of playing cards. Red Hearts - you succeed without external help. Card drawer describes success. Diamonds - external forces cause success. Table describes success collaboratively Black Spades - you fail on your own, card drawer describes failure Clubs - external forces cause failure. Table describes how alongside consequences.

Number cards can describe magnitude of success, failures, or be standard results.

Ace - Divine intervention plays a part in your success or failure. Describe a new god or use one already established.

King - a magic item gets involved in success or failure. Describe a new item or explain how one already in play impacts the situation. Self- the magic item is something you have and have familliarity with Other- the magic item exists in someone else's possession or affects the situation on its own.

Queen - someone new joins the scene. Self - they know you and want to help/harm you for reasons. Other - they help/hinder this test but otherwise have no idea what's going on.

Jack - a magic spell causes success or failure Self - your spell or internal magic Other - someone else is casting a spell at the situation.

Author's Comments

Please feel free to preserve this game on external hosting

Written by me and edited by Z

Source: tumblr.com/mystdreamsofmemory/801583984593223680

DEGAUSSING

ITEMS TO PLAY…

dinner bell (or equivalent.)

D10

GAMEPLAY

You are the librarian in charge of purifying a collection of tapes. 

The DM is the GHOSTS, the ones haunting the tapes. When you satisfy the conditions given by the ghost, it passes on, and the DM generates a new tape. 

Before each shift, subtract ten dollars from your MONEY. 

Each shift, you have ten minutes to sift through as many tapes as possible. 

For each tape, the GHOSTS will tell you what they need to be released (preferably in riddle or poem form) and you need to ‘convince’ them to move on. For each argument you make, roll your d10 and divide by 2. If it’s less than your MF, the argument convinces them. Ring the bell. You have 3 attempts to convince them. For each ghost you purify, gain one MONEY.

FAILURE STATES

Have no money at shift end

Reach ‘dead’ on your MF

TAPE GENERATION

Name it something spooky.

Give it 1d10/2 consequence on MF for failing to purify it. 

Give it 1d10 motive. 

GHOST MOTIVES

  1. Revenge. 
  2. Unhaunted. +1d10/2 MF
  3. Love.
  4. Guilt.
  5. Sunk Cost.
  6. Hope.
  7. Hopelessness.
  8. Memories.
  9. Addiction.
  10. Dedication.
Author's Comments

submitted under the wire, written in one night. i think this is the most fun one ive made, and the only one thats actually any good. i originally had a birdwatching idea, but couldnt think of any way to actualize.

I am OKAY with offsite archival.

Source: tumblr.com/fagenthusiast/801608558384939008

THE DEVIL IS PERTURBED BY YOUR INABILITY TO MANAGE TIME

(200 words exact discounting title and this blurb! Okay to archive off-site.)

You’ve summoned the Devil for an extremely time-sensitive task that you can no longer finish in the time you have left — but it’s so mundane he’s appalled that it took you until then to do it. Now you need to either convince the Devil to do what he was summoned to do (you didn’t know he believed in labor unions) or — the horror — try to complete the task yourself.

WHAT YOU NEED: 1D6, 1D8

Describe how you will convince the Devil to aid you. Roll the D6.

1 - you fail. He watches you struggle.

  • Roll your D6 again. You only complete the task if you roll a 6. Make sure your brain hasn’t exploded from stress.

2-5 - the Devil could be convinced to help you. Name 8 materials you could offer:

  • If you rolled a 2 on your D6, only materials 1 or 2 on your D8 would complete the task.
  • If you rolled a 3, materials from 1-4 on your D8 would complete the task.
  • So on and so forth.

6 - your persuasive tactics have completely swayed the Devil.

  • Roll your D6 again. If you roll a 1, you fail. You fucked this up with the Devil helping you?

Source: tumblr.com/dracomysthical/801671894850011136

Die in an Ancient Maze

You Need:

  • 2+ players
  • tarot deck
  • 1d6
  • a shared blank map

Setup:

Remove Death from the deck; deal all players 1 card, return Death to the deck, and shuffle.

Each player creates a character with a name, a brief description, and a Dream (unachievable).

Draw a starting area on your map.

Play:

The party moves together. Players take turns leading the party, once each per round.

On your turn, draw the next area on the map, discard a card from your hand, and describe what you encounter there.

Roll 1d6:

1-2: Conquer

3-4: Bargain

5-6: Escape

As a group, describe how you get through the area based on your roll.

If you Conquered, draw 3 cards to your hand. Bargained, draw 2. Escaped, draw 1.

Play continues with the next leader.

Dying:

If you draw Death, describe how you died.

Reshuffle the deck, adding the discard pile and your hand.

Finally, become part of the Maze. Once per round you may play another card directly from the deck, adding a problem to the area and making the party reroll for the area. If you play Death, the current leader dies.

Continue until all characters die.

Author's Comments

---

Ok to archive to another site.

---

blatantly and obviously inspired by this silly tumblr post: https://www.tumblr.com/glitchlight/799066238908350464?source=share

written during my lunchbreak lmao

i am usually verbose as fuck so this did hurt me a little. nevertheless it was fun.

Source: tumblr.com/equalseleventhirds/799855851200446464

Die Trying

You need:

  • Pencils
  • Paper
  • Variety of dice
  • Friends (Optional)

Character Creation:

  • You’re a nobody seeking to be something in a dangerous world.
  • Give your character a name.

Whenever you attempt something with unknown results:

  • Do you have any relevant skills?
  • If so, roll that skill’s die.
  • If none, roll a d4.
  • Result:
  • 1: You die. Make a new nobody.
  • Any other odd result: The DM will offer a price (time, money, limbs, pride). You may pay the price to succeed. Record the price paid.
  • Even result: You succeed! Also, you learn. Improve the die of the skill used:
  • D4-> D6-> D8-> D10-> D12-> D20-> D10 -> D1000-> Etc.
  • If you rolled with a D4, name a skill based on what you were attempting. Skills should be pedantically specific. Ex. Finding Glue, Breaking Feet, Fixing Dinghies.

If something threatens you, describe how you evade the danger and roll.

 

Someone’s the DM. They describe the scenes, act as the other characters, and describe the consequences of your actions.

The DM will never roll dice as the DM cannot die.

DM NOTE: Don’t be afraid to refuse requests that sound impossible or defy a previously paid cost.

 

READ MORE

That should be 200 words exactly (excluding the title)

I've only really tested this by myself making silly characters who die sillier deaths.

I'm cool with this being archived off-site

Source: tumblr.com/anoddstranger/800137247230918656

Divine Masters

This is a game to play while playing another TTRPG, which must have a DM-like role for one player and a PC-like role for the rest. You will need to either be willing to all share prep or a module, or play a game amenable to improvisation.

You are the Divine Masters of this world. Whoever is currently DM is binding the others in mortal form, but in the halls of the gods there is a constant struggle.

Agree on a Flaw; an action that will show the falsehood of your divinity. It should be something you might do unthinkingly. Examples for my group could include "eating food", "rolling a d6", or "calling another player by their name, rather than their character's."

When the DM performs the flaw, another player may recite the following words:

"I denounce thee, false deity! Thou hast committed the grievous mark of mundanity, [insert Flaw here]; thou art no god, but a mere mortal, thy heart filled with hubris!"

Then, the DM becomes a PC and that player becomes DM. If multiple players recite, the player who finishes first becomes DM.

The DM can also voluntarily vacate, in which case a random PC becomes DM.

Author's Comments

OK to archive off-site.

So it turns out that making an original TTRPG every day for a month is hard, even if it's only 200 words. This and a couple others in the works are to be layered on top of another game, but to match my own concept of a role-playing game I did declare you to be "playing" characters.

Source: tumblr.com/ringedretrospective/800719138088763392

Doctor Who and Stranger Things

A game for one Game Master, 1 Doctor, and 1+ Companions. Familiarity with Doctor Who is recommended.

As the Episode starts: The Doctor and all Companions divest 7 Tokens into their Skills. Skills max at 3. The Doctor may not put more than 3 total Tokens into Companion skills, and vice versa.

Doctor Skills: Genius Space Lore Lying Gallifreyan Technology

Companion Skills: Fighting Common Sense Honesty Mysterious Creepy Foreshadowing

Neutral Skills: Running Historical Trivia Social Engineering Luck

Episode Title: (d6) Wedding / Demons / Mystery / Invasion / Despair / Daleks of (d6) The Mind / Mars / 1800s Russia / London / [Companion] / The Daleks

Episodes: To start an episode, introduce the environment, and display or foreshadow the threat.

When the plot is dragging, any player may spend a Skill Token. Their character develops the situation using that Skill, finding a path forward. When one or more characters' lives are threatened, they each spend a Skill Token and combine those Skills to narrate a daring, near-miss escape. When a player has 2 Skill Tokens, they are Sidelined can no longer spend any. When all players are Sidelined, everyone gets un-Sidelined and the climax begins. Try to end the Episode in a way that uses all remaining Tokens.

Author's Comments

OK to archive off-site.

This is kind of a prototype for my idea for a journaling game to make Bond movie plots. That version would have skills such as "Fisticuffs", "Seduction", "Getting Seduced", and probably a big table of gadgets.

Source: tumblr.com/ringedretrospective/800536758879223808

Doing What They Loved

You are an artisan. You run a shop.

Decide your age. For every five years, choose a marble to represent a meaningful experience. Put these marbles in a bag. For every 25 years, add black marbles, doubling the amount each time (1, 2, 4, etc). These represent your death. 

Each year you have 1d6 impactful customers. Each has a purpose:

2d6 --------------------------- 2  Chasing 3  Stealing 4  Teaching 5  Remembering 6  Searching 7  Buying 8  Selling 9  Making 10  Learning 11  Giving 12  Running

First, elaborate on why they’re here. Then, set a 30 second timer and draw a marble from your bag. How does this experience help you fulfill their purpose? If you can answer, add a marble representing this experience. If you cannot, move on.

Once you have ten marbles, you may take an apprentice younger than half your age. They have their own marbles. You may draw from their bag if you wish – do not reset the timer. 

Eventually, you will draw a black marble. Somehow, dealing with this customer has led to your death. Record how. 

If you have an apprentice, you may continue. For every five years with your mentor, choose one of their marbles to add to your bag. Continue the craft. Begin a new year.

Author's Comments

My first time participating in something like this, and my first proper solo game. It was fun! It was a challenge letting go of the need to add caveats to everything and to just trust that the player could work that out themselves. As someone who likes little shinnies and still has a big marble collection from when I was younger, I have no idea how many people actually have enough marbles to play this as intended - I hope the number is bigger than zero, at least.

I grant my permission for this game to be archived offsite.

Source: tumblr.com/lorianlilsiel/801674157567934464

Dollhouse, by neither.nor

A 200 word vent about gender for a doll and 1-4 people.

One participant is the Plaything. She is to accommodate the Players. Others are Players. They keep the Plaything in line.

Track Norms for participants. The Plaything is to follow them. Players may also opt to comply. The Plaything shan’t see this list. Start with:

  1. Don’t argue.
  2. Don’t make anyone uncomfortable.

Each round, the Plaything is to write a word while each Player writes a question. Then, she is to reveal her word. The Players each reveal their question and collectively determine whether the Plaything’s word is a suitable answer, referring to the Norms. If it violates the Norms, or she herself does so during Player discussion (eg. arguing her case), she is to add 1 Stigma.

Roll 1d8. If less than the Plaything’s Stigma, she is Ostracized. Players are appalled at her actions, but continue life without her. She is to consider what she did wrong. She loses.

If the Plaything is not Ostracized, the Players quietly add one Norm and repeat.

If the Plaything ever leaves of her own accord, she is a frigid cunt who can’t take accountability. Everyone loses.

When the Plaything is gone, choose one remaining participant. She is to become the new Plaything.

Author's Comments

This game is basically me working backwards from the second-last line about the Plaything leaving of her own accord, but I ended up liking it enough to post it. I haven't tested it, so I don't think it's necessarily fun, but hey, neither is misogyny. (Hence why there aren't actually any rules for "winning" – nobody wins, but the Plaything loses more.) But that said I do feel good about the tone-setting and social commentary, which is really what I wanted out of this anyways.

Given a bit more space, I would have preferred to give some more (obviously needlessly cruel) guidelines for the Players on what kinds of Norms to add and how to apply them, but the 200 word limit did definitely help to keep things pared down and focused, so I don't really mind. 200 words exactly, not including the title and subtitle.

Feel free to archive this one off-site! You can credit me as neither.nor or mc-cookies, whatever's most convenient for you. And anyone can feel free to share and remix this one if you want :)

To everyone who's ever been a Plaything: I'm sorry, I love you, and you deserve better. All the best.

Source: tumblr.com/mc-cookies/799707185813782528

(There's a good chance this has been done before, but just in case it hasn't...)

DON'T (metagame)

Design: Everyone separately designs a character, without communicating with anyone else. Once everyone is done designing, each player must role play as their character until the game ends.

Opening: All player characters have been teleported to a copy of the location the players are currently at, with nobody else there. Introduce yourselves to each other. When all of the characters are ready, they should select three different 200 Word RPGs. The characters may pick out titles that sound interesting, or randomly choose them.

Next: The characters must play each of the three selected 200 word RPGs. Some of them will require more or fewer players than available, or materials not at hand. The characters must try to make do. If the characters agree, they may skip playing one of the RPGs.

Termination: If each of the selected 200 Word RPGs have been either played or skipped, then all characters start fading away, being sent back to whence they came. The characters may say their goodbyes, if they so wish. Once everyone has faded, the game ends. If any of the RPGs were skipped, everyone loses. Otherwise, everyone wins.

Source: tumblr.com/enquined/799047050504306688

Don't be Eaten

A Revenant threatens a World of Pairs, where Squires protect Wizards! 1d6 game for an odd number of players.

Setup:

  1. Each player adds 1 Adjective to describe the World.
  2. Choose turn order by 1d6 roll and tiebreaker. Highest rollers first.
  3. Highest roller gets the Bonus Class: “Revenant”.
  4. In reverse turn order, each player claims 1 Adjective (from step 1), 1 Class (“Squire” or “Wizard”), and 1 unpaired player to Pair with them as the opposite class.
  5. Players get 7 hit points, then the Revenant gets +2hp per Pair beyond the first.
  6. Begin.

Rules:

  1. At 0hp, replace your Classes with the Class “Eaten”.
  2. When all other players are Eaten, you win.

Gameplay:

During your turn, describing using your Adjective, Attack (-1d6 hp from a player) or use a Class move matching your Class or Bonus Classes—

  1. Wizard: Bite. -2hp from yourself or your Squire to -2hp from a player.
  2. Squire: Bare. -1hp from yourself to +2hp to a player.
  3. Revenant: Bless. A player with <6hp Unpairs, then Pairs with you. That player gets the “Revenant” Bonus Class. You get their class’ opposite as a Bonus Class.
  4. Eaten: Brood. Narrate 1 sentence on how this fight hurts the World.

Happy to have this archived offsite!

Source: tumblr.com/bread-into-toast/801213783750180864

Dragon + Babysitter + Princess

They were looking for a princess to babysit young dragons, but there was a mix-up at the printer's when they were making the signs, and now all sorts of people and dragons showed up for the interview.

Randomly order the words "dragon", "babysitter", and "princess", and interpret the resulting phrase; that's your character (eg. "babysitter princess dragon" might be a dragon who's very sweet to her babysitters, or a royal dragon who's also a babysitter).

Assign five points (maximum 3 per word) across "dragon" + "babysitter" + "princess", whatever those words mean for your character.

The draconic new parents have tests or questions they'd put to each prospective babysitter. Write out one per other person in the group, then randomly distribute them; everyone should have a task from each other person.

To attempt a task, select your most relevant word, then roll d6 + points assigned to that word. 6+ succeeds. The group can only veto your word pick, if you're really reaching for how it fits, if one of your other words would undeniably fit better (if none are particularly fitting, you can choose whichever).

Once all tests are done, whoever has the most successes is offered the job.

Author's Comments

The fun thing about languages (like English) where word order is important for meaning, is that you can drastically change the meaning of a noun phrase by shuffling the order of the words.

This was inspired by an ask sent to @probablybadrpgideas by @kinsey3furry300, specifically the bit about how dragons kidnap noble maidens because it's hard to find a babysitter.

Okay to archive off-site.

((Now has its own non-reblog post, here.))

Source: tumblr.com/pomrania/800966088139718656

Dragon Tits Tea Shop RPG

(0+ GM, 1+ Players)

Requires 4d6 in four colors. You are the proprietors of a small tea shop. As the name might suggest, you are dragons with tits. To make a dragon, assign 4321 to the four stats:

DRAGON (black) - Flight, breath weapon TITS (red) - Seduction, physique TEA (green) - Teamaking, gossip SHOP (yellow) - Perceptiveness, management

When you attempt a goal, the GM/group sets a minimum number of successes (1 - easy, 3 - hard, 5 - legendary); then, choose one or more stats to apply to it. For each stat you use, describe how you use it to solve the problem, and add dice of that amount and color to the pool. If a check is a group effort, all players can contribute stats.

Then, roll the entire pool. A success is a 1, 2, or 3. If your successes are at or above the minimum, you achieve your goal.

Next, find the highest die; in case of ties, discard the highest die of each color and repeat. This sets the tone of your success or failure. A success with a bizarre tone may or may not create more problems than it solves.

Potential plots: matchmaking, mystery, celebrity tea critic, isekai

Author's Comments

OK to archive off-site.

This one is for my friends. It takes mechanical inspiration from Olaf Hits the Dragon with his Sword and Don't Rest Your Head. Obviously it is different from both.

Source: tumblr.com/ringedretrospective/801088117221244930

Duel!

Two players are duelists. Each has two servants. Duelists sit between their servants. Duelists want their foe dead. Servants want to keep their jobs and avoid violence.

Servants secretly and randomly assign 1-4 to their duelist's skills: Firearms: pistols, swift action Fencing: swords, deliberate action Fashion: style, influence Fortitude: composure Duelists choose one and learn its value.

Servants assign 1-4 to their skills: Propriety: etiquette Prudence: subtlety Punctuality: swiftness Proficiency: expertise

Introduce scenes starting with a duelist and going clockwise. Have another player portray NPCs. Duelists' scenes are predetermined:

  • The Insult
  • The Challenge
  • Choosing Weapons
  • Preparations (for each duelist)
  • Duel!

When using skills, roll that many d6s. Clear advantage adds a die. 5-6 are successes. You narrate successes; an opposing player narrates failures. For each 1-2, mark experience. Servants roll and mark secretly for duelists.

When slighted, roll Fortitude to maintain composure.

Characters have 4 health. Regain 1 between scenes. At 0, you die.

Weapons deal 1 damage per success. Parry with Fencing, success for success. Pistols can't be parried.

At 3 experience, choose: Servants: +1 to a skill or gain a duelist skill at 1. Duelists: learn a skill's value or +1 to a skill.

Author's Comments

Archival off-site is okay!

It seems every year I end up making something involving hidden information. I liked the idea of having information hidden from its owner; having to puzzle out your own stats, figuring out if you have better Firearms or better Fencing than your opponent to determine what weapon you want.

Source: tumblr.com/electriceyespots/799404791521525760

Duelist

Each player must create a duelist consisting of a physical description and weapon of choice. The game is played with two standard decks of 52 playing cards, plus jokers.

One player must declare a challenge to another player. Both players shuffle their decks, and the defending player draws a card from the top of their deck. If it is a joker, the defending player describes what prevents the duel. Any other card becomes the Weakpoint and starts the duel.

Both players generate a pool of five cards, face down in a row. In unison, they flip the cards from left to right, one pair at a time. Describe the action that happens during the exchange. If the challenger matches the Weakpoint, they instantly win the fight in a decisive blow. Otherwise, compare both player's cards to the Weakpoint:

  • Same Suit - Draw Blood
  • Same Number - Wound
  • Joker - Interference

The player who inflicted the greatest number of Wounds wins. If there were no Wounds, the player who Drew Blood the most times wins. Jokers shake up the fight with outside interference.

The winner must then face their next challenger. The defeated player makes a new duelist. The cycle of violence is eternal.

Author's Comments

My little entry this year! I based it heavily on the resolution system I found in a little-known RPG called Beat to Quarters, a Napoleonic-era Age of Sail game. I loved the way they handled conflict resolution, and found it to be very fun and tense! This is a streamlined version of their system and a very fun way to practice being descriptive in combat.

This game can be archived off-site for posterity.

Source: tumblr.com/symbiotebadger/800086374624706560

Dungeon Breaching Simulator 2: Hundred

Get an OSR dungeon or make one.

One narrator, one - three teams of breachers.  Use d6 unless specified otherwise.

A breacher is a Mage, Man-At-Arms, Priest, or Thief. Thieves can disarm traps/pick locks (ends turn) and find traps. Men-At-Arms can die twice and roll d8 to attack/defend. Priests can turn (trip) undead (roll vs remaining lives), spare the dying, (roll vs salvation attempts). Mages can do weird shit (not attacks): roll against TN of narrator’s choosing for task/spell. Only carry staves.

Teams share their turn. Narrator describes environment, then start a clock with 1 minute/breacher. Pause clock for additional description.

On a turn, each breacher can:

  • Move (30ft) / Rise
  • Attack (contested roll: on win, kill target) or trip (thief only). +2 to melee prone.
  • Do something (open door, steal shit, etc)

Everyone's armed: carry a sword, bow (can’t move & attack, can’t melee), or staff (attack with d4).

Monsters have lives equal to half HD, attack and defend with die size closest to HD. Apply gimmicks as necessary.

Traps always connect.

The team with the most gp out in the end wins, each missing breacher’s share is lost.

Magic gear grants a reroll for relevant activity.

Author's Comments

This game is an attempt at an *extremely* lightweight and fast-paced OSR system. I wanted to try to capture the similarities between the feeling of modern CQB and dungeon crawling (a violent rush through a cramped space of miserable hallways, small rooms, and doors to breach), and while of course this isn't perfect, I hope it at least feels suitably frantic and smash-and-grab-y. This is built off of an older project of mine, the original Dungeon Breaching Simulator (which was only ever a placeholder title), but it never saw fruition, thus my decision to revisit it with this project, hence: Dungeon Breaching Simulator 2 (Hundred bc yknow 200 word rpg).

I finished this sometime around the second of november, but I never actually submitted it until now...

I give permission for this to be archived off-site and whatnot, do what you will with this.

Have fun down there!

(199 words as per google docs word count)

Source: tumblr.com/alyssadotmp3/801700924487843840

Dungeon Divination

Shuffle a deck, lay out a single card to serve at the entrance and ask, “Why come to this place of darkness?”

Place two more cards below it, to the left and right.  The card on the left is the mood of the room; the card on the right determines how many things the room may contain .

As you press deeper in, lay out a second card next to the first, and ask “Where else could I have found what I desire?”

As before, place another card below and to the right to complete the description

As you press on, repeat for the following questions:

“When will I be allowed to leave this place?”

“What is it that keeps me here?”

“At whose bequest am I doing this?”

If no questions remain, but the goal has not been found, press on, have faith.

Once the goal has been achieved, you may ask “What happens now?”

Rooms:

Ace: Treasure

Two: Corridor

Three: Confluence

Four: Death

Five: Vast

Six: Refulgence

Seven: Fauna

Eight: Flora

Nice: Trap

Ten: Puzzle

Jack: Goal, Pleasant

Queen: Goal, Hidden

King: Goal, Desperate

Joker: Empty

Rules: Strange

Moods:

Hearts: Hopeful

Spaces: Gloomy

Diamonds: Opulence

Spaces: Dearth

Author's Comments

Okay to archive

Source: tumblr.com/nucleiclight/799583055747645440

EDM RPG

Players are electronic music DJs trying to make sick beats with their cool gear.

Each DJ starts with 1 piece of gear. You will need 2 six sided dice.

On a DJ's turn, they can play a sick beat, or buy a piece of gear.

1) Play a sick beat:

Throw 2d6 + the number of pieces of gear you own - how many sick beats you've already played in this action.

A 7+ is a success, you can play another sick beat immediately.

A 6 or less is failure; note how many successful consecutive beats you've played (the last one doesn't count), then your turn ends.

2) Buy a piece of gear:

Throw 2d6 + the number of pieces of gear you own.

On 14+ you ran out of money and are out of the game.

Otherwise you successfully acquire 1 piece of gear. You can try to acquire another piece of gear, or end your turn.

Once all but one DJ have ran out of money, the winner is the DJ who has played the longest chain of consecutive sick beats.

Advanced rule: have the DJs use VCV Rack (a free virtual modular synthesizer) for a more immersive experience.

Author's Comments

Word count: 200 (title included)

Feel free to archive off-site

I wrote this in 30 minutes, it has not been playtested.

Source: tumblr.com/lcatala/801478694087589888

Elf Simulator 5000 (2-4 players)

You are an elf.

Elf lifespan: 700 years. Players roll 3d6. Arrange digits in any order for starting age. Older elves; shorter game.

Round begins. Roll d12. All elves age this number of years.

Players take turns from youngest elf to oldest.

Turn. Roll d12. You concentrate on this Elf Domain in this period of life.

  1. Meditations; oneness with nature
  2. Archery; dextrous combat
  3. Forest exploration; cultivation
  4. Dance; lithe grace; acrobatics
  5. Spellcraft; magical prowess
  6. Social standing; graces
  7. Architecture; legacy
  8. Rich elven history
  9. Epic, lyrical poetry
  10. Musical virtuosity
  11. Ethereal elven beauty
  12. Close relationship with fellow elf

Describe progression within this aspect of elf culture during these years. How did this focus change you? Did you act for yourself or fellow elves? Do you feel connected to elvenkind?

Optional: Roleplay brief scene with another player relating to your elven accomplishments.

Round ends. Share mindful elf group discussion. Develop shared elven lore. Discuss local elf community; its change in response to this round's domains.

Repeat from top of round.

When oldest elf passes age 700, final round begins. The oldest elf dies on their turn.

Author's Comments

I give permission for this work to be archived off-site.

200 words exactly.

In this game you can be a stereotypical fantasy elf - a regular one, not an adventurer - and talk about how cool elves are with your friends. It can be as silly or serious as you like. Made by an elf fan, for elf fans. Pointy ears not optional.

Source: tumblr.com/homestuckreplay/799105397042593792

The Elves Are Flying Ryanair

Requires 2+ players and a working clock.

Characters start at Rovaniemi Airport, midnight local time, 18 December; game ends seven days later. Ingame clock advances one hour for every two minutes of IRL time.

You play an insomniac Christmas elf who must take commercial flights to deliver presents to as many people as possible. (Use Google Flights or similar to find schedules.) You must declare your character's intention to take a flight before its departure time has passed ingame. At departure, roll 1d6; flight is cancelled on 1 and will land 30 minutes late on 2.

No connections shorter than 30 minutes. Scheduled commercial passenger flights only. You may not start planning before the game begins.

Upon landing at an airport, add the population of the nearest metro area to your score, unless an opponent has already done so for that metro area. (If two characters land at the same place and time, whichever player declared their move first claims the points). Highest score by end of game wins.

Players are encouraged to describe in detail what their character is delivering to each city, who is collecting it from the airport, and how they got it through customs.

Author's Comments

AUTHOR'S NOTES

I first extend my sincere apologies for submitting a Christmas-themed entry in early November, as this violates a number of my core principles re: the observation of civic holidays under the Gregorian calendar. I think technically this jam extends a few hours into December for me, but after my bachelor's thesis I never again want the stress of submitting something five hours before a deadline.

This is a heavily simplified version of a ruleset used by me and a few friends to play Jet Lag: The Game simulations over Discord (though in this case the game does not resemble any actual Jet Lag formats). After extensive discussions with similarly autistic people, I still have no idea whether it qualifies as an RPG. At the very least, I can confirm it's precisely 200 words.

The ruleset of The Elves Are Flying Ryanair is released under CC BY 4.0, and I give permission for it to be archived off-site.

Source: tumblr.com/oqmemphis/799512706975760384

Everything-Proof Shield

A game of countergambits and playground oneupsmanship for 1 Villain and 1+ Heroes.

Choose Villain HP. More = longer game.

Villain, describe how you're obnoxiously flaunting your power today.

Heroes take turns. On your turn, describe how you attack the Villain (e.g. disintegration ray, pie to face, legendary sword.) Villain explains why this pathetic attack obviously fails (e.g. disintegration-proof vest, elemental pie resistance, already swapped sword for fake) and rolls 1d6 for defense.

1 = Defense fails. 1+ Looming Threats other than defender exist: Villain, describe how a Looming Threat saves defender. It stops Looming. Otherwise: -2 HP, Escalate. 2-3 = Defense fails, -1 HP. 4-5 = Defense succeeds. 6 = Defense succeeds, Escalate.

Defense fails = attacking Hero reveals flaw in defense (e.g. vest protects itself but not wearer, pie actually tart, sword Villain swapped was also fake.)

Escalate = Villain introduces Threat (e.g. summon minions, destroy battlefield) with 1 HP. Normal Threats start Looming after 2 turns. Heroes can address Threats (e.g. defeat minions, repair battlefield) instead of attacking Villain using normal rules minus further Escalation.

At 1 HP, Villain introduces [# Heroes] Threats and becomes invincible while Threats remain.

At 0 HP, Villain is defeated. Heroes win.

Author's Comments

200 words exactly, not counting the title. Okay to archive off-site.

To any of my followers who know what DTG stands for, know that this game would have had a title with that acronym if I could have thought of a good one.

Source: tumblr.com/splashcat413/801681653056569344

Evidence Suggests That

There's a decision to be made, relying on whether you assume one thing or another to be the case. You can't investigate any further, you can only rely on what you've witnessed and remembered.

SITUATION: What are you deciding between, and why? Assign one option as x and the other as y.

CONSIDERATION. Think over something that might mean either x or y. Roll d6; this is supporting evidence for: 1-2: x 3-4: (indeterminate) 5-6: y Repeat as desired, by default for five rolls total; at maximum, once either x or y reaches 5 evidence.

ACTION: Pick x or y. If you can't choose, the game ends; you didn't pick wrong, but you may never know whether x or y. Otherwise, commit to either x or y, and roll d12, modified by -1 for every x evidence, and +1 for every y evidence. 6-: x is the case 7+: y is the case

Author's Comments

This is okay to archive off-site.

Last year, I had an idea for a game that should be made by someone not-me, "your trans furry neighbour is excited about the changes in their body, and you're partway through decorating the 'congratulations' cake when you realize you're not sure if they're started HRT or if they were bitten by a werewolf". Yesterday, I realized I could abstract the whole concept and get a viable game out of it. This could be used for situations as varied as "which person do you trust as NOT being the alien shapeshifter" to "does your friend collect RACCOON figurines or OPOSSUM figurines".

Mechanically, it doesn't NEED to be these specific dice, so long as a) "consideration" has equal chances of x and y, plus a "neither" option; and b) the maximum evidence value (before moving to "action") is LESS than half the number of sides on the "action" dice. Because even if all available evidence points towards ONE thing, there's always at least SOME chance that it is in fact the OTHER thing.

((Now has its own non-reblog post, here.))

Source: tumblr.com/pomrania/801151164286746624

Evil reptilian kitten-eaters from another planet

Game for 6+ players

Each player picks something that is strange, annoying or confusing to them, then roll d20 for a conspiracy theory. Reroll identical rolls.

  1. Aliens
  2. Government lies
  3. Secret mind control experiment
  4. Superscience weapon experiment
  5. Radiations
  6. Government lying about aliens
  7. Secret chemicals
  8. Doppelgangers
  9. Government lying about chemicals
  10. Industry lies to make you buy a product
  11. Alien lies
  12. Secret alien doppelgangers
  13. Government lying about radiations
  14. Secret alien chemicals
  15. Alien controlling the government
  16. Glitch in the matrix
  17. Angels
  18. Past lifes
  19. Ghosts
  20. It's real, but it's a psyop to distract from a completely different conspiracy.

In turn, each player argues why their phenomenon is explained by their conspiracy. Then the player to their right argues that no, it is their conspiracy theory that explains the phenomenon. Then the player to their left argues in agreement with the first player and against the second. After everyone has argued about both players to their left and right, everyone votes on who has put up the best arguments overall. The player with the most votes win.

Author's Comments

The title is an extremely old conspiracy-adjacent meme from 2003 that I have always been fond of.

Archival is pre-approved

Source: tumblr.com/bossarmadimon/800898447338340352

Executive Dysfunction Simulator

Equipment: pen and paper, d10s, half a deck of cards (two full suits)

 

You are a human being. For ten days you must:

Feed yourself (thrice daily, Effort 1)

Clean yourself (twice daily, Effort 1)

Clean your surroundings (once daily, Effort 2)

Do something enjoyable (once daily, Effort 0)

 

Each day, do as follows:

For each task, roll a d10 per Effort and take the highest number. 0 isn't 10. Assign this number as the Difficulty for the day. Draw seven cards, shuffling in the discard if needed. To complete a task, play numbered cards (A = 1, face cards aren't numbered) in front of the task so they add up to at least the Difficulty. If the Difficulty of a task is 0, you don't need to play cards to complete it. You may tear non-face cards in half to use them twice, but they are unuseable after. For each instance of a task you fail to complete, increase the effort of any task by 1. Discard unused cards. Start a new day. If you fail to complete all instances of a task three days in a row or you run out of non-face cards, you lose. Hang in there.

Author's Comments

The seasonal depression is hitting me so I made a game about it. An early submission, I may submit more later this month since I'm pretty sure that's not against the rules.

Source: tumblr.com/confusedpaladin/799048435739262976

FACE SAVING THROWS

A standalone (or added-on) game for 3+ Players, and 1 (optional) Arbiter

You Need

- 3 D6

- A Timer

 

Choose/roll 1d6 for ARCHETYPE:

1. Enigmatic Rival - Gains double points from Prick

2. Ancient Freak - Rolls +1 TIME Dice

3. Offputting Mascot - CONFESS is OOC, cannot roll below 7 on WOUND

4. Betray(ed/ing) Minion - Cannot be declared OOC, all points halved

5. Girl - May reroll one WOUND Dice

6. Insufferable Prick - Double OOC penalties, gains +1 from everyone

 

Arbiter chooses/roll 2d6 for sexy fatal WOUND and value:

1. Reroll

2. Soul Removed

3. Decapitation

4. Split Vertically

5. Split Horizontally

6. Torso Hole

7. Limbs Lost (Roll 1d6, - above 3, halve, round down and +1)

8. Gut Shot

9. Poisoned

10. Body Destroyed, Soul Intact

11. Heart Shot

12. Reroll

 

Roll 3 TIME D6s, multiply result by WOUND value.

 

Players must deliver a genuine, emotional dying speech to the other players (ONLOOKERS) for the duration of rolled time, in SECONDS. Onlookers award points for perceived sexiness, emotionality, etc. Players may CONFESS for +20 points from one Onlooker. Onlookers may declare OUT OF CHARACTER to subtract 5 points. Players may pause the timer to dispute. 10 points gained if other Onlookers/Arbiters agree.

 

The player with the most points wins.

 

Author's Comments

Notes - word count is 199, or about that.

You could throw this on to any existing longer, better game you’re playing to really drag out a characters’ death.

Inspiration was mostly anime tropes and encouraging player-on-player violence in the most blatant way I could think of, which is making them genuinely be Sasuke for each other’s approval.

This is okay to archive offsite, and I give permission to remix, adjust, or remake any rules provided.

Source: tumblr.com/oathed-milk/801683349269823488

FACT OR FICTION

(1 Returning Hero, 1 Bard)

Take all Hearts out of a deck. Shuffle them.

The Hero narrates how prowess, guile, and virtue led them, through river, marsh, and mountain, to narrow victory over evil.

The Bard draws five cards from the deck and consults their meaning:

2: The Hero's name is spelled correctly. 3: The Hero's bar tab goes unmentioned. 4: The Hero's weapon gets an epithet. 5: The Hero is attractive. 6: The Hero's vice (laziness) goes unmentioned. 7: The Hero gets a love interest. 8: The Hero's successes are not attributed to divine providence. 9: The Hero's bastard child does not appear. 10: The Bard is not written in as a spunky sidekick. J: The Hero is declared a demigod. Q: The Squire, who went mysteriously missing during the quest, goes unmentioned. K: The Hero survives. A: The Hero's actions make things better.

The Bard divides these cards into two piles. The Hero chooses a pile.

The Bard then recounts the tale as they tell it to others. In this telling, all the cards in the pile the Hero chose are true, and all of the ones in the pile they left are false.

Author's Comments

Okay to archive off-site.

I have chosen to not count d66 table numbers in the word count, but to count playing card tables headings. My reasoning for this is that d66 tables, particularly ones broken up like God is Wet's is, are still legible without the numbers, while I feel like this wouldn't be.

Inspired by the Magic: the Gathering card, "Fact or Fiction". Indeed, this is what reminded me that the cards shouldn't all be of equal value. I tried to make the higher cards more important.

Source: tumblr.com/ringedretrospective/799170306136834048

The Fatecleaver

You have a blade that cleaves Fate. …how is that useful, exactly?

--

Need:

  • d6
  • Chosens
  • Guildmaster (GM)
  • Coin

Gameplay:

Chosens roll a d6 on each table.

Prefix

  1. Fate
  2. Time
  3. God
  4. Dimension
  5. Love
  6. Bread

Suffix

  1. Cleaver
  2. Piercer
  3. Smasher
  4. Obliterator
  5. Exploder
  6. Clencher

That is your bonded legendary weapon. It does exactly what it says and literally can't do anything else. Describe character and backstory, describe what the weapon is, and how you got it. Your weapon is so powerful that you have to activate its power on each mission at least once or you die.

Times are tough, you do gig work at the adventurer's guild.

GM rolls this week's mission:

Quest

  1. Escort
  2. Kill
  3. Advise
  4. Find
  5. Steal from
  6. Steal a

Object

  1. Royalty
  2. Dragon
  3. Goblin
  4. Wizard
  5. Love Interest
  6. Ex-Love Interest

It has complications.

  1. Quest is in the busiest city in the world
  2. Quest is out of nowhere
  3. Quest giver is obviously suspicious
  4. Quest object is obviously suspicious
  5. Guild OSHA certificator is following the Chosens
  6. Quest object is incredibly, distractingly, sexy

Flip a coin, head=roll another complication (max 6).

GM flesh out the quest and narrate it, player attempt to do the quest.

GM judges how well the quest is done and rewards Chosens accordingly.

---

Feel free to archive.

Design document under cut

Author's Comments

Can be considered the sister game of "Shit, This Wizard War Is Fucked" I guess.

Rotating GM is recommended.

Optional rule:

At the end GM give a subjective 1-10 Quest Satisfaction Score with 10 being perfect quest, no complain from quest giver, and 1 when somehow the opposite of quest's intention happened; and give each Chosen their Personal Adventurer Score by multiplying Quest Satisfaction Score with the number of times they use their power. It's a gig economy after all.

Roll a d6 Quest Difficulty Rank before each quest, with 1 being equivalent of mundane pest control in an ordinary house and 6 being the equivalent of killing the ruler of hell

Source: tumblr.com/notsomeoneyouknow/801702750538842112

a final act of devotion

This game contains grief and memories. You can always stop playing.

You’re to die soon. You must leave a person devoted to you the secret of your password, so they can inform your online queer friends that you’re dead. This will be their last act of devotion to you.

To create the scavenger hunt that will lead your Devoted to, come up with a location, place, landmark or item you associate with each other the following scenarios:

  • Birth
  • School
  • Faith
  • Loss
  • Community
  • Madness
  • Love
  • Devotion
  • Service
  • Bravery
  • Rest
  • Regret
  • Music
  • Joy
  • Friendship

Arrange these locations, places, landmarks, and items in any order that makes sense to you. The last memory will have your password in full.

Next, write or record a message to your devoted. This is the final words they will hear from you, so make it count. It must:

  • Explain your scavenger hunt & why you tasked them with this last act of devotion
  • What you want them to tell your online queer friends
  • A message for them to keep close to their heart once you are gone
Author's Comments

Word count: 181

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/799357357206487040

FINGERGUNS AT DAWN

You successfully robbed that guy! Now you need to decide what to do with the cash. Roll an Initial Idea.

You also have MAGIC POWERS, activated by pointing a fingergun at someone. You all have one charge left. The person across from you rolls your power, writes it on an index card, and sets that index card facing away from you so that everyone else can see.. 

Starting from the player with the worst vibes, take your turn:

  1. Make a two-three sentence argument for what to do with the cash.
  2. Ask someone what your power is. They can answer as they wish.
  3. (optionally) Use your power if you have the charge to do so,.

The game ends when everyone who is alive agrees on what to do with the money.

D4 MAGIC POWERS:

  1. Your target dies.
  2. Your target agrees with you completely.
  3. Your target gains a new charge.
  4. Completely random effect, roll on this table.

D6 INITIAL IDEAS ON HOW TO USE THE CASH:

  1. Give it to charity.
  2. Start a foodtruck.
  3. Start an upscale restaurant.
  4. Split equally and go our separate ways.
  5. Give me the biggest cut, I did all the work.
  6. Burn it.
Author's Comments

Not counting list numbers, 197 words. Initially you were going to know your powers but no-one else knew, but this way it's funnier.

You have permission to archive this game.

Source: tumblr.com/bellsonggames/800065343155552256

FINISH SOMETHING

A solo journaling game for those who otherwise won’t By Julian Coker

You are YOURSELF, and You are a STRIVER. You both must… FINISH SOMETHING.

As YOURSELF, pick a real project you’ve left unfinished. Game designer reading this: pick a game that died in drafts, or languishes in a smattering of sticky-notes, or drifts in your imagination.

As your STRIVER, pick a grand and fantastical task. A hero must slay the dragon. A romantic dyke must woo the girl. A lost boy must escape his nightmares.

Each day, YOU work on your project. Open the doc once per day. Look at it for ten minutes, if you do nothing else. Let the striver claw inside you. At the conclusion of each day, reflect on your progress. Map this onto your STRIVER’s journey. On days indeterminate, roll a d6.

DID YOU…

  1. Pivot? What changed your Striver’s approach?
  2. Explore? What did they find or learn?
  3. Refine? What new detail becomes critical?
  4. Elaborate? What depths have been reached?
  5. Endure? How do they weather the storm?
  6. STRIVE? What great progress did they make?

Write a brief entry, nightly, one page at most, on the developments of your STRIVER’S journey. They FINISH SOMETHING… once you do.

Author's Comments

Permission granted to archive offsite for posterity. Permission granted to share with credit to author Julian Coker, as well as to remix however you choose.

Realized I'd only hours left. Had nothing. Knew I had to finish something... so I did. Lyric flows fast under pressure. Wouldn't mind expanding this into a full pager format just to cram in a few example story beats for the journaling. Maybe use the protagonist examples listed above, one for each of the six types of progress.

Source: tumblr.com/justsomeradtabletop/801697118737793025

FORAGERS

Three to twenty players will play as ants. One referee maintains the secret hexmap which is their world.

The referee...

  1. Positions: player ants; twice that many CRUMBS (somewhat clustered); any HAZARDS and OBSTACLES; one ANTHILL; any NPC ants.
  2. Adjudicates: player moves. Track pheromones, etc.
  3. Describes: what ants sense. Ants can sense pheromones, see into their hex, and see only whether there is "something" in the three hexes they face.

The players...

  • Write/message their moves to the referee; simultaneously; silently.
  • Moves allowed:
  1. Go either forward, forward-left, or forward-right. Optionally, drop one pheromone (TREASURE, ALARM, or ENNUI) in the hex you are leaving.
  2. Gather a CRUMB from your hex or drop it at the ANTHILL. You may carry one CRUMB.
  3. Scrub all pheromones from your hex.

Also

Players who find other ants may talk to them, but mustn't coordinate actions verbally.

If you enter a hex with a HAZARD: Save on 5+ on 1d6. Otherwise die, dropping ALARM pheromone in this hex and a random neighbour. Drop any CRUMB. Narrate your death.

OBSTACLE hexes can't be entered.

Play continues until all CRUMBS are in the ANTHILL or all ants have perished.

Author's Comments

Feel free to recreate or archive FORAGERS elsewhere.

This game was made by Ben Meadows (Periapt Games), who releases the text to be reused and remixed under a Creative Commons Attribution 4.0 International license: https://creativecommons.org/licenses/by/4.0/

Source: tumblr.com/periaptgames/799500392165736448

free as a bird

One of you is a Trapped bird, being used in a commercial. The other two are Wild birds, determined to free your mistreated kin.

Trapped, you need to roll above a 30. You may roll your pool at the end of each round. You start with 1d6. Narrate your response to the Wilds’ help.

Wilds, you have a pool of 4d6 each + 2d6 to roll. Give the pool to the Trapped at each round according to a roll of 2d6. Narrate narrate how you work together to help each round.

Rounds:

1. Discovery of Trapped

2. Checking in with Trapped

3. Scouting the Director

4. Causing a Ruckus

5. Making a Distraction

6. Attacking the Director

7. Destroying the Cage

 

Wilds rolls:

-6: You fail to help.

7-9: You make a difference! Give 1d6 to Trapped.

10+: You and the other Wild pull off something insane. Both Wilds give 1d6.

 

Once the Trapped rolls over 30, they're free.

Wilds, narrate your final move to free Trapped. How do you work together?

Trapped, narrate what you do first with your freedom.

If Trapped doesn't roll 30 by the end of the rounds, the Director manages to scare off the Wilds.

Author's Comments

Word count: 200

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/801515062335553536

FREE WILL

A game by Grace Gittel Lewis

You are researchers monitoring A-112 (WILL), an entity held deep within a clandestine research facility. WILL is left alone in a room with two doors.

PLAY

1- A player rolls a six-sided die, and narrates what choice WILL makes based on the result. Whatever the choice, WILL can accomplish it, no matter how impossible.

With this in mind, you are given one directive: do not let WILL decide to leave.

1D6 - CHOICE 1: Physical 2: Emotional 3: Logical 4: Natural 5: Unusual 6: Magical

2- The narrating player then describes a new obstacle or other point of choice.

3- The die is passed to another player, and the cycle repeats.

The game ends when WILL decides to leave.

Author's Comments

Ok to archive off site!

Author's Blabbering:

I ended up realizing partway through that this game would fit neatly in APRA canon so I gave WILL an anomaly designation to subtly hint at them being contained by the ACF, and also wrote a companion article for funsies! It's the ACF's file on WILL, with some backstory, an experiment log, and plenty of jokes for those inclined!

APRA: Free Will

There's also an itch release of the game you can find here, if you prefer PDFs or want the printer-friendly file!

Source: tumblr.com/in-case-of-grace/801010138431504384

FUCK/MARRY/KILL - THREE PLAYERS ENTER, ONE PLAYER LEAVES

Each player secretly distributes seven points however they want in their three stats: FUCK, MARRY, and KILL. FUCK governs immediate non-combat actions, MARRY governs long-term non-combat actions, and KILL governs combat.

Players roleplay conflict between their characters, and whenever two players agree that their interaction falls under one particular stat, the third player rolls a d6. If a player in conflict has their stat above the roll of the d6, they gain one point in that stat. If their stat is lower than the roll, they lose one point. A draw does nothing. A player wins when one of their stats reaches 10, or is out of the game when two of their stats fall to zero. At no point other than victory or loss are players allowed to explicitly reveal any of their stats.

Author's Comments

Archiving off-site is okay, and everyone who wants to play is encouraged to fiddle around with any of the numbers if playtesting feels unbalanced: I literally came up with this entire thing over the last 15 minutes.

Source: tumblr.com/echo-onward/801707363779461120

GATE-KEEPERS

For 2 Fans and 1 Moderator. Requires one six-sided die.

You are two Fans on a metal forum in the throws of a nasty argument. Each of you are convinced the other is a Poser. To settle your argument, a Moderator has stepped in.

The fans take 30 seconds and find one easily carried non-animate OBJECT and bring it back to the play area. The moderator will roll the die twice to generate two SUFFIXES. The moderator assigns one SUFFIX to a Fan’s OBJECT, and assigns the remaining SUFFIX to the other Fan’s OBJECT.

 

SUFFIXES

1 – core

2 – edge

3 – grind

4 – doom

5 – gaze

6 – death

 

Each Fan is now a passionate defender of their assinged genre, OBJECT-SUFFIX, which is real metal. This genre is defined by a GIMMICK, which the Moderator assigns as they did before with the SUFFIXES.

 

GIMMICK

1 – polyrhythms

2 – satanism

3 – folk-instruments

4 – screaming

5 – lyrical imagery

6 – outfits

 

Each fan gets 1 minute to explain why (based on its GIMMICK) their genre is the only true metal. After each fan has presented their case, the Moderator decides which fan was least convincing, and thus a Poser.

The Poser is banned from the forum.

Source: tumblr.com/henchmaxxing/799253041041833984

Getting Really Into Flying Fantasy Wizard Cards

(Hereafter FFWC)

:red: 1

HOW TO USE: -During this quest/game, your character is really into FFWC. -When you gain "quest XP", fill in one of the 20 boxes. -When all the boxes are filled out, the quest/game ends. FFWC may still be an exciting part of your life, but it's not new anymore.

[ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]

Major Goals: The HG or other gaming authority can award you 5 quest XP when:

[ ] You bond over FFWC with someone formerly hostile

[ ] You think FFWC has real magic, but it turns out to be a trick

You can earn each of these bonuses once.

Quest Flavor: 1/chapter, or 4/session if "chapters" aren't a relevant concept in your game, or as much as the other players permit if "sessions" aren't relevant, or as much as you permit if you're playing alone, you may earn 1 quest XP through:

:gold: :purple: Attempting to get other people to play FFWC :gold: Talking about FFWC strategy or lore to people who truly do not care :blue: Declaring flawless victory at something, possibly prematurely :silver: :green: Dreaming of snakes made of cards

Also, if you're out of ideas for a scene, you can propose one of these.

Author's Comments

OK to archive off-site.

Obviously, a great deal of credit goes to Jenna Moran.

This is basically me trying to one-up Divine Masters in the supplement-as-game department. It can, technically, stand on its own.

I made this on the 19th but was going to do layout but then didn't.

Source: tumblr.com/ringedretrospective/801705380679974912

GOD IS WET

(2+ players)

You are aspiring God-Eaters, but first you must determine God’s nature. Is God the name given to the culmination of errors in reality? A metaphor for structure, or for kyriarchy? A big man in the sky?

Each God-Eater starts by rolling d66 on the below table to determine what they initially believe about God. Choose one God-Eater to start as Dealer.

Each round, the players collectively roll d66, learning a new aspect of God. The Dealer interprets this; they are not allowed to change their existing beliefs about God, but metaphor is encouraged. The player to the Dealer’s left explains, based on *their* existing beliefs, why the Dealer is wrong, and what it *actually* means that God is, e.g., wet. This continues with the player to their left refuting them in turn, and so on until it would be the Dealer’s turn again. At this point the player to the Dealer’s right becomes the new Dealer. Repeat until bored.

GOD IS…

11: Avian 12: Asleep 13: Banal 14: Chelonian 15: Chewy 16: Creepy

21: Cyclopean 22: Dead 23: Envious 24: Erudite 25: Faceted 26: Flavorful

31: Gargantuan 32: Happy 33: Hungry 34: Incomprehensible 35: Inescapable 36: Intangible

41: Melodramatic 42: Memetic 43: Metallic 44: Microscopic 45: Multicolored 46: Mysterious

51: Poisonous 52: Radiant 53: Spiny 54: Subjective 55: Systemic 56: Technical

61: Thunderous 62: Tricky 63: Unthinking 64: Venomous 65: Well-meaning 66: Wet

Author's Comments

NOTES:

OK to archive off-site.

I made this in the first week of December 2024. The only changes since then are minor wording edits and optimizing the d66 table.

This is 235 words but it's 199 if you don't count the numbers in the d66 table.

This is based on the “rolling to determinine God’s nature” aspect of the original shitpost that led to Eat God. At some point this was left to the wayside in the game proper, with each character having a fairly solid definition of God as the game begins, but i felt it was worth making. In theory one could play this as a prelude to Eat God's character creation, though it has no mechanical impact.

Source: tumblr.com/ringedretrospective/799151504655253504

Grazing Thoughts

a solo journaling game about gently herding your worries

You'll need: Something to write with; one die (d6).

Setup: Think of a worry, anxiety, or intrusive thought. Write it down somewhere. Don't linger on it. Instead: give it a sheep form—draw or describe what the sheep looks like. Name it if you like. Then, roll:

  1. The sheep wanders off. Where does it go and what does it find there?
  2. The sheep naps. What does it dream about?
  3. The sheep eats something new. What's it taste like?
  4. The sheep meets a friend. Who is it and how do they interact?
  5. Weather shifts. How does the sheep respond?
  6. A hiker passes by. What do they notice about your sheep?

Repeat for other thoughts and keep rolling as desired. Each roll, write a few lines. Keep using the prompts or just write about whatever you want, but make sure to keep your focus on the sheep, never the attached thought. Over time, the sheep should stop being worries—they're just sheep doing sheep things.

When you're done, delete/scribble out your initial list of thoughts and step away. The sheep stay, grazing safely in imagination. You don't have to follow them anymore.

Author's Comments

Notes:

  • 200 words exactly.
  • OK to archive off-site.
  • In fact, full permission for anyone to do whatever they want with this, no need to ask or notify me, death to IP.
  • This is the second-ever game I made and it's the second sheep-themed one made in an attempt to distract me from OCD-related ruminating [insert pun about sheep being ruminants].
  • Seeing as this is my Second-Ever Game, I'm by no means a ""Game Designer"", if anyone actually tries and has fun with this, I would love to hear about it; it would make my day. :]
  • OK bye take care I wrote all of this while at work pls slack off at work as much as you can. 🐑

Source: tumblr.com/electric-shoop/799280815560392705

a stark black box with white text (below); there is an inset drawing of panels: two pilots with full-face helmets, and one close-up of a giant and industrial-looking mecha, its singular eye-camera glowing sharply; there are two empty hexagons (where a player might tally their life totals)

rcainebuild’s

[HALVES_

a mech tragedy

Author's Comments

Wake up.

Why are you fighting? Can you remember? Or did they never tell you, when your living flesh was first recast into weapon —a Shell?

There is nowhere else to run, nothing left to be saved. Only the chemical burn to persist. Your cellmate feels it too; you were alloyed, inseparably bonded. The only escape now is Death —you will carry your coffin together.

Each Half awakens with 20 Life and 1d20. Roll(2d20): Higher scoring die takes damage (the difference). Missing Targets will incur Debt (calculated same); Surpassing awards Credit. Spend this on Debt, recovering Life, or Stockpile (+X on a roll). Payment can be stalled but ignored will summon Collectors. Doubles win; potential debt becomes credit.

Should either Half reach 0 Life, both die.

Will you comply? Or face decommission? The void is yours; fill it with burning stars. All things must end. Better to make it loud.

• • • •

Targets:

10: simple tasks, weaker foes —Trivial

20: hazards, trials, other Shells —Fair

30: ill-advisable maneuvers —Unlikely

40: take everything back —Impossible.

Modding:

Rental: debt prioritized, no Collectors

Needle: roll for each action (not once)

Ballast: forego both debts, stockpiling

Orphic: soldier alone (1d); debt is damage

— R

• • • •

Printer-friendly version upon ye!!

a copy of the prior image, but inverted (black text on white), though the artwork is unchanged

Commentary

So I haven’t playtested this in its final form yet (my new job leaves me significantly less free time), but I wanted to post it on the same day as my submission last year (because autism).

This one feels a lot wordier than DMGDSMLTR even though they’re both 200 words exactly. Less tables, more prose. Maybe more detailed instructions? I worry it’s weird and inscrutable.

But then I always liked weird and inscrutable.

Planning on giving this some proper attention and seriously playtesting asap, but I was just too stoked to not share it.

Happy 200WRPG 25!!✨

(Permission granted to save/archive/etc.)

Source: tumblr.com/rcainebuild/800701675136581632

https://witcheslovingwitches.itch.io/ho-epoque

HoÉpoque

a slutty ttrpg for 2–4 

“Every woman deserves a ho era” “A lifetime” “An epoch”

It’s 2089 and life feels — good? Everything people didn’t dare feel in earlier decades. With inventions, intergalactic travel, salons, & a sexual revolution, who wouldn’t feel hopeful? The world’s broken, but change is coming.

Author's Comments

Gather

  • 2–4 hos
  • 1 Lenormand deck
  • Safety tools

Characters

  • Name
  • 1 hated sexual stigma
  • 1 outrageous sexploit

Goals

  • Normalize stigmas
  • Achieve sexploits

Play

  1. Pick a scene
  2. Define oppositions
  3. When opposed, choose a revelation, then draw 2 and answer one getting lucky question based on the cards

Scenes

  • Worlds’ Fair Make news • Destroy fair
  • Salon Peer recognition • Get kicked out
  • Intergalactic Regatta Win race • Sink ship
  • Cabaret et Chill Enjoy show• Put on a show

Oppositions

  • Réalité Something threatening the fun
  • Raison Something inspiring the fun
  • Rival  Someone interfering with the fun
  • Regret Something overshadowing the fun

Revelations

  • À la mode Science, fashion, or art
  • La Monde Person
  • La petit mort Turn-on
  • Je ne sais quoi Let the cards decide

Getting lucky

  • Evens How’s it pleasurable or affirming for you? • How do you set limits? 
  • Odds What vaudevillian scheme is revealed? • What causes a scandal? 
  • Mixed How’s it pleasurable or affirming for them? • What leaves you wanting more? 

Published 2025 by Witches Loving Witches games • Made for the 200-word RPG jam • Creative Commons Attribution 4.0 International (CC by 4.0) Please archive this! And thanks for running this jam!

Source: tumblr.com/hypothermya/800697146158563328

Hotter Water

You just want a nice warm shower; however, the temperature control is… finicky.

Water temperature starts at 1. The goal is 20 exactly.

Play begins with the person who most recently took a shower.

On your turn, pick a dice to roll, ranging from d4 to d12, and add your result to the water temperature. If this gets it to 20, the game ends and everyone wins but especially you; otherwise, play continues with the next person.

If your roll brings the water temperature to above 20, it wraps around to the start (eg. 23 becomes 3), and you take a penalty. By default, this is "getting up and miming a cold shower", or "drawing a stick figure in a cold shower" for online play.

Author's Comments

This is okay to archive off-site.

As you might imagine, I had the idea for this while in the shower; specifically, I was thinking about how I wanted to turn the water up even more, then the phrase "hotter water" came to mind and made me grin, then I started thinking about what I could make using that as a title.

(Yes, I use "dice" as both the plural and singular form; if the English language didn't want me to do that, then it should have invented a singular form which didn't share both spelling and pronunciation with a common verb.)

((Now has its own non-reblog post, here.))

Source: tumblr.com/pomrania/800959476517797888

Hotter Water (my evil shower edition)

Water temperature starts at 1. One person is the shower, whose goal is to avoid the water temperature reaching 20 exactly. The others are showerers, whose goal is for it to reach 20 exactly. Play begins with the person who most recently took a shower, worse shower breaks ties.

On a showerer's turn, they pick a die from d8 to d12, choose whether to add or subtract its result from the current temperature, then roll the die. If the water temperature gets to 20, showerers win (but especially the one who got it to 20).

On their turn, the shower may choose to temporarily raise water temperatures to boiling (roll 6d6, it is added to water temperature until their next turn, cooldown 2 rounds between uses. Making a faint screaming noise is optional but recommended for realism.) or to make adjusting the temperature harder (on each player's turn, after they have chosen to add or subtract, choose to double or halve the result). Shower wins if showerers get tired of this.

Author's Comments

Ok to archive offsite.

A complaint about my shower in ttrpg form inspired by @pomrania's Hotter Water above and my shower. (It really does occasionally at random become boiling hot and the only advance warning is a faint noise that sounds somewhat like a scream heard from afar.)

Source: tumblr.com/flyingbooks42/800974326723674112

How Hard Could It Be?

A game about unfounded confidence, for two players.

Supplies: A coin, a sturdy flat bottomed object, a pack of cards.

The Organizer must ensure all work is submitted on time.

The Procrastinator thinks they have plenty of time.

It is now almost too late.

If the deadline was a matter of months, there is now one week remaining. If it was weeks, one day, etc.

Set your object near the edge of a table. When time passes, push it closer to the edge.

Each turn, the Organizer must attempt to Motivate the Procrastinator. Describe the attempt, then flip a coin to determine whether the Procrastinator feels Motivated or Spiteful.

If Motivated, they work on their Project. If Spiteful, they allow the time to pass. The Procrastinator narrates their internal monologue. Repeat until the game ends.

To work on the project, set a timer for 1 minute, and attempt to construct a house of cards. When time is up, leave whatever stands for next turn.

If the object falls, the deadline passes without a successful submission. Everyone loses. If the house of cards is completed, the project is complete. Describe the mad dash to submit it.

Author's Comments

200 words, including title, five hours remaining. I give permission for this to be archived off-site.

Alternate rules: Replace the card house with a real project, and the object with something fragile and valuable for some external motivation.

Source: tumblr.com/imageartifacts/801687423761399808

Humanity trasformed earth into a tower of babel (w/ Robots)

Play with one Master, and an unlimited amount of players. You play with three d6s.

You can play as a armored(half all damage), Flighters(move in the air, take 1 extra damage when hit), carnivore deal twice as much damage), scientist(heal yourself or ally one point), or survivor (advantage on dodging). Your health is ten.

The things to keep in mind are energy and armor. you have an internal battery that allowers you to move, but attacking takes more power. killing an enemy gives their power to you. you have 8 starting power.

On your turn you can: attack (blade - laser) by rolling dice, move, and think (study enemy (understand their programming language), predict attack, or choose to defend)

On an enemy’s turn you can: defend (take half damage), dodge (chance to get hit, chance to not. both roll dice), or parry (needs the same weapon, chance to work. they roll two, you roll three)

Any damage taken to your physical body is subtracted from the roll

Typical rolls will be three dice rolled, and determined by the master.

Climb to the top and meet God.

Babel on.

Author's Comments

I LITERASLLY HEARD ABOUT THIS TEN MINUTES AGO!!! HOW DID I NOT HEAR ABOUT THIS LAST MONTH!?!?!

anyways, I made something stupid with robots cuz I love em. The tower or babel thing happened cuz I was thinkin about programming languages and how there's too many. I love how simple it turned out! the challenge was a lot of fun.

 

I consent to this being archived off-site.

I consent to anything else besides stealing my work as if it's your own

Source: tumblr.com/echoinginthevastscosmos/801702504581693440

A Hundred Years Hence

This game will take you to two places and ask you to think about the role of humans within them.

 

Choose one place that is human made or largely human affected. A place that has metals, plastics, processed wood. Sit in this place. Notice how it interacts with any natural elements to the world.

What natural light shines in or around it. Does any wind enter, or is it stopped by walls? What is the role of water in this place? Where does water go?

What was here before this?

Imagine this place if it was abandoned. In 100 years, if no human had touched it since today, how would these elements take the place back?

 

Choose one place that is natural, and largely unaffected by human made structures.

Sit in this place and listen, smell, watch. What beings call this place home, or pass through? What is old here, and what is growing new?

What risks does this place face? How can humans preserve this place? What needs to change? What can you do specifically? What can your community do? Who are the caretakers of this place, and how can you support them?

Now go do it.

Author's Comments

Wordcount: 198

I am happy for this to be archived off site.

Source: tumblr.com/takataapui/800723312108011520

I Got Isekai'd As Villainess And I Don't Even Know Court Etiquette But Surely My Memory As A Horse In My Past Life Would Help

Need:

  • d6
  • A pack of playing cards
  • 1+ Players
  • Designated storyteller (optional)

Setup:

Romance-Heart

Wealth-Diamond

Violence-Spade

Skill-Club

Spread 6 points to your stats (you can have 0 in a stat)

How to play:

  • Have an adventure.
  • Whenever there's a complication, draw a card. You need to use the stat symbolized by the suit to solve the complication. Make a contrived justification for why that stat is necessary and how you'd solve it, then roll d6+stat, success on 4+.
  • Whenever you fail, you gain Ire. When you have 6 Ire, you get kicked out of the country.
  • At any point, you can exchange Ire for either Horsepower or Revolutionary Spirit. Make a justification for why your horse trivia is useful, then either:

Simple reroll: gain Horsepower. When you have 6 Horsepowers, your Instinct takes over, and you run off to live in the wilds.

Reroll with incremental +1: gain Revolutionary Spirit. When you have 6 Revolutionary Spirits, you get executed.

---

Feel free to archive off site.

Design document under cut

Author's Comments

Originally I was planning to make some complicated card-based game about court nonsense, but halfway, I thought, let's just start this year simple.

In case it need clarification:

Getting kicked out of the country, running off to the wild, and getting sent for execution, are game overs. Your character might keep their life but they're out of the game.

Incremental +1: You get +1 in your reroll, and you can keep rerolling again with additional +1 for that check.

Joker count as all suits or something, you're adults, you can make up your own additional rules.

A suggestion about additional rules from the top of my head would be a way to remove Ire, probably by smooching other people to keep it in line with the theme.

Source: tumblr.com/notsomeoneyouknow/799796260928372736

I KNEW THIS DAY WOULD COME

REQUIREMENTS:

  • many notecards
  • 3+ compatriots

You are a WIZARD. Decide on a MAGICAL NAME.

WIZARDS are known for PROGNOSTICATION. For each other WIZARD playing, secretly write their NAME and one thing you believe they will do onto a notecard. Decide with your fellow WIZARDS whether these should be in-character or out-of-character. These are your PROPHECIES. Your PROPHECIES cannot be identical.

Choose a WIZARD to be the first SEER. The SEER must now describe the current situation the WIZARDS are in.

A WIZARD, at any time, may perform an action. If a majority of WIZARDS agree, that WIZARD becomes the SEER and must now describe the action and at least one way it goes TERRIBLY WRONG.

If a WIZARD performs the action on a PROPHECY bearing their NAME, that PROPHECY's owner may read the title aloud. That WIZARD then places the PROPHECY face-up before themselves and becomes the SEER. If a PROPHECY is performed by a different WIZARD than is named, that PROPHECY's owner must place the PROPHECY face down instead.

The game ends when one WIZARD no longer holds any PROPHECIES, or when all WIZARDS agree. The WIZARD with the most FACE-UP PROPHECIES before them describes their ULTIMATE TRIUMPH.

Author's Comments

Been eyeing this up since 2023 and figured there was no better time than Immediately to try it out. This was about as hard as I thought it would be, but in a way I wasn't prepared for. I know that there's no score or betters or anything, but I hope I did good. The body is exactly 200 words.

I'm particularly proud of the fact that a winning strategy for this is convincingly roleplaying as a wizard for the entire length of the game. There's a bunch of extra stuff I wish I could fit in there, but I hit 200 pretty quickly with just the basics. I guess that's kinda the whole challenge, yeah?

This is okay to be archived.

Source: tumblr.com/truepestilence/799501086533795840

I Know What Death Looks Like!

The two of you have newly passed through the veil, and met the goddess of death. You both insist that your experience of seeing Her was the Right One.

Come up with 8 characteristics each that you know She had, and keep these secret.

Example: Eyes of jade, hair of kelp, mouth of a shark, vagina dentata*

 

Write 4 of them on an index card each secretly, put them in a line, and put 2d6 on top of each. Write the remaining 4 on a 5th index card.

Start at one side of table, reveal your characteristics on at a time, and roll the 2d6. Whoever gets the higher roll wins the argument on which of those characteristics is Correct.

The bigger the difference in rolls, the harder you win.

 

Once you’ve rolled all 4 characteristics, add up all your d6s.

Your argument has received so much attention that She appears to tell you both to shut up.

If the difference between your overall rolls is 15+, all four of the winner’s other characteristics are confirmed. If the difference is 10-15, 3 are confirmed correct. 5-10: 2 changed to confirmed confirmed. 1-5: 1 changed to confirmed.

Author's Comments

*Taken from Te Rangikāheke’s description of Hine-nui-te-Pō.

Word count: 197

I am fine for this to be archived offsite!

Source: tumblr.com/takataapui/801547573395603456

I Love Gacha Games But They’re Bad: A Solo Journaling Tribute

You begin playing a new gacha game. Decide its title, premise, and five character names. Then make two matrices: a 4x5 COMMON matrix numbered 1-20 and a 20x5 RARE matrix numbered 1-100. Label characters along the 5-side of each, and gacha tropes (e.g. formal wear, swimwear, winter wear) along the other side.

Over weeks, months, or years, take a turn occasionally at your discretion. To take a turn, first put a dollar bill in a jar. Then roll 1d6. On 1-5, roll 1d20 and fill in that COMMON spot. On a 6, roll 1d100 and fill in that RARE spot.

When you first fill a spot, spend 5 or so minutes writing a short scene in the stated gacha-trope milieu that sheds light on the character. When you land on a filled spot, you may reread the scene, but do not add to it.

If for any real-life reason you must access the dollar bills in the jar, the game’s servers shut down. Burn or otherwise permanently destroy the matrices and all scenes. Reflect on the time and money you invested, and the memories you have been left with.

Author's Comments

Exactly 200 words above this line, including the title. Please feel free to archive this. Alternate play option: For something that hits closer to home in real-world gacha economic terms, use $10s or $20s instead of $1s!

Source: tumblr.com/bendandsnap-cummerbund/801691175718453248

I Somehow Condensed the Non-Combat Part of my Untitled TTRPG to 200ish Words for Fun and Practice

Characters

Attributes: Assign d6, d8, d10, & d12 to Might, Agility, Wits, and Resolve.

Traits

One Background: a short phrase to describe your station.

Two Motivations: things you want.

Three Descriptors: adjectives that describe behavior.

Four Skills: verbs that describe what you're good at.

Five Items: useful objects.

Rolls

When you attempt something risky: describe your approach and if needed, Invoke a Trait for Leverage. Leverage justifies why you can do it.

Choose two Attributes. One may be chosen twice but prefer two.

May Invoke one Trait per category, excluding categories used for Leverage. +1 for each.

Help gives +1. Helpers risk Consequences.

GM may Invoke one Trait per category, excluding Traits you’ve Invoked. -1 for each.

GM sets the Target.

  • 7: Easy
  • 10: Moderate
  • 13: Hard
  • Etc.

Roll dice, sum results, and compare to Target.

Miss: Roll < Target. There are Consequences, not always failure.

Hit: Roll ≥ Target. Success without complication.

Crit: Roll ≥ Target + 5. Success with Benefits.

Consequences

Reduced effect.

Die reduced by 2. Cannot be restored without cost. At d0, incapacitated.

Item is lost.

Time.

Attention or ire.

New challenge.

Benefits

Increased effect.

Reduced die restored by 2.

Item is gained.

Time.

Subtlety. 

Another challenge resolved or lessened.

Author's Comments

=====

Available under the CC-BY-NC-SA 4.0 license. Permission is granted to archive this RPG off-site. This RPG may not be used to train AI models.

=====

Very general-purpose, the game adapted is a fantasy skirmish game so the non-fighting part is broad. There are some pretty significant changes - the skirmish RPG has hit points and a metacurrency that didn't really fit, so I made your attribute dice kinda function like hit points here. Also I was originally adapting the subsystem for play-by-post in my text RP discord (I wanted to see if I could get ~400 words to 200), so I removed the GM's ability to veto the traits you invoke. In PBP that would mean more posts and the number of posts in the back-and-forth of a roll is a big limiter on speed.

Source: tumblr.com/thelibraryofthacey/799929981858938880

I'm Hiding, Come Seek

by M. E. Smith

I'm submitting by request of Smith herself, who doesn't have a tumblr but who wanted to participate! She is okay with it being archived off-site.

Source: tumblr.com/sabrinahawthorne/801608829089546240

i'm not sure that i'll do well again a game about stakes

you are a hero. you set out to save the world. everyone was counting on you and you failed.

you are dead, but lucky. death is willing to present you with three chances to rectify your failure

pick a one-on-one competitive game that you've played before. this is DEATH'S GAME. you must play it thrice:

first, against a stranger second, against someone in your life very dear to you third, against the person you know who's best at it

choose three tokens. these should be things that are not vital but you would be sad to see go: trinkets, snacks, or money in small denominations. when you lose a game, dispose of a token.

before playing each of your matchups, assign the game a stake that you haven't chosen before:

  • this game is for my right to return to the world of the living
  • this game is for the lives of my loved ones
  • this game is to save the world

you may play your games over any period of time.

if you tell your opponent about your stake or that you are playing this TTRPG, you immediately forfeit.

Author's Comments

a game by w.s. healed word count: 190 offsite archiving: go for it any other type of remixing, sharing, etc anyone else wants to do: yeah commentary: i wanted to riff on some of the same ideas as i did in I'M NOT LEARNING TO PLAY MAGICAL GATHERING, cheating the word limit by wholesale importing another game's content. unlike last year's entry, though, this one is purely additive rather than subtractive: it is asking you to play a game with a secret extra layer only you know about.

Source: tumblr.com/txttletale/801674088579039232

“Now that you’ve run out of urine, how are you going to escape my tetrahedron?” -Baki the Grappler

I'VE NEVER FELT POWER LIKE THIS BEFORE!!

Get you, a six-sided die and another master of fists.

Players invent a martial art. The more it flaunts physics, the better. When both players have their art, decide who goes first, however you want.

Roll the die. Player A invents a move, their martial art’s deadly technique. Moves describe how it'll obliterate their opponent, and have a name exactly n words long, where n = dice result. Player B invents a move of their own, name length n+1. Its description must counter the first player's. Player A goes again, countering the second player with a move, name length n+2; then player B at n+3, so on until someone messes up. Messing up is: repeating a word used in another name, miscounting n, or giving up. Optional extra rules:

  • Timers.
  • Get a referee. Establish what they arbitrate (narrative logic, move must make them laugh, etc). Ref’s word is final.
  • Deliver lines in-character. You corpse, you lose.

The winner of I’ve Never Felt Power Like This Before!! is whoever doesn’t mess up.

Author's Comments

WORD COUNT 197

ANY KIND OF USAGE REMIXING STEALING AND OFFSITE ARCHIVAL OK

Source: tumblr.com/weepingchoir/801682615322247168

In the Name of Isis, Hekate, Abrasax (whoever he is), Every Spirit of the Dead, and Isis Again

You are A BUNCH OF WORKING CLASS 2ND CENTURY A.D. ROMANS. Your chariot team, THE BLUES, has been doing EXTREMELY POORLY this season. Clearly your only recourse is to lay a HORRIBLE CURSE on the charioteers and horses of the opposing team, THE GREENS.

Each player secretly rolls 1d10 on the following list to determine what ritual ingredient they were assigned to bring.

  1. the heart of a lion
  2. the testicles of a wolf
  3. your ex-girlfriend’s hair
  4. extremely foul-smelling incense
  5. a headband made of pure gold
  6. a bowl of water collected in absolute silence
  7. the 14 secret names of the Moon
  8. a somewhat confused priest of Isis
  9. a pure white linen robe
  10. a black rooster (alive)

You will all need to show up at a graveyard at midnight with your assigned ingredients. Each player should take a turn narrating the ridiculous lengths to which they went to get their ingredient, and then roll a d6. On a 6, you actually succeeded in your efforts. On any other result, you failed disastrously to obtain what you needed and must justify having brought some sort of substitute instead.

Author's Comments

permission granted to archive off-site. author's note: if my belabored joke about the PGM makes my classicist father laugh i consider that a massive win and all other concerns are secondary, but i will say that finally submitting something to this jam after literally years of saying 'i should submit something to that jam' feels pretty good also

Source: tumblr.com/hinotorihime/801327954244337664

There are 200 words below this line. Archival is permitted.

---

Interstellar Journey (for 2+ trailblazers)

Your space train crash landed, solve Problems and get back on track.

1. Stop Staying Between The Lines

Each choose three Phrases for themselves, one of which must contain an element.

Example: [Always Hungry] [Robot Suit] [Fiery Dragon Man] [Lawbringer of the Void]

2. We Always Align

Each define a Problem on the planet.

Example: [Russian MILF] [Senescent Ennui] [Freakin’ Monkeys]

3. Fight For Right

Pick a Phrase and roll 1d6 (target 5+) to solve a Problem. On miss, Strike your Phrase and rewrite based on your failure. Your Element can be rewritten but never Struck.

Example: [Amnesiac Ice Queen] -> [Gloomy Ice Queen]

When Problem solved to satisfaction, move to next Problem. Unstrike Struck Phrases.

4. Light Up The Night

Big Problem shows up once Problems solved. Pick a Phrase and prior Problem, relate them to Big Problem and hit (roll 1d6) the Big Problem. When Big Problem is hit = number of trailblazers, it’s solved.

5. Give A Rap For Hindsight

Describe a lesson you learned or way you grew. Choose another trailblazer’s lesson or growth and refute it or say it doesn’t apply to you. Board the train and blast off again.

---

There are 200 words above this line. (the last two headers are out of order but shh)

Source: tumblr.com/soma-prime-incarnon/800805686918496256

IS IT THAT DEEP?

You are a freshman film studier. Choose a subtext:

Homoeroticism Color theory Christianity WWII Postmodernism Anarcho-syndicalism

Watch at least an hour of a show - ideally, one you haven't watched before. Your job is to find that subtext in the show, especially where it doesn't exist. Write a nano-essay, exactly 55 words long, about that subtext.

Author's Comments

OK to archive off-site.

The definition of a nano-essay as exactly 55 words is based on Andrew Looney's definition of nanofiction. Also, according to the github word-checker, this game is exactly 55 words.

Source: tumblr.com/ringedretrospective/800256926402445312

"It's like Moldvay Basic but with ascending AC"

(A game of bullshitting for 3+ Forumgoers) You claim to be a human OSR dev with revolutionary ideas, but in truth you are a (1d4)

Kobold Beholder Skeleton Gelatinous cube

with no clue what this whole "OSR" thing is, trying to slyly gain cred so you can (1d6)

Date Show up Befriend Assassinate Learn from Defraud

the forumgoer to your left.

To generate a pitch, name your system and say the following: "It's like…" (d8)

"OD&D…" "Moldvay Basic…" "Holmes Basic…" "AD&D…" "BECMI…" "2e…" "A custom mod of Chainmail…" "Gamma World…"

"But with…" (d10)

"Ascending AC." "Backported unconsciousness rules." "Revamped classes." "Playable monsters." "4e-style tactics." "Less resource management." "More resource management." "Customizable advancement." "A modernized alignment system." "Elements from Chuubo's Marvelous Wish-Granting Engine."

Each other player, going around to the right, will then pose a question: "How does that affect…" (d12, reroll duplicates)

"fighters?" "thieves?" "magic-users?" "illusionists?" "dungeoneering?" "exploration?" "combat?" "landowning?" "roleplaying?" "survivability?" "PvP?" "(their species)?"

You cannot answer "it doesn't".

Then, the player to your left pitches. Once every player has pitched, the admin gets pissy about the 4E board and doxxes everyone, including you. Busted! The game ends, but may continue as freeform RP.

Author's Comments

OK to archive off-site.

I was tempted to have one of the monsters be "rust monster" just to piss people off, but I'm sure that my lack of experience with every system mentioned here except AD&D (and BECMI through Dark Dungeons) is enough that I've done that several times by accident anyway.

ADDENDUM: This was based on my belief that rust monsters debuted in Pathfinder, which I have now realized is dead wrong. Oops.

Source: tumblr.com/ringedretrospective/800087439053078528

THE ITCH: A FFXIV Fan?game

There is a parasite in your brain which wants you to redownload Final Fantasy XIV so it can destroy humanity.

Assign 5, 4, 3, 2, 1 to Strength, Agility, Vitality, Intelligence, Mind.

You start with 10 VP.

Roll a d6:

1: You end up talking about FFXIV in an unrelated conversation. (Strength) 2: You're watching raid guides again. (Agility) 3: You don't feel good and you don't know why but FFXIV would fix it. (Vitality) 4: Eorzea needs you. (Intelligence) 5: You miss feeling useful as part of a party. (Mind) 6: You have a bad night with a friend or SO. Lose 1 VP.

An attribute in (parentheses) means "roll a d6, and lose 1 VP if the result is greater than that attribute".

Keep rolling. Each roll is one day. Once you've rolled all six options, the game ends. Life goes on.

Or, if you run out of VP, the game ends, then roll 1d6.

1: The parasite never existed! You live a happy life enriched by FFXIV. 2-5: The parasite is a metaphor for addiction-related cravings. You've relapsed, and live a life which is frankly made worse by FFXIV. 6: The parasite is literal. Humanity is doomed.

Author's Comments

OK to archive off-site. Based on a true story. Slightly embellished.

Source: tumblr.com/ringedretrospective/799243021862469632

Jumanji, Torment Nexus, Or Willy Wonka's Chocolate Factory?

You and your friends are trapped in a construct that shouldn't exist. You decide to spend your time arguing what kind of metaphysical bullshit you're trapped in.

---

Need:

  • 3+ Players
  • 2 Heart, Diamond, and Spade cards per Players
  • 1 Club card per 3 Players

Gameplay:

1. Each player draws a secret card. Each suit symbolizes a specific malevolent construct.

  • Heart: Jumanji
  • Diamond: Torment Nexus
  • Spade: Chocolate Factory
  • Club: Tumblr

2. Taking turns, each player describes some fucked-up situation you're trapped in. Other players vote whether it's Jumanji, Torment Nexus, or Chocolate Factory.

  • Jumanji: The situation is about personal lessons or specific knowledge, like friendship, or life cycle of ants.
  • Torment Nexus: The situation is a metaphor for societal problems.
  • Chocolate Factory: The situation is a lesson on morality or vices, can be dumb ones.

3. After everyone describes two situations, tally the situation votes.

4. Then everyone votes on what card they think others are holding.

5. If a player holds the winning situation card AND people voted incorrectly on what they're holding, they win and escape the place. Presumably learned a lesson. So long, suckers.

6. Tumblr users can neither read nor learn a lesson. A Tumblr holder only needs to guess someone's card correctly to win. They'll never escape, though.

7. Arguing is encouraged at all times before votes are finalized.

---

Feel free to archive.

Design document under cut.

Author's Comments

Based on this post.

https://www.tumblr.com/reggiemess/796038262130081792/so-a-torment-nexus-is-something-that-is-either-a

Source: tumblr.com/notsomeoneyouknow/800203285725413376

Title: Kill Your Neighbor Author: Peter S. Svensson Archive OK! --- Each player comes up with an obnoxious attribute to apply to the awful neighbor.

Example: Takes your parking spot, doesn't clean after dog

Then, each player comes up with a character who is impacted by this terrible person.

Example: Writer living next door, delivery guy who is treated poorly

Each character has to allocate 6 points between their problem solving stances. Practical Improvisational Financial Physical Social Intellectual

Act One: Roleplay how these characters meet and commiserate about their mutual problem.

Act Two: Roleplay how they come up with a plan to humiliate, ruin or kill the awful neighbor.

Act Three: Roleplay how they execute said plan.

When a character attempts something risky, the Narrator may ask a player to roll a d6 then add whichever stance is relevant. The Narrator will pick a target number between 2 and 12 to determine the difficulty of the action. If the total is less than the target number, the character fails. Otherwise, it's a success.

There is no collaboration. Only one player gets to roll.

Once per game, a player may re-roll the dice if they come up with a clever flashback scene explaining how they are skilled at what they are doing.

Source: tumblr.com/peterssvensson/799504005055365120

There are 200 words below this line. Permission to archive is granted.

---

Killing My Love

Your relationship is approaching its end. The metaphor is a downhill race.

---

Choose a trigger:

Shock: 15 Distance and 21 Time. Runner moves twice first round.

Stagnation: 5 Distance and 15 Time.

Opportunity: 10 Distance and 15 Time. Pursuer starts with 3 rerolls.

---

Each chooses Move and rolls opposed 1d6.

Runner:

Sharp Turn: Bring up a slight they forgot but that you always remembered. +3 Distance on win.

Block: Harden your heart. Think about what awaits you. -3 Time on win. -3 Distance on lose.

Flat Out: Tell them how you really feel. +3 Distance, +3 Time on win.

---

Pursuer:

Only 1 reroll per round.

Slipstream: Bring up a time you felt positive and believe they did as well. -Margin Distance on win. -2 Time on lose.

Drift: Offer them something to stay. +Margin Time and -2 Distance on win. +Margin Distance on lose.

Pace: Tell them what they want to hear. Gain a reroll. Then, +Margin Distance and -Margin Time on lose.

---

-2 Time per round.

If Distance >=30, Runner leaves.

If Distance OR Time <=0, roll one last time. Rerolls unlimited. Pursuer wins, Runner stays. If not, they leave.

Briefly discuss your feelings afterwards.

---

There are 200 words above this line.

This is a prototype of a broader concept I may iterate on. You may sense an imbalance towards one of the parties here; think about why that is.

Source: tumblr.com/soma-prime-incarnon/799089867092115456

LAMBDA KNIGHTS

You are a Knight of Lambda. You must travel through Invictus, Greysea, Erebus, and Mount Ar, and defeat Dark Sorcerer Ozymandias.

To create a character, assign +2, +1, 0, -1 to hacking, slashing, scrying, and phrasing. You have 0 wounds. Choose a class and a starting location.

"X ==> Y" means: "Once a scene, when you do X, roll 2d6 and add Y, then look at the next two lines. On a 10+, you get both; on a 7-9, one; on a 6-, neither."

Enter combat with an objective ==> slashing - You're not injured. - You get your objective.

Invoke Heaven's power ==> hacking - Heaven doesn't notice. - There are no unintended side effects.

Peer into the darkness between places ==> scrying - Your next roll gets +1. - Your foreknowledge doesn't shake you.

Talk to an NPC ==> phrasing - They give you a quest with a reward. - You learn about their story.

Rest at a shrine ==> +2 - Reduce wounds by 2. - You may switch the values of two non-wounds stats.

Get injured ==> wounds - Increase wounds by 1, then die if you have 5 wounds. - You're unconscious for this scene.

...There's something other than Lambda. It's in the world, but in you most of all. Good luck.

Author's Comments

OK to archive off-site.

Several of my other 200 word RPGs could be edited further, and aren't, because I like having a natural cadence in my writing. This one, on the other hand, uses something that's almost pseudocode for the sake of brevity.

EDIT: I forgot to give anything resembling an opinion on this. It was a good idea but fundamentally you don't need to do this for brevity outside a 200 word RPG jam.

Source: tumblr.com/ringedretrospective/799731224684937216

LAND OF CATS AND TRAINS

Inspired by Diorama Restaurant on YouTube. 

Stuff:

d6s

Map of a Train Route

2+ People (One will GM)

Players work on a train. Problem, giant cats roam the land and like to rest on the train tracks. Players must figure out how to get the cats off the track.

Using a train map, mark every train stop. At each train stop, roll a d6. If a 5+ is rolled, there is a cat on the track somewhere between the current stop and the next stop.

When at a cat, players describe what they do to try and get the cat off the track. GM then decides how many d6s the players get to roll. Players then roll those d6s. If they roll a 6 on at least one dice, they succeed in getting the cat peacefully off the tracks. Allowing them to make it to the next stop.

If they fail, they will irritate the cat. Causing it to get up and knock the train off its track. Players will all then lose their jobs and the game. 

The player's goal is to go to as many stops as possible without derailing and getting fired.

Author's Comments

Should be 200 words on the dot.

Recommend watching Diorama Restaurant on YouTube for a visual of what this all would look like.

This can be archived off site.

Enjoy wrangling cats off the tracks.

Source: tumblr.com/kuiien/801505344287358976

Last Minute Entry

The submission period for the thing you wanted to enter is almost over. A wiser person might give up, but you're going to squeeze something in with these last few hours.

Roll 1d6 to determine what you're entering:

1: Cooking contest

2: Essay competition

3: Fandom zine (application)

4: Short story contest

5: Poetry contest

6: 200 word RPG jam

Roll another d6 to determine why you're still entering this late:

1: There's a cash prize

2: A matter of pride

3: To impress someone

4: To feel like you've accomplished something

5: Just for the sake of entering

6: Roll again twice

Gather a d4, d6, d8, d10, d12, and d20. Set a timer for five minutes and roll all dice. Using addition, subtraction, multiplication, and division, try to create an equation using the results of all dice that comes out as close to 50 as possible before time runs out, without exceeding the number.

Once the timer has run out, check your number to see how you did.

>50: You ran out of time.

50 exactly: Excellent entry! You will learn nothing.

45-49: You did well.

40-44: You did okay.

Less than 40: The less said, the better.

(Archival welcome!)

Source: tumblr.com/raimi/801686815275941888

Last of the Little Bitterns

You are the ghost of the last Kaoriki / New Zealand Little Bittern, after you were all killed by invasive species.

It is now 2025, and you must convince humans to protect your cousins, the Mātuku/Australasian Bittern.

At each, roll 2d6 to convince humans.

  1. Wetland Tour
  2. Bird of the Year Campaign
  3. Nature Reserve
  4. Forest + Bird Volunteer Event
  5. Marae (Māori Meeting Space) (Add +2)

2-4: Convince 1 person. 6-7: Convince 5 people. 8-9: Convince 8 people. 10+: Convince 10 people.

If you’ve convinced: >20: Progress is slow. 21-27: Progress is hard-fought but eventually picks up speed. 27-33: Momentum builds fast. 34+: Word spreads, and the positive fate of your cousins is secured.

How do you convince people? What efforts do those you convince take?

Roll a d6 to find out your fate: 1-2: Once you’ve done all you can, you fade into the embrace of Hine-nui-te-Pō and Tāne. 2-3: You stay to watch the Mātuku regenerate back to health, and follow their journey. 4-6: You find your way back to the wetland you lived in while alive. In thanks for your hard work in helping, Tāne gives spirit to your past mate.

Author's Comments

Word count: 197

I'm happy for this to be published offsite!

And with this game, that makes fifteen 200 word rpgs I have written in November! Averaged out, that is 1 every 2 days! I will be formatting them all and releasing them together soon :)

Source: tumblr.com/takataapui/801638460318482432

a leaf that doesn't know it's part of a tree

Go to a large and old tree. Scientifically, you and this tree had a common ancestor a billion and a half years ago. In indigenous Māori culture, this tree is your tuakana, your older sibling — many generations ago, your ancestors were made by the same hands.

Exist by your tree, sitting, standing, or lying down. Be near it for some time, watching, listening, smelling. How is this tree protecting you, while you’re next to it, and in general? How can you protect this tree, in turn?

Imagine yourself and this tree switch places. How would time feel as it passes? What beings do you give shelter to? What would you experience entirely differently, as this tree?

Imagine what the tree would see through your eyes. What entirely foreign things would this tree-turned-human feel? What could it do with its freedom of movement? What new relationships would it have?

What do you look like to each other, as you take in the world from the other’s perspective?

You’ve switched back now. What was the same? What do you and this tree have in common?

Breathe in. Breathe out. Fill your lungs with the air it has made for you. Breathe.

Author's Comments

Word count: 200

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/801179058334580736

Legally Indistinct Task Game

4+ Players. Requires 2d6.

Each Player creates a British Comedian. Each Comedian has two Tags. Generate Tags by rolling 2d6 and assigning the numbers to the two tables below. Name your Comedians.

Mood 1: Sad 2: Angry 3: Cheerful 4: Tired 5: Confused 6: Competitive

Vibe 1: Wet 2: Imp 3: Fool 4: Old 5: Erudite 6: Not British

Each round, two Player assume the roles of Greg and Alex. Alex gives all remaining Comedians an obtuse or silly Task then calls on each remaining Comedian in turn. That Comedian rolls 2d6 and consults the Result Table.

Result 2-3: Barely even tried. 4-5: Misunderstood the Task. 6: Missed something obvious. 7: Angry at Alex. 8: Broke down laughing. 9-10: Wildly overdid it. 11-12: Spotted a trick.

The Comedian describes their attempt of the Task based on their Mood, Vibe, and current Result. Once all Comedians have described their attempts, Greg gives each attempt points ranging from 1 to the number of remaining Comedians. Rotate the roles of Greg and Alex to new players and start a new round. Continue until each Player has been Greg and Alex exactly once each. Tally each Comedian`s total points.

Author's Comments

Archival permission granted.

Source: tumblr.com/redikalus-username-blog/800606881471201280

Legendary Heroes Of Legend, Or The Stars, Or Your Back Yard, Or Wherever

Prep: Name a hero, pick a song with varied lyrics (strip out all but one instance of the chorus)

Play: For each hero, distribute their lyrics line by line among the players (skipping that hero's player). Starting from that hero's player's left, players take turns to interpret their given lines one at a time as one of the hero's adventures. Extrapolate their legend. Tell of their heights and lows. Each adventure leaves the hero with an attribute: a title, a treasure, or a physical impact. Choose one. Reference previous adventures as you see fit, but do not expand on them directly. These adventures are largely factual.

When that hero's player's turn comes around, they pick an existing story and add wild embellishments. These may be factual or complete fabrications, but exaggerations that are referenced by other players’ stories afterwards are true.

When all lyrics for that hero have been handled, that hero's player narrates how the hero's adventuring days come to an end, or how their life faded into myth.

Coda: Discuss which hero wins in a free-for-all.

 

Author's Comments

Please archive this.

Title tries to allude to the fact that you don't have to stick to fantasy or any specific genre. The fantasy/scifi split is kind of a fake distinction but it's also a stubborn one.

"free-for-all" is deliberately left vague, should your group's inclinations be more about arguing who tops. I'd have put something in there about encouraging drawing your characters after the fact, but that might be a tall barrier for folks.

Source: tumblr.com/batelite/801649477056348160

Let's just get the Computer to do It

The player(s) open a conversational AI and paste the below prompt, taking turns in a circle deciding what to write in each blank.

Generate a 200-word or less roleplaying game for [X] players. It should evoke [feeling], take place in [setting], and center around [verb]. Include the title, how play progresses, and an ending.

Vote whether you'll attempt to play the game it generates. If not, start over. The group may stop an attempt and start over at any time if it becomes boring. This is called "user error".

The first game completed is declared the winner and receives a soul as reward. If no game is completed, the player who had the most fun wins. (Protip: Roasting the game is also a type of fun.)

Author's Comments

I am okay with having my 200-word RPG archived off-site.

Source: tumblr.com/sideblog-sidehoe/799502522285015040

[It is STILL THE 30TH]

Let's play a GAAAAAAAAAAAAAAAAAAAAME!

Take 100 Notecards, labeled as follows. -40 with "A" -20 with "G" -20 with "M" -15 with "!" -5 with "E"

Shuffle the Cards into a deck. Each player takes turns, going around the table widdershins.

On your turn you may: -Draw a card and place it on the table in front of you. (Shuffle the discard pile into the deck if the deck runs out.) -Discard a "G" to give OR get a card to/from someone else -Discard a "M" to move a card from one player to another (neither of which are you) -Discard a "!" to make another player discard a card of your choice -Discard a full set of "GAME!" to draw 10 cards. Say "I'm playing a GAME!" when you do this (for fun).

Play ends when someone has three "E" cards in front of them and shouts "We played a GAME!". If someone else shouts "We're playing a GAME!" before the person with three "E" cards does, the game doesn't end, the third "E" is shuffled back into the deck.

Tally points as follows: -2 points for every "A" -1 point for every "!"

Player with the most points wins the GAAAAAAAAAAAAAAAAAAAAME!

[Permission granted to archive off-site.]

Source: tumblr.com/maspers/801697174473900032

Let's Speed Date!~

You need:

  • Deck of Cards (Preferably TCG)
  • 2D6
  • Pen & Paper
  • 4-6 Players

How to play:

  • Everyone Draws a Card, & Writes down a Character on a sheet of Paper inspired by the card. Characters should include Name, a Drawing (and/or description), and a (initially empty) area to detail previous Dates.
  • To start, Roll for who goes first. Whoever wins Dates the Character to their left. Roll both die to see how well the date goes based on the following table: 2-4: Date went Poorly. 5-8: Date was Ok. 9-12: Date was Fantastic!
  • Roleplay the Date with the above result in mind. (Please Keep The Dates Quick.) Dates get added to both characters' Previous Dates area, with their Partner's name and the result of the date. Add topics that came up during the date to your Character's Likes and Dislikes area as needed.
  • Proceed counter-clockwise.
  • If a Previous Date with your would-be Partner ended Poorly, Date the person to their left instead.
  • If 3 Previous Dates with the same Partner ended Fantastic, then the both of you hook up, and you're both removed from play.
  • Play ends when there are no more valid dates.
Author's Comments

Keep note that uh. this was not play tested. at all. I Cranked this text out in a maximum of 1 hour and do not have any friends to playtest with. I hope to god that the playtest phase isn't important, but you can point to the lack of playtesting if this game ends up crashing and burning.

Off-site Archival approved.

Source: tumblr.com/velcrow101/800820039517405184

Libraread, A Diceless Reading Encouragement Game

You are librarians, working at the Libraread. Folks love the Libraread due to its extensive collection of fine readings from history, the future and probably the multiverse. Unfortunately, things in the Libraread sometimes sneak out and attempt horrific, terrifying or just plain odd actions.

Today's young (or old, or immortal) reader has vanished into the archive, not resurfacing to the front desk for forty-two minutes.

Luckily, you librarians are prepared to ensure all readers survive to enjoy their tome of choice.

Setup: Select a random book for the catastrophe, reader and each librarian. Based on the title, cover, vibe etc, determine what each of these are. Note chapter count of each book.

Rules: You have total actions equal to the catastrophe chapter count to save the day. For an action a librarian may use chapters from their own book to:

* Set the Scene - 1 Chapter

* Take Action - 2 Chapters

* Curtain Peek - Describe what the Reader does (3 chapters, costs reader book)

Turn to a random page of the book, and using anything on there, describe what occurs. Some improve is allowed in theme. After a librarian reads, read a random passage from the catastrophe book to describe what occurs next.

Author's Comments

Creator Notes: I realized I had 3 ish hours to add my own little idea to this challenge and said ‘eh, what the hell.’ I like reading, I like stories, and I like funny improve games so here ya go.

If you don’t own many physical books, you can totally use other reading like fanfiction or online resources.

200 words is hard to fit enough in eh.

 

Also yes permission granted for storing for saving this.

Source: tumblr.com/darrelodin/801697718051422208

The Library Leak

The college library's staff have noticed odd things happening lately. Things not being where they should, the occasional weird sound. But there are student complaints of strange lights in the stacks, people being locked in study rooms, & claims they've watched their peers performing real magic. A cursed book has hidden itself amongst the collection & is leaking evil into the books.

What You Need:

A friend

Two six-sided dice

One person is the ghost hunter & the other is the demonic tome. Describe both characters.

The ghost hunter has a spirit detector & a banishing rod. You can use one at a time. Describe both.

The book strikes from hiding and uses a spell to destroy the human body. Describe the spell.

Each turn, decide which item you use & you both roll the d6. A 5-6 is a success & deals 1 point of damage. The monster deals 2 points of damage.  The hunter has 4 hp and the book has 6 hp. Using the spirit detector reduces the monster's attack roll by 1.

If the hunter is defeated, the evil tome will continue to spread its maliciousness to the unsuspecting students. If the book is defeated, the library is free. For now.

Author's Comments

Here's my (maybe first? I might try some more) entry into the 2025 200 Word RPG Game Jam, The Library Leak! It's sitting at 199 words and is a very condensed version of something I was working on before for a an adventure set in a game world I was trying to build, but has stalled for the time being. Anywho, The Library Leak follows a similar structure to my game from last year, Spirit of Adventure. It's rolling a couple of d6s and seeing whose character dies first! It's simple! I would like to have this archived, please. Also, feel free to do whatever you want to with it.

Source: tumblr.com/skredli-the-ogre/799249414474563584

Lil' Apotheosis

A game for one Gamemaster(GM) and at least two other Players, about walking the line separating reality from its rules. The GM presents Players with story, conflict, and challenges to overcome, and judges when tasks are beyond them. 

Players progress in LA by reaching beyond their ability. When a Player tries to do something, the GM decides whether it is 

a) far beyond their ability, and Fails.

b) within their ability, and Succeeds.

or c) only slightly beyond their ability, and they enact a Change upon their Self that makes them capable of easily succeeding.  

When enacting Change, the Player selects a letter to remove from their name, and a word starting with it; The GM describes how this word represents a limit they are no longer bound by, and how that lets them complete the task. 

When a Player no longer has a name, this reverses. Players pick letters to add to their name, and a word starting with each, when enacting Change.  The GM tells them how this word represents a trait/ability/domain gained, and how that lets them complete the task. 

When the game ends, the Players’ new Self is complete. Their names lie still.

Author's Comments

Please DO archive Lil' Apotheosis off-site for posterity! I wish to be perceived~

Lil' Apotheosis was inspired by a homebrew mechanic a friend made up for our table's annual Halloween horror game! The base rules were DREAD's jenga-tower rules, which are great for a horror game- BUT he also had this neat cipher-based spellcasting the Bad Guys were using, that we could pull more jenga blocks to gain access to!

I skipped the cipher, but I liked the power-word portion of the mechanic so much it inspired my submission here! I started writing it just after Halloween, and then procrastinated until the eleventh hour.

I'm hoping to run the next Halloween Game for our table in a year, and I'm planning to use Lil' Apotheosis to do it! Enough running from monsters- for my Halloween, I'm making my players become the monsters!

Abandon The Mortal Limits Of Your Flesh!

ASCEND!

ASCEND!

Source: tumblr.com/sizeabletoblerone/801701250955689984

The Littlest PC: A Game for One GM and One Microbe

You are a new species of microbe, a formless blob in the primordial ooze.  Try to survive without losing yourself by becoming another species.  Balance your Extinction and Evolution stats.  They both start at 5.  If either hits 10, you lose!

1: The GM flips a coin.  On heads, introduce a new condition (eg antibiotics, lower oxygen).  On tails, introduce a new environment (eg new host species, dry land).  Roll a d6 to assign a difficulty, 2 to 6.  (Reroll on a 1.)

2. The player may either roll a d6 immediately to attempt to survive or gain a new trait first.  Any trait that clearly applies to the event adds 1 to the roll.  Tie goes to roller.  Failure: +1 Extinction, -1 Evolution.  Success: +1 Evolution, -1 Extinction.

Suggested traits: Flagellate; Photosynthesizing; Extremophile; Infectious; Dormancy; Beneficial/Useful.

3. Repeat.  Traits last between rounds.  For EVERY trait: if the environment changes, +1 Extinction, -1 Evolution; if the condition changes, +1 Evolution, -1 Extinction.  Eg, if you have 5 traits, your Evolution/Extinction changes by 5.

If you successfully complete ten rounds without either Extinction or Evolution hitting 10, you win!  You have survived to the destruction of your planet.  Congratulations!

Author's Comments

[Archiving off-site is welcome.]

This game has been playtested!  Playtesters found it “fun,” “fast,” and “kinda like Plague Inc.”

Recommended setup: a coin and a d6 (or a phone with dice-rolling open), and a notepad (or a phone with notes open).  Notes should include a section for traits and trackers for Rounds, Evolution, and Extinction.  (You can also theoretically track only one of them and lose when it hits 0 or 10.)

It is left deliberately ambiguous whether you can apply traits from previous rounds to the current event, so that that can be decided at the table.  My recommendation is to play with only new traits affecting events in your first couple games while you figure out the scoring and strategy.  Then, once you have the hang of it, try letting traits stack.

To clarify the reasoning on the end-of-round trait shifts: you’re getting hyper-specialized for your environment.  Hyper-specialization causes you to start to speciate if your environment stays the same, but screws you over if your environment changes.

I wrote this during an international flight - I challenged myself to do everything from brainstorming to playtesting to layout all between LAX and Japan (and still have some time to nap).  Finished layout as the flight attendant was telling me to put away my laptop!

This game is lightly inspired by the Honey Heist system and by Spore (2008).

If you want to hack/remix this system/use it as an engine, feel free!  It’s designed to be eminently hackable for 200w RPGs.  Please credit in your author’s notes as based on/a hack of/etc “The Littlest PC, by DropTheMyc Brewery”.

Sharing is also great.  If you share, please again credit DropTheMyc Brewery.

Here is a version laid out for business cards:

[Don't mind the QR code, it's not active yet.]

Source: tumblr.com/dropthemycbrewery/799969103379070976

A Long Way Home

REQUIREMENTS:

  • Pen(cil) and Paper
  • A Tarot Deck (virtual is fine)

 

You are a traveler, embarking on their final trip; to their home. It will be a long journey, and in the end, the you as you know it may not be the one that reaches it.

The way home has eight stops (the colours of light, excluding indigo but including light and dark); these stops can be both physical and metaphorical. A place you visit on your final journey, or a significant event. All that matters is what you take away from it.

At each stop, draw a Tarot Card and interpret it to the best of your ability and interest. Write down the scenes and people of the location, or the nature of the Event. You may draw another card to foster a greater change; add another description and what you've learned from it, and +1 Fate on your sheet

After the 8th Stop, compile all of your changes and your Fate together. And see how you've changed...and how much Fate you've accrued; your future impact, with 0 being just another traveler and 8 being a traveler that will one day, change the very world itself.

—————————

Here's my second stab at this, it's quite fun!! 200 words as well, this. I'm fine with it being archived anywhere as usual

Source: tumblr.com/paradoxdragonpaci/799511948426362880

The Lost City - A Solo Journaling Game

Requirements: dice, cards, journal

You are a historian exploring a once thriving, now crumbling and forgotten metropolis. What are the forces that caused this city to rise and fall into obscurity? What people, places, and events shaped it?

You will discover six each of Places, People, Events, and connections between them. Create blank tables for each to fill with your discoveries.

Each turn draw four cards and compare to Encounters table. Skip duplicates. Journal about encounters and discoveries. 

Reshuffle when empty. 

Game ends when all Places, People, and Events are discovered.

Making Discoveries and Connections: Roll 1d4. 1 - Place, 2 - Person, 3 - Event, 4 - Choice. Roll 1d6 on relevant table. If entry is blank, discover a new one and add it to the table. If entry is filled, repeat 1d4 and 1d6 rolls to create a connection between that entry and the first one.

 

Outcome Encounter Mechanic All numbers - Faded artwork. - Discovery. 2 - Poor weather.     - even ♥️ - Dusty tome. - Discovery. 3♣️/3♠️ - Strange dream.     - More Red - Worn memorial. - Discovery. all one color - Engraved item. - Discovery. Queen - Dangerous creature.   - A♠️ - Secret passage. - Discovery. 2 or more ♣️ - Another traveler.     -

Author's Comments

Ok to archive off site.

I've been fiddling with this all month, so I think it's time to post in now. The wording between the graphic version and the text version is a little different in spots, they are both _about_ 200 words, but not exactly.

This is inspired by games like Hollow Knight and Dark Souls, where you have this vast mostly-ruined world you're exploring and piecing together the history of. I really had fun with this idea and I'm working on a longer more fleshed out version, which I'm hoping to have a draft of finished soon.

Mechanically, bits of this are inspired by a few different games. I really liked the way of reading a dice pool multiple different ways from Eat God, and I wanted to make something sort of like that with cards, where you can read the cards multiple ways to get different encounters. I was also really inspired by the world building design of Blades of Gixa, which I saw in this video.

Source: tumblr.com/sociallynonexistant/800970670776434688

The Margarine Heist

---

Divide into 2 roles: Criminals and Friends.

Open your pantry/fridge.

Look at the fifth item from the left.

The Criminals had just finished a heist. For what sounded like a brilliant idea back then, they now have (roll 1d6 for number) (roll 1d6 for unit)

  1. tonnes
  2. crates
  3. unmarked vans
  4. storage units
  5. roomfuls
  6. cellarfuls

of the item.

Now they have to get rid of the item. Set a 5-minute timer. In that time, the Criminals have to try their best to explain where the item currently is, why they have those items, who's after them, when is the deadline, and what their current plan is. The Friends act incredulous and ask questions, and maybe give suggestions.

Once the timer is up, whoever is after the Criminals is coming. Scramble in panic.

Good luck.

---

Feel free to archive

Author's Comments

Just a simple improv game to close the year. I realized I haven't put a heist game this year, and I promised myself I'd make something about some sort of margarine heist back at the start of this month, so there it is. A half-baked game entirely in the spirit of this jam.

Optional rule: If there are multiple criminals, give everyone specific roles like Mastermind, Tech, Muscle, Face, etc.

Give everyone specific thing to explain. Eg. Mastermind only explain why they have the item, Tech only explain what's the plan to get rid of the item, Muscle explain who's coming after them, etc.

Source: tumblr.com/notsomeoneyouknow/801178475865210880

MATH WIZARD DUEL

You need:

2 duelists 2 seconds, one for each duelist

Each duelist chooses an extravagant MATH WIZARD DUELIST NAME and a WIZARD specialty (chronomancy, pyromancy, etc.). Each Duelist describes how the other has violated their MATH WIZARD HONOR.

Duelists each tell their seconds their preferences of weapons, duel rulesets, mathematical topics, and spells (heal a limb, make opponent switch hands, etc.). Seconds decide between each other on a weapon, duel ruleset, mathematical topic, amount of time to solve problems, two spells for each duelist, and other details of the duel, each trying to give their duelist what they want. Any weapon chosen must be freely available to the duelists and both duelists must be able to safely use it.

Each duelist names their spells and gives the other a lists of math problems which they know how to solve. At the agreed-upon time, duelists conduct a duel as agreed upon by seconds with great drama, ceremony, and panache. During the duel, a duelist may cast a spell by calling out the answer/proof/proof outline. If correct, they cast that spell.

Winner describes how they take the other's MATH WIZARD TENURE and bring great shame upon them.

Author's Comments

This game may be archived offsite.

It's a math duel and a wizard duel and a regular duel all at once! (Mathematical duels actually occurred in 16th-century Italy and could be a big deal. Each person gave the other a list of problems which they knew how to solve, and the first to solve the other's problems would win. The winner could even take the loser's academic position.)

I intend to try playing this at rapier practice sometime.

Source: tumblr.com/flyingbooks42/801700997070192640

The Messenger

Needs: 2d6, one inside the other; a bag, esp. worn; a notebook; loose paper; writing implement

The wearer of the bag is a messenger. The notebook is theirs. The loose paper is for the messages they carry.

Roll the 2d6. The outer die is more important than the inner one.

1- The messenger is lost. Jot down information in the notebook to orient yourself. 2- A message is received. Write it down. 3- A message is given. It is no longer of use to you. 4- You are delayed on your journey. Idle the time in your notebook. 5- You are owed a favor. Note this. 6- A message is taken from you. Tear up one of the loose papers you've used.

The game ends when you run out of loose paper, or when you fill your notebook, or when your writing implement fails. Discard any remaining loose paper. If your messages bring right or ruin to the world, if your failures help or hinder, if the world is forever changed by your hands, you alone hold that historic record. If you would like, acquire a distinct writing implement and annotate your notebook. It is your final message.

Author's Comments

Okay to archive offsite. I started with using implements I enjoyed, then found a story that would be interesting to tell with them. I love implicit worldbuilding and characterization, so that found its way into here too.

Source: tumblr.com/tricksterwizardry/799501376394821632

Mini-Witch: Solo lifestyle RPG

You need 1d6 and a standard deck.

Setup: You have two magic skills: Red (heal, repair, protect) and Black (enhance, support, grow). Split 2 points between them. Start with $40.

Events: Every real-world day, draw cards for events. The day ends once "time passes" twice.

Number Card: Foraging. Roll 1d6+matching skill:

1-3: Time passes.

4-6: Gain card as ingredient; time passes.

7-10: Gain card.

Face Card: Customer. Roll 1d6+matching skill:

1-3: Time passes.

4-6: Gain $10; time passes.

7-10: Gain $20.

Ace: Magical threat! Time passes, then roll 1d6+matching skill:

1-3: Threat steals a random ingredient.

4-6: Threat steals an ingredient; you choose.

7-10: Safe.

Brewing: After events, you may brew potions. Spend ingredients summing to 11, 16 or 21, all the same color, then roll 1d6+matching skill:

1-3: Gain $5/ingredient used.

4-6: Gain $10/ingredient used.

7-10: Gain $15/ingredient used.

Market: After events on Tuesday and Friday, draw 7 cards. Number cards drawn are ingredients for sale: $10 each.

Upkeep: On Sunday, pay $20 or lose two random ingredients.

Advancement: Spend $40+($20*current points) to add +1 to a magic skill (max 4) and increase upkeep by $5.

Author's Comments

According to Google Docs, I'm at exactly 200 words. I'm working on a bigger game with the same theme, but this felt perfect for making minimal. Permission to archive this is granted.

Source: tumblr.com/casualgamemasterqwerty/800744396103532544

Moldvay Ascending 2

(3+ Ex-Forumgoers)

You claimed to be human OSR designers, but after a forumwide doxxing incident, your true natures as monsters are revealed - and worse, everyone knows that you're completely ignorant of OSR! What will you do?

Answer, individually: What monster are you? What long-term offline ambition do you pursue? Why did you attempt an elaborate OSR-related boondoggle? What must you still keep secret? (You are bad at keeping it secret.)

Individually, prepare a journal.

Answer, groupily: How are you communicating now? Why are you all still hanging out?

For each pair of players, discover something they have in common (d20; 1-10 means shared like, 11-20 means shared dislike.) Anime Book Video game Modern TTRPG NPC ex-forumgoer Weird human thing (biological) Weird human thing (cultural) City Food David J. Prokopetz

Frame a scene around it; other players are present, and can join in or blather about unrelated things. One scene happens each in-game day. After each scene, each ex-forumgoer writes two sentences in their journal; one about their day online, one about their day offline. These may or may not be about the forum or their ambition.

Once each pair of players has had a scene, the game ends.

Author's Comments

OK to archive off-site.

This exists entirely because "It's Like Moldvay Basic But With Ascending AC" didn't have room for a d20 and d100 table. So I wrote a sequel.

With that said, it's important to me that each of these stands on its own.

You may be wondering: "RR, where's the d100?" Watch this space.

Source: tumblr.com/ringedretrospective/801066276081582080

Moldvay Ascending 3: The Final Chapter

(3+ Designers)

You are a group of monsters who found each other due to a hilarious OSR-related doxxing incident, and became friends. Now, you have decided to step out of D&D's shadow and make your own RPG as a group.

Roll a d100 three times. The tens die indicates an Ideal (necessarily filtered by your monster species), and the ones die indicates your Passion for specific parts of the game creation process. Write down both as a set; you want to express the former through the latter.

IDEALS Simplicity Originality Power Fantasy Player Creativity Skill Expression Flavor Crunch Coziness Social Justice Mass Appeal

PASSIONS/RESPONSIBILITIES Setting Chargen (Practical) Chargen (Ideological) Rules (Action) Rules (GMing) Rules (Combat) Rules (Social) Rules (Investigative) Rules (Downtime) Rules (Gender)

Divide the first five responsibilities among your group. Multiple players can share one. Decide which of the last five will be in the game, and divide those too.

For each responsibility, the players responsible for it write a 200-word snippet of a larger text, editing it until they can all agree that it's a good first draft.

Reconvene and share. Do you think you can weld this into a coherent TTRPG? You're welcome to try.

Author's Comments

OK to archive off-site. Originally the "Ideals" column was instead "Favorite TTRPG", but I didn't want to restrict players like that.

I feel that the sequels do not match up to the original, as is so common, but hearing stories of NaNoWriMo has taught me that if you're doing a posting marathon like this they're not all going to be home runs.

Source: tumblr.com/ringedretrospective/801066519124754432

Monster & Fucker

A roleplaying experience for a player and a GM who are comfortable being intimate together. The player plays a humanoid bard who successfully rolled to seduce a monster. The GM plays the dragon, beholder, mindflayer, or other monster the bard inexplicably decided to seduce. The monster can be any distinctly inhuman creature who passes the Harkness Test. The GM should know the monster beforehand and prepare.

First, the player and the GM discuss how the player and monster will communicate. (Do they speak the same language?) Then, the two try to work out the mechanics of the carnal acts they perform. The player only has the official art they can easily find, any knowledge they had prior to deciding to play, and what the GM communicates available to them for this task. The monster is equally clueless about the bard’s more conventional anatomy. Both try to solve this puzzle and enjoy the other’s company.

Once the monsterfucking is done, ask: How much did each character enjoy it? Do the two go their separate ways, or does this become more than a one-night stand (willingly or not on the bard’s end)?

Author's Comments

193 words, according to my word processor. Inspired by seeing enough jokes about bards seducing monsters in tabletop games that I started to wonder what that would be like. Archiving is OK.

Source: tumblr.com/lewdlamia/800065411929587712

The Most Uneventful Hike

A storytelling game for 1+ players.

Equipment: cards with elaborate art, such as Pokemon, Magic, Tarot, or Dixit.

Each player draws three cards. Study the art on your cards. The rest of the card is irrelevant.

You are a group of friends out on a hike through the wilderness. On your turn, turn over the top card of the deck. Start with, “it was an uneventful hike, when...” and describe a problem or obstacle that your group encounters on your hike, based on the art of the card you turned over.

You then play a card from your hand, and describe how your group overcomes this obstacle, based on the art of the card you played. The description of the obstacle and solution can be as long or short as you like.

Once the obstacle has been overcome the next player goes. Continue until all players have run out of cards in their hands and your hike is finished.

Note: while this is intended to be played as a hike, you can change the genre or setting of your adventure as you like. It could be an ocean voyage, haunted house, or Black Friday sale.

 

Word count: 199

Feel free to archive off-site

Source: tumblr.com/captaintinykraken/801408080516726784

Author's Comments

i had this really good table and today i learned tumblr doesn't support tables. awesome. oh well. archival off site is ok. there may be tumblr friendly text version. i feel like a lot of games i've played don't portray the deals with the devil well. there is very little moral hazard, players don't feel more powerful than others, it isn't easy to be evil by accident and it isn't easy to become totally dependent on the devil's power for all your problem solving needs. this game tries to do those things. i don't think it does these things great! it's unplaytested and it relies on the devil acting like the devil i have in my brain and not very many places on the page. i think the rule exception stuff is fun and can very easily fall into being borderline overpowered. which frankly is how i think the devil should feel. the other players get to drop ire on the player who has befriended the devil pretty frequently too. i like that as a loss of control mechanism more than the "you have to do what the devil says" stuff at the end. can do something more w/ that i think. the hidden rule stuff goes prettttttyyyyy well with what i did w/ the table too. since all the rules are where you unlock them, i feel like players who want to play by the rules are less likely to accidentally read something they otherwise shouldn't have. best case is there are like. stickers you peel off that reveal these things. gloom and frosthaven are kinda sick tbh. stickers are cool as hell. i think i communicate poorly a lot in this game. and i stripped away a lot of the flavour to hit the word count. and i don't have advice on how the devil should be making it easy for the player to become evil by accident. i think the Unfair Advantage rule _can_ create player/character dependency on the devil, but i ain't know for sure. there was a whole WILL subsystem about getting free from the devil, where it would count up but _remove_ rules from the thresholds it passed. So the character would become less and less powerful while the devil retained its hold over them. and of course there were no rules in the expansion for gaining WILL. lmao. figure it out yrself. the devil won't tell you how to break free. fun jam. worthwhile project. strained by ability to communicate rules and to finish and publish something. woooooooooo.

Source: tumblr.com/krkrsn/801675113257975808

MY LIFE AS A TWEENAGE INKLING

You are squids, but you are also kids. Assign 4321 to Squid Skills (Paint, Swim, Sense, Relax) and 4321 to Kid Skills (Fashion, Communication, Combat, Composure).

You are always either in Kid Form (-2 to Squid Skills), Squid Form (-2 to Kid Skills), and Pubescent Hybrid Form (-1 to all skills). You can choose one as a scene starts. As a tween, you do not have perfect control over your form.

Hot squid activities/scenes include: Paintball combat, art class, P.E., loitering, gossip, lunch, urban exploration, back alley, playdate, not-playdate hangout, school club, sex ed.

When taking action: Choose a relevant Skill, and then roll a d6. If the skill is 0 or less roll a d10. 1s always succeed. Rolls under or equal to your Skill succeed. Rolls over your Skill fail, and you change forms and gain 1 XP.

You can roll to change on purpose using Composure or Swim. In this case, success means you transform, and failure means you enter Pubescent Hybrid form and gain 1 XP.

When you have 5 XP, reset to 0. You've learned something important about being a squid-kid; figure out what. Then increase a skill by 1 (max 5).

Author's Comments

OK to archive off-site.

I'm gonna make one of these every day, even if it kills me.

Source: tumblr.com/ringedretrospective/799357952603701248

My Underwhelming Vacation

You are eldritch beings from beyond this dimension. You are vacationing on Earth. Earth is a neutral ground because it naturally prevents violations of physics, rendering the powers of all beings like yourselves moot. Unfortunately, your vacation is about to get ruined.

For each player:

  • State what you are in your home dimension and what powers you have there: an archangel, Baba Yaga, the Pied Piper, Mickey Mouse…
  • Describes what Earth's normalization has reduced your powers to: inducing religious awakenings by casual talk, being a rich old hag, playing a wind instrument extremely well, being double-jointed…
  • State the reason for this vacation: needed to get away from a nagging partner-in-crime, needed to recover after a harrowing battle, need to negotiate a truce with another player, had a sudden hankering for yagyu beef…

Roll 1d6 for the problem threatening the world (or at least your vacation):

  1. Plague
  2. Technology-wiping solar storm
  3. Sudden political upheaval
  4. Invading foreign army
  5. Magic discovered on earth and threatening reality
  6. Natural disaster

Now you have to figure out how best to help, or at least survive until the end of your vacation, using what little power you have left. Good luck.

Author's Comments

Yeah, so I didn't have enough words left to figure out a proper resolution mechanism. Do please archive this little conceptual nugget.

Source: tumblr.com/bossarmadimon/800427960873123840

Necromancer Mafia Hits

2+ players, 1 deck of playing cards.

The government is catching on to your illegal necromancy ring and is sending inspectors to investigate. Luckily, this is a problem you can solve with: more necromancy.

At the start of the game, shuffle, then deal 5 cards to each player; those are their zombies. Clubs are strong, diamonds are fast, spades are toxic, hearts are tough. Whoever most recently watched/played something with a zombie is the first dealer; the position rotates clockwise each turn. Whoever is dealing is not playing.

Each turn, the current dealer plays the top card of the deck and describes the inspector it represents. A player has to play two cards of the same suit or one card of a higher rank to kill them and raise them, adding them to their hand. If no player can beat it, every player must discard a zombie as a distraction.

When a player runs out of cards, the government arrests them. The game ends when the deck runs out (the government runs out of investigation funds) or only one player has cards remaining (they use the ring's resources to flee the country and retire in luxury).

----

This can be archived.

Source: tumblr.com/infimace-blog/799624887492870144

No, No, You've got it all wrong!

3+ players, 1 pen and paper each.

You are investigators solving a murder.

The person who last solved a mystery goes first, Then proceed clockwise.

On your turn, present a piece of evidence and explain what REALLY happened. If no one objects write it down. Do not show the contents to others during the game.

While another player is presenting evidence you may at any point object, explaining why what they said contradicts an earlier piece of evidence presented by another player (not necessarily themselves). The accused then gets a chance to explain why it doesn’t contradict that evidence, after which all players at the table vote on who they believe more. None may abstain. In case of a tie, the accused wins.

The player who loses this vote is discredited, and may no longer present evidence or accuse another player, but can still vote in future accusations. If it was their turn they do not write down the evidence they presented and it cannot be grounds for an accusation.

Play continues in this way until only one investigator still has credibility, at which point they win and use everyone’s notes to explain the true tragic tale of the victim.

Author's Comments

Not including the title, it's 200 words exactly according to the software I used for this.

Oh yes, and I don't mind this being archived offsite.

Source: tumblr.com/enby-dragoon/799039587169271808

None pizza with left beef

A pizza topping decision making game for 3+ players

The pizza has six slices. The group vote for the maximum number of ingredients that may be on any one slice, then each player secretly chooses something to put on the pizza crust.

Each turn, players roll in alphabetical order until two players have rolled six. You do not roll if your ingredient was put on the previous slice.

The selected players engage in a single round of rock-paper-scissors. The winning player reveals their ingredient and puts it on the slice. If neither player wins, no ingredient is placed this go around.

Play as many goes around the pizza as was voted at the beginning of the game, then draw, cook or order the resulting pizza slices. You only get tomato sauce or cheese if a player has chosen that as their ingredient.

If at least one player would be willing to consume each of the six resulting theoretical pizza slices, the group has succeeded. Enjoy your pizza.

(I consent to archival of this rpg)

Source: tumblr.com/bossarmadimon/800429853528784896

NOVEMBER 22ND, 1963

2-6 players. Requires a Scrabble bag, or similar.

Dallas, November 22nd, 1963. You are assassins. Your target is JFK.

Answer the following questions in order. Each player answers the first, then the second, etc.

To answer, draw a tile from the bag. Give a one-word answer starting with that letter, then 1-3 sentences of elaboration. If you draw a blank tile, your answer is "nothing" or equivalent.

What is your name? Why are you assassinating JFK? What is your weapon? Where will you strike? How will you sabotage the player to your left, on purpose?

How will you hide yourself? How did you get to Dallas? What is your non-assassination job? How will you evade the FBI? How will you sabotage the player to your right, on accident?

How have you accounted for JFK's Catholicism? What is your backup weapon? What do you believe assassination is? What do you believe JFK is? How will you sabotage your own plan, on purpose?

If a player has a J, an F, and a K, they succeed. Continue until all questions are answered, or a player succeeds. If no player succeeds, it was Lee Harvey Oswald, and he acted alone.

Author's Comments

OK to archive off-site.

Happy JFK Assassinaversary to all who celebrate. This was written on November 4th but obviously it had to wait.

The 6 player limit is because a normal Scrabble bag only has 100 tiles, and a seventh player would require 105.

The chances of a player succeeding are not high. This is intentional.

ADDENDUM: Inspired by The Far Roofs.

Source: tumblr.com/ringedretrospective/800963143519125504

The Ocean's Favourite

A game for 1.

You love the ocean and must find out whether the ocean loves you back or hates you. Either way, you’re doomed.

You start the game with 2 stats, Beloved and Beloathed. Both start balanced, at 4, as she’s neutral towards you.

Across each phase, roll 2d6 to see how the ocean feels about you:

  1. Leaving Shore
  2. Journey Begins
  3. First Destination
  4. Open Seas
  5. Land-ho!

2-4: -1 from Beloved and +1 to Beloathed. You have wronged her and she holds a grudge. 4-7: -1 from Beloved. You have done her wrong. 8-9: +1 to Beloved. She sees you likes what she spots. 10+: +1 to Beloved and -1 to Beloathed. You’ve done her well, and she gives you a boon.

 

As you spot land, a storm swells.

If Beloved = Beloathed: The storm is fierce, but you make it back to land with your life. This vast force finds you utterly beneath her attention.

If Beloathed > Beloved: She chews you up and spits out your bones. You are doomed.

If Beloved > Beloathed: She wants you to stay, and she swallows you whole and keeps you forever. You are doomed.

Author's Comments

Word count: 198

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/801443799299702784

Of mice and... dice?

An inadvisable and unethical alteration to dice play.

For each different die each player requires you need:

  • 1 shoe box
  • 1 sheet of paper the exact size of the box
  • 1 live mouse

Players draw as many areas of any shape on each sheet as they wish, then number them from 1 to as high as necessary. Do not tell them what the sheets are for. Line the bottom of the shoe boxes with the sheets, then if necessary each player assigns each box as equivalent to a dice (d4, d6 etc.).

Put a live mouse in each box.

Play your usual preferred tabletop RPG. Whenever a dice roll is called for, the player gently tilts, shakes or turns the relevant box over and back. Then the player to their right looks inside (if this would create a conflict of interest, have the player to the left do it instead). The location of the mouse's tailtip determines the roll. Treat any number impossible to roll with that dice as the worst possible roll.

Author's Comments

Please don't play this! I just wanted to do a stupid pun. Do archive it, though, please :P

Source: tumblr.com/bossarmadimon/799202257157718016

Of Two Minds - A Game of Sophistry

There are three players. Pick one of them to be the Judge. The remaining two are each one Face of the fearsome Two-faced Orator. The Judge begins by deciding on a seriously frivolous topic (e.g. the optimal number of eyes for a cyclops), after which both Faces decide on an opposing stance on said topic. At this point, the monologue may begin. Turns alternate between the Orator's two Faces, beginning with the more eloquent player. On a Face's turn, they roll 2d10, then write down exactly that many words onto the end of the monologue. They attempt to argue in favour of their own stance while picking up where the previous Face left off. At the end of a Face's turn, this back-and-forth is officially finished if the monologue's total word count equals or exceeds 200. The Judge has now been convinced. The discussion is over. They read through the monologue once more, after which they announce their newfound opinion on the topic at hand. The Face whose stance this most closely matches up to is found victorious. Repeat with a different Judge until there is unanimous consensus on which member of the group is the most persuasive speaker.

Author's Comments

I allow this to be archived off-site for posterity.

Source: tumblr.com/pholidia/800277654540533760

Ogre's Resort

create character: draw three from some playing cards, record values/suits

cards determine Fitness, Knowledge, Charisma in draw order

suits assign traits

Heart: can use stat to fix other's failure

Diamond: +1 coin rewards from stat

Spade: can reroll task with stat once

Club: failures dont count against ogre tolerance

reshuffle deck when all are made

Task: d12, not above stat is success

Run Ogre's Resort

1d12 ogres enter

Ogres want 1d12 things, no repeating

Success on thing: 1 coin

Each ogre tolerates 1d12 failures

Angry ogre breaks amenity and leaves

Resort has these amenities:

Scran: -1 coin reward Meal: Scran + Heat Hotsprings: max 4 ogres, 1d12 tasks until ogre leaves Bathhouse: Hotsprings, but needs heat Board: final, indestructible, +1d12 coin reward Entertainment: worker can only do this until others have done 6 tasks, exponential money rewards per success

Amenity has 1 in 12 chance to break from use

Job tasks

Success: 1d12 task long effect Failure: Character can't do job until 1 ogre is fulfilled

Chopper: Gives heat Barmaid: +1 coin, -1 to all ogre wants Maintenance: fix broken amenity

You can decide ogres want other things!

Example: Seduce Ogre: +3d12 coins

Author's Comments

I am fine with this being archived. This is partially inspired by a bit I was doing where my girlfriend was describing what kind of dream she wanted to have that night and I kept occasionally sneaking in "...and all the other people there are tall chubby ogre women!" and also stuff like Dwarf Fortress and Goblin with a Fat Ass, except this time ogres get their time to shine and theyre tired and sweaty and twice your height. If I had room I'd make a mechanic where coins can be used to fix amenities or even upgrade them but rn theyre just a point counter. Im kinda pulling a Brennan Lee Mulligan because if I were playing this most of it would be focused on flirty ecchi ogre romancing roleplay but theres no real rules for it. I also realized a flaw where if you have a barmaid theres a chance ogres just get up and leave, i guess it can be flavored as them coming in for a quick drink instead of staying the night. Really proud of how robust character creation is even though what tasks are used for what are kinda open-ended.

If someone ends up playing this tell me how it goes

Source: tumblr.com/mallowmaenad/799115385037258752

OH GOD THE DEADLINE'S TONIGHT AND I'M STUCK ON THIS FREAKING BUS

A game for bus travelers. Note the bus ID number when you board.

Name thyself, wanderer, and state your business.

  • Knight errant (What is your mission?)
  • Beleaguered courier (What do you carry?)
  • Hopeful pilgrim (What do you seek?)
  • Amnesiac hero (What have you found?)
  • Other (specify)

You have whatever is currently on your person, plus one item appropriate to your quest.

For each digit of the bus's ID number, calamity strikes. Resolve each calamity one at a time in a manner befitting your station, without impeding your quest.

Calamity Types:

  1. Rain/snow/sleet/gloom of night
  2. Ran out of snacks
  3. Meteor on a collision course
  4. Bandits!
  5. Bus driver left to join the circus
  6. Fell down the Marianas Trench
  7. Chatty stranger
  8. Hunted by hippos
  9. Landslide
  10. Took a wrong turn into another dimension

Because Tumblr hates zero-indexed lists, reference line 10 for any 0-digits.

A repeating digit means a different calamity of the same general type. Treat each calamity as unique.

Take care, wanderer, and safe travels!

(OK to archive off-site.)

Source: tumblr.com/corvidcorgi/801689191817887744

ONCE MORE WE RETURN: A POST-MAGIC TTRPG

When playing as an agent of chaos: Pick a Skill: 1. Failed Novelist 2. Cop 3. Student 4. Time Traveler 5. Drag Queen 6. Your own idea Pick one Element 1. Water 2. Fire 3. Earth 4. Air 5. Spirit When playing as the ARCHON (a fascistic spirit of permanent order)

you are in charge of a Place: (Suggested places)

1.Aquarium 2. Vault 3. Club 4. Workshop 5. Power plant 6. Museum when something is uncertain, the agents of chaos will roll 1d12 +1d12 for an applicable skill +1d12 for an applicable element (pick highest) on a result of 1-7 the ARCHON gains 1 point of order (points of order can at any time be spent to make something true about the game world) on a result of 8-10 there is a TWIST, the archon and agents discuss a complication that occurs until all of them agree) on an 11+ the agents of chaos achieve their desired result

suggested missions for the agents of chaos: 1. Steal 2. Cure 3. Art 4. Tech 5. Build 6. Manifest the Unknown ok to archive

Source: tumblr.com/theturningray/801691907950575616

Oops, All Chosen Ones

There is one Chosen One. You are all Chosen Ones.

Roll or decide as a group how this happened:

  1. Divided essence
  2. Counterfactual timelines
  3. Temporally displaced
  4. Imperfect clones
  5. Ambiguous prophecies
  6. Reroll until there are two different non-6 results

Decide as a group what Baseline traits of a character in the setting are (example: "regular human"), what traits you specifically have in Common, and what is Unique about each of you.

Assign each character starting Difference of 3. Difference ranges between 0 and 6.

When attempting a task, it either calls on Baseline traits, Common traits, or Unique traits. Calling on Baseline traits always succeeds. Otherwise, determine whether it calls on a Common trait, or a Unique trait. When Difference is 0, outcome is Common. When Difference is 6, outcome is Unique. Otherwise, roll d6: if result is greater than your Difference, outcome is Common; otherwise, outcome is Unique.

If the outcome is Common, increment Difference to represent seeking greater self-determination in response. If the outcome is Unique, decrement Difference to represent drawing away from the unfamiliar. If the outcome matches the chosen trait, narrate the results; otherwise the rest of the group decides what happens.

Author's Comments

Permission to archive is granted.

This was inspired by https://prokopetz.tumblr.com/post/799982408535539712/i-know-some-would-consider-this-an-unreasonable, and intentionally fails to address the actual complaint. Basically, just a ruthlessly stripped down L&F hack to let you tell stories about an N Doctors scenario or a bunch of Avatars, as mediated through weighted Brownian motion.

Source: tumblr.com/mwchase/801235560555544576

Orpheus’ dilemma

Sing, oh Muse, of Orpheus and Eurydice.

There are four players:

One is the Muse,

One is Orpheus,

One is Eurydice,

And the last is Hades.

The Muse asks, in turn,

Why did you fall in love?

How did you come to the Underworld?

Why are you, of all the dead, allowed to leave?

And each player answers one question.

Formalities passed, Orpheus stands and turns his back on Hades, who holds Eurydice by the arm. The muse stands where he can watch everything. If available, Orpheus wears noise cancelling headphones–the Muse picks the music.

Orpheus walks to the doorway but does not step through.

Hades may release Eurydice’s arm; if he does, she must walk to the spot right behind Orpheus.

At the muse’s direction, Orpheus may look back.

If Hades holds Eurydice, she remains trapped unless Orpheus looks back to confront the god of the dead.

If Hades lets Eurydice go, she escapes unless Orpheus looks back.

Author's Comments

This may be posted offline for posterity.

Source: tumblr.com/anabasisaphylla/801694490363609088

[OTHER]WORLD: a semi-setting-agnostic 200-word rpg

There is a normal world and an [OTHER] world above/under/seeping into/reflected in/[OTHER] it.

There are two/more HEROES and a MASTER (a MASTER can be a HERO).

The HERO meets the [OTHER] world. The MASTER narrates.

Choose one (HERO chooses): ESSENCE/ROLE/STORY.

An ESSENCE is an idea you control/embody/consist of/believe in/[OTHER] (like: Fire/Acid/Flood/Heart/Sorrow).

A ROLE is a way you walk/seek/change things/preserve things/[OTHER] (like: Warrior/Thief/Courier/Conductor/Screenwriter).

A STORY is a pattern you accept/deny/live in/act in/[OTHER] (like: the Monster Slayer/the Road to Wealth/the Orbiting Lovers/the Neverending Day/the Enantiomorph).

When you want to do something (HERO decides):

It can/can't/[OTHER] be done (MASTER decides).

If it can/can't, it is/isn't. If [OTHER], TRY.

When you TRY, roll 2d6.

10+: Succeed. It (and more) is done.

7-9: Bargain. It is done (at a cost).

6-: Fail. It is not done (and there are consequences).

(MASTER tells).

If your ESSENCE/ROLE/STORY can change the outcome (MASTER/HERO/[OTHER] decides), you may RETRY once. Keep the new result.

Play fair/unfair/[OTHER].

Author's Comments

i agree to have this 200-word RPG archived off-site. aaand that's the first time i've ever participated in a game jam of any sort! it is definitely on the artsy side but also a genuine expression of love for certain webcomics and certain video games and certain ttrpgs and certain obscure french animated series. i seriously doubt anyone is going to play it, but if you are, i hope you have fun!

Source: tumblr.com/crowspright/801124654950531072

Paper Space-Race

Players worldbuild factions. For multi-player factions, divide players evenly. Each faction gets a paper. Each round, each player describes a development and rolls 2d6. The result happens after a number of rounds equal to the difference between the development and the roll, subtracting 1. When a development affects another faction, that faction may roll 2d6 to retaliate, describing their response on a matching result. On success, reverse 1 fold on aggressor faction.

Developments:

[2] Sabotage- Tear corner of other faction. [3] Blockade- Tear other faction in half, side-to-side. [4] Puppet- Perform random development on other faction. [5] Espionage- Swap with other faction. [6] Attack- Reverse 1 fold of other faction. [7] Build- Fold 1. [8] New Facility- New paper. [9] Share Knowledge- You and other faction each fold 1, then copy the other faction's fold. [10] Expertise- Fold 2. [11] Innovation- Advance your developments 2 rounds. [12] Rushed Work- Fold 3.

Winning:

Forego a development to test your airplane. Other factions test theirs after all developments. The longest flight wins.

Author's Comments

Off-site use is fine.

This is a game about (mostly) indirect conflict between nations or civilizations. I named it in reference to the space race specifically because of the paper airplanes, but players can agree on different in-world goals to reach to better fit the theme they want. I could imagine this being used in a high-magic setting for "who can develop magic nukes fastest" (ok, maybe still a bit too similar) or in a steampunk setting for "who can develop the first automaton/computer," etc.

This can absolutely be played in a minimalist way, just focusing on the real airplane building, but I feel like the worldbuilding and roleplaying rival factions would probably be a lot of the fun of it.

Source: tumblr.com/indecisive-gm/799304869927403520

Pardon My French

A game for one (or more) French Tourist and one (or more) non-French Locals. Un jeu pour un Touriste (ou plus) et un Habitant local (ou plus).

You are a Local. You have met a lost Tourist. You do not speak French. The Tourist understands some of the local language, but does not speak it. The Tourist does not understand long sentences. You may speak, mime, or draw, but not write (the Tourist cannot read your language). You must help the Tourist fulfill their goal.

Vous êtes un Touriste perdu. Vous avez rencontré de gentils Habitants locaux. Décidez d'un objectif que vous cherchez à accomplir (cela peut être aussi simple que de trouver une toilette ou aussi complexe que de demander des instructions pour assembler une armoire). Vous ne comprenez qu'un peu de la langue locale; les phrases longues sont trop difficiles. Vous pouvez parler Français, mimer, dessiner, mais pas écrire ou parler une autre langue. Faites-vous comprendre et atteignez votre objectif.

Everyone wins if the Tourist attains their goal. Everyone loses if they get frustrated and give up. Tout le monde gagne si le Touriste a atteint son objectif. Tout le monde perd si vous vous frustrez et abandonnez.

Author's Comments

Exactly 200 words, excluding the title and French contracted words, which are a stupid way to count words. "Don't" doesn't count as 2 words, so why should "d'un"?

First 200 word RPG ever! Whoohoo! Last minute addition too! This was inspired by me taking languages classes this semester, and having to force myself to understand new words and sounds and expressions, etc. I really wanted to make a bilingual game, and it was a fun little experiment. This was made with the possibility of 2 people not sharing a language being able to play in mind: ideally the Locals do not speak a lick of the Tourist's language, but hey, I'm not your mom, play however your want. Of course, with the word limit, I could only make one version with each half only be in one language...

Which is why I encourage switching the roles around no matter the language, or translating the game in whichever languages you feel like! I only chose French and English in the first place because those are the only languages I speak (for now), so do whatever you feel like!

I consent to this game being archived off-site. I also consent to this game being copied, shared, modified, translated, remixed, or done anything you want it with. Go nuts!

Source: tumblr.com/marx-soul/801704033756823552

Pawns

  • 1 chess set
  • 2, 4, 6 or 8 players

you are pawns sent to die for royals that didn't even bother to show up. You just want to survive.

set up a chess board with no kings or queens. start with the youngest (white). alternate sides clockwise. This is also the turn order.

Each player picks a different pawn and marks it. Only you can move your marked piece.

The game ends when one one of these happens:

  • There are no marked enemies left.
  • It's your turn and you can't do anything.
  • Everyone calls a draw.

You win when one of these happens:

  • There are no marked enemies left, and your piece isn't captured.
  • A draw is called and your piece is captured

Optional rules:

  • 1/game/bishop, a bishop can convert a captured enemy instead of moving, but not marked pieces or bishops. It reappears on the bishop's side in any unoccupied valid starting space.
  • 1/game/rook, a rook can castle a piece that the player can control, even if one or both have moved. vertical castling is allowed.
  • 1/game/knight a knight can move multiple times in the same direction, capturing as they go

Source: tumblr.com/ftafp/799263866839351296

"Please don't play with knives"

You are stuck in a mostly empty garage. Your attention is drawn to a large, heavy drawer with a simple label saying "Please don't play with knives". Obviously, you open it and start playing with them.

 

Needed to play:

- 2-6 players

- d6 (as many as you can find.)

- a cup for rolling the dice

 

You begin with 20 HP. Each round, roll the dice to decide what happens. If most of the dice landed on even, you can stab another player (roll 1 d6 for damage dealt). If most are odd, ouch! - you stab yourself instead. Turns out putting your hand in a drawer full of knives isn't the best idea. If they're perfectly split between even and odd, have all willing players roll a d6. The player with the highest score can stab whoever they choose to. Last person standing wins.

 

You are free to form alliances, betray each other's trust, and brigade against other players. You broke the rules anyway when you opened that drawer full of knives.

 

Optional challenge: instead of rolling the dice, stack them on each other to form a d6 tower and then destroy it. The messier and noisier it is, the better.

Author's Comments

Word count: exactly 200, excluding the title

You can archive offsite, modify, eat, or do whatever else you want with this. Just know that I'd prefer to stay anonymous, if possible.

Source: tumblr.com/yes-them/801687097071321088

Please Ruin Christmas

Claus is tired, but can't quit while people still care about "Santa". You've seen a very obvious solution to that problem.

For each character, determine: -two thematic supernatural skills (eg. frost painting, toy animation, reindeer telepathy) and one mundane skill -why they support this endeavour (eg. Krampus fanelf, Claus' lover, Saturnalia loyalist)

Come up with a plan to ruin Christmas (or at least Santa's reputation), then work to accomplish it… or something like it.

You aren't particularly adept at the outside world, and can only enact a step in your plans (like "gain access to the vault" or "create an accurate depiction") by using one of your skills. Roll d6: 1: complication (must be addressed or avoided on future attempts) 2-5: partial success 6: success Three partial successes (must all be different skills, can be from different people) equal one success on a step.

Final roll: once you're satisfied with what you've done to try and ruin Christmas, see how it turns out. Roll d6: 1-5: modify next year's final roll by result-2. (Did it backfire? Was it a learning experience?) 6: Christmas has been ruined and Claus can retire. (How does he feel about what you did?)

Author's Comments

Okay to archive off-site.

This was the first game I'd been intending to write for this event; took a couple weeks, and a couple of other games in the intervening time, but I finally got it done.

You may notice that "how did your plan turn out" is independent of "how did things go, while enacting your plan". This is intentional. If it's unclear, "result-2" should be read as "result minus two"; so a 1 will make next year's final roll slightly worse, a 2 won't change it, and 3 through 5 will make it varying levels of better. "Next year" is meant to be in-'verse, so "the next attempt they get at ruining Christmas"; but if you want to only play it once a year until you succeed, I'm not going to tell you you're doing it wrong.

((Now has its own non-reblog post, here.))

Source: tumblr.com/pomrania/801060206495793152

Poetry Dungeon—A 200 word RPG

To tell a story, find a poem. Any poem will do—the length of the poem will determine the length of your session. 

Read the title of the poem. Each word will give you a trait for your character.

Number all the nouns, verbs, adjectives, and adverbs in order of when they appear in the poem. Ignore duplicate words. 

Determine the amount of dice you will need to roll to encompass the amount of words—if there are 63 words, you would roll a d6 and a d10, with the d6 representing the 10’s place and the d10 representing the 1’s place (ignore results 64-69). 

Roll your dice whenever the outcome of an action is uncertain or the story has stalled. 

Divine what happens next from the word you rolled—then cross out that word. 

Once per game, you may replace a word with one of your character traits. Describe how your character loses that trait. 

The game ends when all words have been crossed out. 

If you would like to play with friends, each player will choose a different poem from the same author. If a player reaches the end of their poem before the other players, their character exits the story.

Author's Comments

This is my first time participating in this challenge! Hoping to do more before the month ends. I was worried I wouldn't be able to come up with a concept for such a short RPG, but then this idea hit me almost fully-formed in the moments between waking and sleep.

The idea of using a poem as a mechanic is so fun, I may need to turn this into a longer game at some point. So, look out for that, I suppose!

Please archive this game, we love to see preservation efforts around here!

Source: tumblr.com/23dogsinatrenchcoat/799950780873474048

Poke Monsters

Needed: 2 players, pencils, blank index cards, d6s

Divide cards evenly amongst players and design them. Each card may be one of the following:

Basic Monster: 1–4 Dice, HP = Dice. Upgrade: +1–3 Dice, +HP = Dice. Item: Does something moderately cool. Monster Tamer: Does something very cool. Field: Does something cool (or uncool) for everyone indefinitely. Dice.

Monster cards may have:

Bonus Die: One die is not rolled. Do something cool instead. Un-Die: Roll two dice at once. Do something uncool.

Gameplay:

Draw a hand of five cards. If you have no Basic Monsters, shuffle your hand into your deck, draw five cards, and your opponent draws one card.

Place one Basic Monster in the Active Spot and others behind it.

On your turn:

Add a die to a Monster that needs Dice. Number rolled adds to Attack, opposite number adds to HP. Play Dice cards to roll more dice.

Play up to 1 Tamer and Field card, plus Item cards.

Upgrade a Monster (1/Monster/turn, max 2/monster)

If a Monster has dice = Dice, it may Poke opponent’s Active Monster (HP - Attack). If HP ≤ 0, the monster is KO’d.

When six of your monsters have been KO’d, you lose.

Author's Comments

Okay to archive offsite.

Otherwise known as, "I Have Read the Rules to the Pokémon TCG Previously in My Life." I originally had rules for multiple attacks on a single card, but couldn't figure out how to make them economical, and then I ran out of words anyway.

Google Docs says this has 201 words but that's because it thinks ≤ is a word. I think this is playable as written? It's probably playable if you already know how to play the Pokémon TCG and can use it to fill in the gaps. Might not be if you don't.

Changelog:

  • 2 hours after posting: Changed "up to 1 Tamer or Field card" to "up to 1 Tamer and Field card" to make it clear you can play one of each

Source: tumblr.com/strixcattus/801687375478685696

POKEMON TTRPG

You'll Need: 1 GM 1-3 Players the Pokemon Type Matchup Chart (tinyurl.com/mvw2cx4z)

SCENARIO CREATION Fundamentally, a Scenario is two to five non-Normal Types, each with a corresponding Descriptor. Types can and often will be metaphorical. Examples include: Red Dragon - Fire (Breath Weapon), Dragon (Dragon), Flying (Serrated Wings) Masked Disco - Electric (Pounding Music), Bug (Masked Faces), Poison (Spiked Punch), Dark (A Spy Amdist) Eldritch Labyrinth: Ground (Twisting Tunnels), Ghost (Encroaching Madness), Water (Gloom)

The GM describes the scene with the Descriptors, but keeps the Types hidden.

ACTION Decide on an order for players to act in. On their turn, the acting player proposes their action, and states the Type they expect it to have, which can be metaphorical. The group can veto this if the action is obviously out of place (e.g. claiming open and honest communication as Poison type). If they, as an Attacker, choose a type that's 2x effective against a Type in the Scenario, they succeed, and that Type is removed from the Scenario. Its Descriptor remains but has reduced narrative weight. Otherwise, they fail.

Once all Types are removed, the Scenario ends. A new one may begin, or the game may end.

Author's Comments

OK to archive off-site.

The thing about wacky resolution mechanics is that they take a lot of words. This is an attempt to work around that. It is definitely at least a little clumsy.

Source: tumblr.com/ringedretrospective/799606913203683328

Power of the heart: a magical girl RPG

Creating your girl (gender neutral):

Each girl has 4 stats: Heart, Mind, Power, Grace. They range from -1 to +3. To generate each stat, roll 1d3-2.

Choose one Special Power. It can be anything that your GM approves. For example, fire control, super strength or ability to commune with technology.

Choose one Problem your girl has. It can be greed or problems at school or a curse, anything you like.

Doing things:

Ability check is 2d6+stat. If it's 8+, you do it successfully.

Getting hurt:

Each girl has 3 Wounds. Common NPC has 1 Wound. Bosses have 2-6. An attack deals one Wound of damage.

Advancement:

If during the session you at least once meaningfully engaged with your Problem, add 1 to any of your stats. If you meaningfully engaged with other girl's Problem, unlock a new Special Power.

Okay to archive.

Source: tumblr.com/forestsofcernutis/799939489114046464

Pro-Social Driving Simulator (2+ players, no GM):

You are a (roll 1d6, then 1d3)

  1. truck/lorry driver who is 1. tired. just so, so tired. 2. pissed off because this stupid load isn’t even going to make that much money, but it’s being so much more inconvenient than it has any right to 3. in a state of veteran roadster zen
  2. bus driver who is 1. perpetually, disproportionately annoyed at some aspect of the human condition/experience that keeps getting foisted upon you in your day-to-day 2. so! happy! to see all the riders today! 3. in a state of veteran roadster zen
  3. parent who is 1. taking kiddo(s) to school 2. running late to a kiddo sports/other extracurricular event 3. from Elsewhere and on a family road trip - “Are we there yet?”
  4. commuter who is 1. running late for your shift/arbitrarily-assigned start time 2. fuming at a coworker 3. excited about some juicy gossip
  5. uni student who recently got their license and is 1. driving to visit your long-distance significant other! 2. driving to your parents’ for a family birthday or holiday 3. late for class
  6. emergency responder who is (all results) HEADED! TO! AN! EMERGENCY! SIRENS ON!

All players roll their situation. If anyone gets the exact same result, maybe make someone reroll.

Set a timer for 15 minutes. You are all somehow on the same few miles of road at the same time, in the zone group chat. During those 15 minutes, interact with your fellow drivers. (When the timer goes off, reroll roles and start over. Or don’t; I’m not a cop.) If you like, propose how some absurdly simple municipal change could make your road-running experience more tolerable, and/or argue amongst yourselves about who’s REALLY at fault for whatever traffic bullshit you’re experiencing.

Bonus 10000 DKP: turn the results of this roleplay into a cogent proposal for road ordinances to present to your city council/equivalent local regulatory body.

Works best if played multiple times with everyone in different roles.

Author's Comments

Permission given to archive the above, attributed to my fandom moniker, dreamerinsilico.

This mini-RPG brought to you by too much fucking driving in the last couple of weeks (and wishing I was on trucker radio).

Source: tumblr.com/dreamerinsilico/801609804149850112

Problems=>Solved is a game where each class uses a different dice system to model success or failure. The system is generic, problems to be solved could be running a delicatessen or piloting a star ship. 

Stastistics are added to rolls to modify them. Distribute 0-1-1-2-2 to each.

Alacrity- speed

Brawn- muscles

Cognition- smarts

Determination- rizz

Endurance- toughness 

Classes:

ADVENTURER: d20 rolls, higher numbers are success 1=always fail 20=always succeed.

SKILLSTER: d100 rolls, lower is better. Statistics are added to difficulty class x10. 1=amazing success 100=terrible failure

THE GAMBLER: A pool of 2d6, add d6s from statistics. If a six is rolled, roll that die again and the new value to the total. 

THE PERVERT: 1d3+1d7 subtract statistics. Lower numbers are always better.

PROBLEM MASTERS ONLY:

The problem master calls for a check and a player claims it. After which a difficulty is assigned. Character may then roll after the difficulty had been agreed on. 

EASY:               MEDIUM:              HARD:

A: above 5.         Above 10.           Above 15

S: below 75.       Below 50.           Below 25 

G: above 4.        Above 8.            Above 12

P: below 8        Below 6            Below 4

It behooves you to set problems that should succeed and problems that should fail. All problems must be rolled on.

 

ok to archive. probably too ambitious but i wanted to try something with classes. i can also see how i could easily expand it..

Source: tumblr.com/harletron-blog/801601321067282432

Professor Hill’s Patent Medicine

For 3+ players.

Each player gets 1+ slips of paper, big enough to write a small phrase on each slip, and 1+ tokens.

Each player writes a problem a person could have on a slip, folds it in half, and puts it into a bowl (or other container). This problem can be as mundane as “baldness” or “bad breath”, or as absurd as “unmagnetized dog”. When each player has written a problem on their slips, play begins.

Round Structure

Taking turns, each player pulls a slip of paper out of the bowl and plays a salesman explaining that their product will solve the problem on the slip. The other players are encouraged to ask questions, including why it’s a problem or issues with the product.

After each player has made a pitch, the round is over and each player gives a token to the other player(s) they thought made the best pitch(es). Then the next round begins.

When there are no slips of paper remaining in the bowl, the game is over and the player with the most tokens is the best salesman.

Author's Comments

Offsite archival OK. Any other sharing or remixing is OK as well; I made this by borrowing from other people's work, so I can't complain if they do it to me.

This borrows somewhat from Baron Munchausen and Dr Magnethands, and from the board game Snake Oil.

This primarily came from the idea of a salesman saying "You there, sir/madam/fellow worker, do you have a problem with your dog not being magnetized?"

(Variant Round Structure, moved here for word count)

Shark Tank

Taking turns, each player pulls a slip of paper out and plays a customer who has the problem on the slip. The other players are inventors who pitch their own products to solve the problem. The customer is encouraged to ask questions of the inventors and clarify their needs.

After each inventor has made a pitch, the customer gives a token to the inventor whose pitch they like best, then the next player pulls a problem out and becomes the customer.

When there are no slips of paper remaining in the bowl, the game is over and the player with the most tokens is the best salesman.

Source: tumblr.com/darthbob88/799182773792489472

Psych up

You're you. (#myMe)

Hey, I don't want to harsh your mellow but you do have a thing you should be doing right now. And woah, I don't want to pressure you to start or nothing, so let's ease into productivity slowly.

Flip a coin. Tails - keep playing. Heads - decide whether to keep distracting yourself.

If you keep playing, get a new randomizer format (no repeats). If you've used 1D6, you could switch to 2D6 or 1D8. Same rules: the lower 50% means keep playing guilt-free, higher 50% means the choice is yours. Each new randomizer adds 1 point to your result. The initial coin flip is +0. Using 1D6 after would be +1. Plan accordingly. ;)

Check in with yourself when you hit high results. If your brain allows, consider adding a soft cut off - the first win after 10 attempts, let's say. Quit on a win!

Author's Comments

---

Archive ok!

Tragically 150 words and not 200. I cannot in good conscience stretch it further though.

This was written in procrastination of my actual job JUST KIDDING it's 5pm I'm free!!

Source: tumblr.com/tiiimezombie/801225491890700288

Puffball Wars

(2 Finalists)

Puffballs are the only macroscopic creatures that can survive the wastes of inland Antipodea. Nobody is sure how. In penguin society, they're used as pets, messengers, and even to help fight the Angels each summer - but in June, during the Winter Festival, each colony holds a tournament.

Make 2 Puffballs to form your team. To make a Puffball:

:: Assign d4, d6, d6 to Fury, Cleverness, and Sheen. :: Choose a color.

Blue (Advantage on prime turns) (turns are 1-indexed) Red (Fury advantage) Pink (+3 HP) Black (second Advantage when winning FSC) Green (Advantage when tying FSC) Purple (Sheen advantage) Yellow (Cleverness advantage)

:: Give it 5 HP.

Each turn:

Each player secretly chooses which (unfainted) Puffball they'll use this turn, then reveals.

Each player secretly chooses which Attribute to use to attack, then reveals.

Fury beats Sheen beats Cleverness beats Fury. ("FSC") If one Attribute beats another, the winning Puffball gets an Advantage. "Advantage" means moving one step up THE LADDER:

d4 -> d6 -> d8 -> d10

Then, both players roll the die for the Attribute they used, plus Advantages. The lower-rolling Puffball loses HP equal to the difference in rolls.

A Puffball with 0 HP faints. Last player standing wins.

Author's Comments

OK to archive off-site.

Another entry in the ersatz Club Penguin setting, this one has a completely different focus than the original. The game itself is completely unplaytested.

Inspired by Pokethulu. I am very sad that I had to cut "What's its favorite showtune?" from Puffle creation due to length.

Source: tumblr.com/ringedretrospective/801165679162179584

Puppy

(1 Divine Mayflower, 1 Puppy Character)

The PC is a puppy. The DM will do everything in their power to take care of the PC.

Every day, each of the following events happens.

Breakfast. Walkies. Playtime. Music. "Me" time. Playtime. Dinner. Bedtime.

The DM can skip any of these at their option, e.g. as punishment

The DM narrates the details of each event. The PC doesn't need narration privileges.

The PC is a puppy. After each action, they roll a d6 to determine their mood.

1 - Happy 2 - Joyous 3 - Pleasant 4 - Affectionate 5 - Blissful 6 - Good

Each day has a tomorrow. You don't ever have to stop.

Each day past the first, roll 1d6 as the day starts.

1 - A new PC appears for the day! (Played by the DM). 2 - A new DM appears for the day! (Played by the existing GM.) 3 - The PC does something wrong. 4 - The PC is a puppy. 5 - One event is impossible today. Don't worry about it. 6 -

DM: Have fun!

PC: You have to follow the rules. Bad things will happen to everyone if you don't follow the rules. You have to follow the rules. You have to

Author's Comments

OK to archive off-site.

I think it's good and important to make art about things you feel strongly about, and it's great if that can help other people or be a guidelight or whatever, but you have to do it for yourself first. Really that's true for all art. (Or maybe it's just hard for me to make art about things I don't feel strongly about?) Any time you make anything ever, some people may like it, and a lot of people will not care about it, and some people will be haters in potentia who will fly into a rage if they ever see it. But you can't worry about that. You have to do it for you.

(If you are a professional artist this may not apply to you as much. I wouldn't know.)

Source: tumblr.com/ringedretrospective/801159422168694784

put it on shuffle: a 200 word TTRPG

for 3 or more players (including GM)

one player is the TUNEMASTER, assigned to whoever listened to music most recently. 

the TUNEMASTER opens a music player of their choice (apps are recommended, but physical CD’s or whatever also work)

open whatever playlist (or album, if you’re not the playlist type) you listened to most recently, hit shuffle, and let whatever song comes up first play in full. This song influences the setting and world your characters inhabit.

next, character creation. each player repeats this process clockwise around the circle with their own most recent playlist, allowing each song to play in full. these songs serve as inspiration for each character, they don’t have to be the end all be all. If you feel it would be helpful, everyone can use 2 or more songs for their characters.

finally, select a long playlist (the longer the better!). start this playlist and do not stop it until the game ends. this continuous stream of music is your SCENARIO SOUNDTRACK. it’ll influence the events & challenges your characters face (at the TM’s discretion)

game ends when the story reaches a natural conclusion, use your judgement.

Author's Comments

199 words exactly!! (according to google docs lol)

i wrote this in like 30 mins after scrolling the thread cause i thought it looked cool. Yes, the all lowercase is on purpose. first time making anything even remotely TTRPG related, dont @ me if it's bad but also if any of yall make anything cool with this let me know!! also feel free to give me song recs, shoutout to music frfr.

(okay to archive offsite)

Source: tumblr.com/aroace-elgyem/800161375600181248

THE PYRAMID

(1 Pyramidion, 1 Adventurer)

An Adventurer loots THE PYRAMID.

You'll need 12 Icehouse pyramids per player. (1 small, 1 medium, 1 large, in 4 colors)

Players, create three Trees from your pyramids in any mixture of colors. (Smalls on Mediums on Larges.) Hide them from your opponent.

Red pyramids are MIGHT/GUARDS. Yellow pyramids are GUILE/MAZES. Green pyramids are TOOLS/TRAPS. Blue pyramids are MAGIC/WARDS.

Each chamber of THE PYRAMID has new traps. The Pyramidion plays one of their topmost pyramids, describing the challenge of that color that awaits within that room.

Then, the Adventurer plays one of their topmost pyramids, narrating their use of that color.

If it is the same color as the Pyramidion's pyramid, or larger than the Pyramidion's pyramid, they narrate their success. If it is both, they then take the Pyramidion's pyramid as treasure, and can use it later. If it is neither, they narrate their failure, lose the pyramid, and must try again.

DESPERATION: They may spend a Large and any other pyramid to overcome any pyramid.

If the Pyramidion has no pyramids, they are able to escape with unimaginable riches. If the Adventurer has no pyramids, THE PYRAMID claims another victim.

Author's Comments

OK to archive off-site.

There's one part of the old contest rules that I take umbrage with.

“[S]aying ‘It’s like Moldvay Basic but with ascending AC’ might not mean anything to the Judge.”

And the question is, where's the line? Sure, I don't have an intimate picture of Moldvay Basic and another person might, and I think I know what "ascending AC" means and the judge might not, but that could extend to other things like knowing what "2d6" is or how to add integers together. There is no line. I understand that the judges' refusal to conduct original research is an okay solution but it creates edge cases.

All of which is to say, Icehouse pyramids are little square pyramids made of plastic, taller than they are wide. They come in three sizes, and they're hollow at the bottom, so you can stack or nest them.

Anyway that was all copy-pasted from my previous attempt to make a game with pyramids, so now I'm going to talk about this game. I think that it's biased toward the Pyramidion (N = 1). I considered adding handicap rules where one player got to make more trees, but that would have taken too many words.

It annoys me greatly that "GUARDS" is the only one that's not 5 letters but I don't think there's a 4 letter word that would work and having it be the only singular one from the Pyramidion's skills would be weird and you probably didn't even notice because it's in a non-monospace font.

Source: tumblr.com/ringedretrospective/801177944502534144

Quakitty Check

A solo game of mischief and exploration. You need a digital clock (one that shows time as something like 09:12).

You play as a domestic Cat. You can BAP, MARK, or CHEW various objects.

Whenever a new area of the house is open to you or your human brings some new object, you can perform a Quakitty Check:

  • look at the clock;
  • if the first Hour digit (01:06—here it is 1) is lower than the first Minute digit (01:06—here it is 6), MARK the object by rubbing yourself on it;
  • if the first Hour digit (06:01—here it is 6) is higher than the first Minute digit (06:01—here it is 1), CHEW the object (and complain when your human tries to stop you);
  • if the first Hour digit (06:06) and the first Minute digit (06:06) are the same, BAP the object; it's your toy now.

The second digits ('tens') are ignored.

Play until you have explored your environment to your heart's content.

Author's Comments

Okay to archive!

Source: tumblr.com/martianworder/801667372900663296

QUIRKY MAGIC SYSTEMS

You are protagonists with Quirky Magic Systems. You must defeat a series of villains, sent by the Big Bad (GM).

STARTING Start with 5 Power. Caps at 10. Pick 1~4 Rules that define your magic and restrict its usage. Be silly! Definitions define what you can do. Restrictions define what you cannot- whenever they're a hassle, gain 3 Power. (Systems can change, or interact with, the game rules. Be reasonable!)

RESOLUTION When using your QMS, narrate what happens and roll 1d[Power]. Use dicebots. Then:

  • +1 per Power spent, after rolling.
  • +2 for doing something clever and unexpected.
  • -4 if kinda breaking a Rule.
  • You can't straight-up break a Rule!
  • On success, your narration just happens. On failure, something bad happens! The default difficulty is 3. Adjudicate to taste.

When not using your QMS… just ignore the "Rule" and "spending Power" parts!

HARM When something bad happens, you can spend 1 Power to deny it. QMSs cost [roll result] to deny.

VILLAINS There is one per player, plus the Big Bad. Their QMSs are fucked up and overpowered! Exploiting a villain's Restriction gives a player 1 Power too. Defeating one gives +2 max Power, or a new Rule!

Author's Comments

---

ok with archival!

picked up a game i ditched from the 2024 jam and polished it up! it's meant to be used for jjba-style "My Power Lets Me Control Ants But Only On Tuesdays" or "I Can Stop Time But Only While I Hold My Breath" combat, but it can work with more broadly applicable powers too. Also this isn't a rule but the big bad should 100% have power-copying powers :V

Source: tumblr.com/universalthaumaturge/801051305411035136

Ranked Competitive House

The children who play House don't understand the bluffing meta.

Roles: Mom, Dad, Child, Grandparent, Pet (pets can talk but only in funny voices)

At the beginning each player declares what role they will write down. They then secretly write down what role they actually are and hide it.

At the end of the game, each player guesses the role of each other player. Each correct guess gives you a point. Then vote on who was the funniest. You can't vote for yourself. The funniest gets two points. Most points wins. Settle all ties with roshambo.

At any point a player may do something befitting their role. Another player may respond by helping or hindering, as long as it befits their role and the current situation. PCs may never do anything that is extremely unusual for their roles. This is a god-fearing nuclear family, but get creative. If there are equal amounts of help and hindrances, they do it but not well. Additional help or hindrance makes it go better or worse respectively. More than one person helping than hindering makes it succeed comically. Same in reverse with more hindrance than help. Players collectively decide the outcome.

Author's Comments

People talk about RPGs are playing pretend with rules, so I made that. This is more inspired by party games, though.

It's best to play this multiple times for a short period of time each. If somebody wants to make an argument for what counts as a Dad activity, they have to be prepared for their own logic to be used against them later. So there is a high degree of trust and good faith required, but there are many games like that.

Source: tumblr.com/amaros-system/801419690830381056

REALITY IS FALLING APART AROUND THE LAST SURVIVOR OF THE META-WIZARD WAR, WHO IS ATTEMPTING TO REWRITE THE RULES OF REALITY TO REBUILD THE WORLD THAT WAS DESTROYED, BUT CAN THEY DO SO BEFORE THE VERY FABRIC OF REALITY BRICKS ITSELF AND LEAVES THEM IN A STATE OF PERPETUAL LIMBO?

ELEMENTS are words written on index cards.

Only ELEMENTS on the table are real.

RULES are multiple ELEMENTS that touch each other.

The game begins with these RULES:

  • DON'T MOVE ANY ELEMENTS
  • UNLESS A RULE SAYS TO DO SO.

 

  • WHEN YOU DEFINE AN ELEMENT
  • WRITE IT DOWN
  • PUT IT ANYWHERE ON THE TABLE

 

  • WHEN YOU SPEND AN ELEMENT
  • WRITE AN X ON IT.
  • IF THERE IS ALREADY AN X ON IT
  • DESTROY IT

 

  • WHEN YOU SWAP ELEMENTS
  • EXCHANGE THEIR POSITIONS ON THE TABLE.

 

  • WHEN YOU REFRESH AN ELEMENT
  • ERASE ALL X'S ON IT.

 

  • WHEN YOU DESTROY AN ELEMENT
  • TEAR IT UP AND THROW IT AWAY.

 

  • WHEN YOU FACE A CHALLENGE
  • YOU MUST ROLL
  • MORE THAN
  • 10
  • ON 1D6
  • IF YOU DO, YOU SUCCEED.
  • IF YOU DON'T, YOU FAIL.

 

  • WHEN YOU SUCCEED
  • YOU MAY CHOOSE ONE OF THE FOLLOWING:
  • DEFINE A NEW ELEMENT
  • REFRESH AN EXISTING ELEMENT
  • DESTROY AN EXISTING ELEMENT
  • MOVE ONE ELEMENT.

 

  • WHEN YOU FAIL
  • YOU MUST DO THE FOLLOWING IN ORDER:
  • SWAP TWO ELEMENTS IN DIFFERENT RULES
  • SPEND THE ELEMENT THAT PROMPTED THE CHALLENGE

 

  • YOUR NAME IS:
  • UNKNOWN

 

  • YOU CAN:
  • FACE CHALLENGES

 

  • YOU OWN:
  • NOTHING

 

  • YOUR CURRENT CHALLENGES:
  • REBUILD REALITY
  • REMEMBER YOURSELF

To start the game: FACE A CHALLENGE.

Author's Comments

Author's Notes:

I hereby grant permission to share, copy, or remix the rules of this game.

I hereby grant permission to archive this game off-site.

Source: tumblr.com/capriceandwhimsy/801402094260191232

Realm of the Luminous (A Land of the Lustrous micro-ttrpg)

Players are immortal but breakable humanoid gems that are hunted by lunarians to be made into jewelry on the moon. Roll 1d10 for your Hardness.

You patrol the land every day. Each player rolls 1d6 per day. On 1-3, you encounter lunarians. Roll 1d10: if it's equal to or higher than your Hardness, you are hit and lose a body part. If you lose three body parts this way, you cannot defend yourself and you are taken.

If you roll a 1 on this throw, you cut the lunarian open and discover a Human part. You can substitute any player body part for it, but they lose 1 Hardness. At 0 Hardness you scatter apart.

On 4-6, you can rest. On a 6 you can make yourself a new body part if you lost one. On your third part made this way, you roll 1d6. On 1-2, you scatter apart. On 3-6, you are someone new, except for Human parts. Roll 1d10 for your new Hardness.

If you have three Human parts you are a human. You can pray to lead gems and lunarians into nothingness. Do you do it?

Author's Comments

OK to archive this game offsite. OK to reuse, remix and distribute it.

I believe Land of the Lustrous is eminently ttrpg-able, so I took a crack at it. It's really hard to reach nothingness with this math, but that fits the spirit of the narrative, I'd say, even if it doesn't make for a particularly fun experience. Larger groups are recommended! I've never written a ttrpg before, but we all have to start somewhere.

Source: tumblr.com/automatisma/799470445831258112

Relapse - a 200 word RPG submission

[please archive off-site]

 

Build a house of cards. This is the Kingdom. Keep building until it collapses under its own weight.

Collect the fallen cards and begin to build a new Kingdom from the ruins of the old.

Look at each card before adding it to the Kingdom. Consult the table below to see what you’re adding, and in what state. How is it repurposed in your new Kingdom?

A Cloud

K Crown

Q Throne

J Ring

10 Book

9 Song

8 Cauldron

7 Silks

6 Blade

5 Coin

4 Brick

3 Livestock

2 Grain

 

Spade Caked in dirt

Club Wet with tears

Heart Soaked with blood

Diamond Flawless

 

Keep building. You can draw more cards if your new Kingdom proves larger than the last.

Eventually the new Kingdom too will collapse. What did it in?

Take a moment.

Build another Kingdom from the detritus of the last.

Repeat until history grows tired of repetition.

Put the cards back in the box. You don’t need them.

Source: tumblr.com/skeletonkingdom/799061350934511616

The Rigging Game - A One Person Game for Three or More People

Set up a game of Cards Against Humanity. Choose one other player. Your objective is to vote for their card submissions and get them to vote for yours. If you win, you gain 1 point. If your chosen player wins the game, you gain 2 points. If your chosen player realizes what you are doing and intentionally chooses your cards at least once, regardless of their scoring, you gain 1 point. If at the end of the game you have two points, you win The Rigging Game. You may not directly communicate these objectives or that you are intentionally trying to choose a player's submissions.

Archival approved Sharing with credit approved Remixing approved

Author's Comments

This is a game about wavelengths, non-verbal communication, pattern identification and making connections. It was inspired by conversations about how it's possible to force victories in CAH or other social games and whether it constitutes cheating. @dapurinthos and I used to do this back in, oh, 2014 online. It remains one of my most fulfilling gaming experiences and despite other people knowing what we were doing, no one ever objected to it or called it cheating, out of, I don't know, amazement? Appreciation? Awe?

Discussing this later, almost everyone I shared this with condemned it as cheating, which really caught me off guard. One person was impressed that I could manage semi-consistent results. Playing CAH to win is fun by itself, but the real meat in social games for me is figuring out how people tick and then capitalizing on that by inviting them to do the same to me and then striving to win together. It’s a game within a game. It's a way of winning even when you're definitely going to lose.

Source: tumblr.com/bitternest/801678220887982080

ROAD TRIPS AND VOYAGES IS THE SAME

Items: 1-4 players, d6es, paper/pen Describe your VEHICLE. VEHICLE starts with 6 HULL, 6 MORALE, 6 SUPPLIES. Describe your DESTINATION. Declare your DISTANCE target (ex. 12). Each player: choose two-word EPITHET for your CHARACTER (ex. BRAVE CAPTAIN, SHITTY WIZARD).

Each turn: Roll 1d6 on ENCOUNTER table and CONSEQUENCE table: ENCOUNTER:

  1. CREATURE
  2. OUTLAWS
  3. INLAWS
  4. TRAFFIC
  5. WEATHER
  6. PORT (always BOON)

CONSEQUENCE:

  1. HULL-1
  2. MORALE-1
  3. SUPPLIES-1
  4. DIRE THREAT (roll 1d3 twice here)
  5. NOTHING
  6. BOON (roll 1d3 here, +1 instead)

Describe how the ENCOUNTER could cause CONSEQUENCE. If CONSEQUENCE <=4, each player: choose one word in your EPITHET. Decide if your CHARACTER will HELP or HINDER based on that. Roll 1d6 for each HELP and HINDER. If HELPS roll at least one more 4+ than HINDERS, avoid CONSEQUENCE. Describe how ENCOUNTER resolved and apply CONSEQUENCE. If any HULL/MORALE/SUPPLIES = 0, you lose. Otherwise, DISTANCE+1 and go to next turn.

If you reach your DISTANCE target, you win! Describe your VEHICLE and CHARACTERS at DESTINATION. ROUND-TRIP OPTION: When you first reach your DESTINATION target, instead get +2 HULL/MORALE/SUPPLIES and set DISTANCE to 0.

Author's Comments

Please do archive this.

Author's notes:

This is loosely inspired by a nascent Sunless Sea board game that's been bouncing around in my head for years. That's where the epithet idea came from, though it's also an excuse to make SHITTY WIZARD have mechanical value. RV There Yet? was also on my mind, hence the generic options on the tables to use in either scenario.

When I wrote THE POISONER'S GAME, I had to cut that in half from my first draft. This time I had 25 words to spare, letting me sneak in the round-trip rule and clean up a few things I'd otherwise leave to context clues.

The "roll 1d3 on this table" thing came to me in the moment, and I quite like it. Does it count as a "stupid dice trick"?

Playtesting's for things that cost money, not whatever this is.

Source: tumblr.com/space-wizards/801268809860366336

A Road, A Chord, A Sword, A Chorus

2-4 players; 1 piano (or similar)

 

Select Voices:

Soprano, Voice of Light. Domain: Air. Virtue: Justice. Sin: Pride. Aspects: joy/exuberance, innocence/naïveté, inspiration/whimsy.

Alto, Voice of Love. Domain: Water. Virtue: Temperance. Sin: Envy. Aspects: peace/complacency, mercy/complicity, devotion/subservience.

Tenor, Voice of Passion. Domain: Fire. Virtue: Courage. Sin: Wrath. Aspects: duty/obsession, nobility/arrogance, conviction/fanaticism.

Bass, Voice of Wisdom. Domain: Earth. Virtue: Prudence. Sin: Sloth. Aspects: stability/stagnation, humility/deference, resolve/rigidity.

 

The Voices embark. Decide their journey's purpose.

Sit at the piano (SATB right-left). Each player finds A, for melancholy. In unison, press and hold. Listen carefully. One player describes the journey; another, a complication.

Privately select a new white key. In unison, press and hold. Listen carefully. Discuss the sound's meaning. One player describes resolution; another, the journey; a third, a complication. When Voices touch, cross, or share keys, something arises between them. When hands touch, let them.

Continue like this. When all return to A together, rest. Discuss your journey. Then embark again, this time beginning and ending on G, for nostalgia; then F, dreams; E, dangers; D, mysteries; lastly C, triumphs.

When the Voices return to C, the journey is over.

Author's Comments

I consent to this being archived off-site. And to anything else anyone wants to do with it, knock yourselves out.

--

200 words exactly according to the github doohickey.

If you have access to a keyboard but don't know which key is which, it's like this:

A diagram of a 3-octave piano keyboard with the white keys labelled to show the letter names of the natural notes (CDEFGAB). Taken from allaboutmusictheory.com via brief Google image search.

Source: tumblr.com/doctorpotatomd/799001514436886528

Roll Reversal: Dice Are Players and Players Are Dice

Any number of people may play.

Entities are either characters, locations, or items. Locations contain characters wield items. Locations are inside themselves, and items are in the location their wielder is in. Create an entity by rolling on the verb table 12 times with locations rerolling 1s. Put the results on a d12 table, the Entity’s Verb Table (EVT).

1. Move

2. Change

3. Positive Action

4. Negative Action

5. Positive Interaction

6. Negative Interaction

Roll on every entity’s EVT to determine what verb they preform at that time. Most verbs require an additional die to be rolled. Players narrate how the entity does it, why they do it, and the outcome of the verb. Outcomes can result in the creation or destruction of entities.

Entities act upon a random other entity in their location.

Characters and locations interact with a random other entity in their location. Items only interact with the character wielding them.

Moving changes which entity an entity is in or wielded by.

When an entity changes, roll on their EVT and replace the rolled verb with a random new one. Reroll 2s. Locations reroll 1s.

Once every entity has preformed a verb, repeat.

Author's Comments

I am okay with off-site archival. Not counting the title, the above text is exactly 200 words

 

I was having trouble deciding what to write for this year, so I decided to iterate on my concept from last year of humans instead of dice deciding the outcomes of actions. I noticed that a lot of the entries are about applying a story to mechanics that are determined entirely by dice, so I decided to try my hand at something like that but robust enough to potentially be about any number of different scenarios. Actually writing it was about fitting enough information density into 200 words to model something so broad as "almost any kind of story," which I think the dynamic polymorphism-resembling structure accomplishes nicely. I also aimed to accomplish this by leaving a lot of things implied rather than outright stated.

 

This probably isn't as fun a game as my entry for last year, and there are probably a lot of grammatical errors, but I had a lot of fun writing it.

Source: tumblr.com/i-exist-for-spleen/801402392704860160

RPG a DAG

You will need:

  • A tarot deck
  • A dictionary
  • The Wikipedia article on Directed Acyclic Graphs

Setup:

On a sheet of paper, draw a directed acyclic graph with a single starting vertex. Free form it or come up with a random generation method as you wish, but each vertex except terminal ones should have at least two outgoing edges.

Shuffle the tarot deck and draw a card for each vertex. Write it on the paper.

For each edge, open the dictionary at random, point at a word, and move down until you find a verb. Write it on the paper.

Play:

Every player describes their character.

Collectively, you are all on the starting vertex. Decide as a group what situation is described by the associated tarot card, and what options for responding to the situation are described by the verbs on the outgoing edges. Choose a response and move to that vertex.

Repeat until you reach a terminal vertex. Congratulations! You won. Or lost. Or something happened, at any rate.

(OK to archive.)

Source: tumblr.com/rosstmcd/801694197874917376

Rush B - A bluffing game for 2 players

Winner of coinflip chooses to start as T or CT. T is trying to take 1 of 2 sites, CT is trying to stop them. Each round: T chooses A or B site while CT distributes 5 soldiers between the two sites. T then reveals the site they hit and their buy, and CT reveals where their soldiers were and their buy. Players roll a contested 2d6 to determine the winner, ties are broken by coinflip.

Number of soldiers on site : CT rolls bonus

5 : +5

4 : +3

3 : +1

2 : 0

1 : -2

0 : -4

B site is +1 to CT rolls.

Ex.: If T chose A and CT chose 4A 1B, CT gets +3 to their roll.

First to 10 rounds wins. After 9 rounds, half ends and players swap sides. If tied at 9-9, overtime begins. Full buys only, 3 rounds each side. If still tied, repeat overtime as necessary.

Players start each half with $0. $2000 for losing. +$1000 if >3 rounds behind. +$500 (T only) if the site with less soldiers was attacked, or if a coinflip was necessary. $3000 for winning. +$1000 if won by 3 or more.

Buy type : Cost : Bonus

Eco : $0 : -3 (T) -4 (CT)

Half : $1000 : +1

Force : $2000 : +3

Full : $3500 : +5

Ninjas vs. Soviets (optional rule): Dice explode both ways.

Author's Comments

a better formatted version (and actually very pretty) is available at nerbulent.itch.io by now. yes, ninjas vs soviets is a reference to nip vs amkal. and i'll add tables to any 200 word game i want. exactly 200 words btw

permission to archive this offsite is granted

Source: tumblr.com/jockohomomorphism/799039623404896256

Ruthless Tabletop Strategy

1 GM, some players.

Each player has a base with Buildings. Buildings make Units. When you create the Building, describe the Unit's Attribute (Armored, Flying, etc).

Decide on a mission and ~3 Objectives. Players start with two Buildings.

Each turn, each Building makes a Unit. Then assign Units to Actions.

To do actions, assign any number of Units, then roll d6 for each unit. Succeed on a 6+, Partial on a 4+, fail otherwise. Each relevant Attribute adds +1 or -1 to all dice. Natural 1 always fails, 6 always succeeds. Lose a unit for each failed die.

On a success, choose 2. On a partial, choose 1. On a fail, GM chooses 1. Attack:

  • Seize an objective
  • Don't lose any units
  • Break the enemy: Get +1 to your next Attack or Defense

Defend:

  • Don't lose any objectives
  • Don't lose a Building
  • Don't lose any units.

Expand:

  • Locate an Objective
  • Add a terrain Attribute
  • Build a Building
  • Don't lose any units.
  • Don't find any new problems.

Once actions are done, the GM acts. The GM can create enemies, hazards, and other Attributes. About 1 new Attribute or attack wave per turn, +1 for each Objective taken.

Author's Comments

196 words. OK to archive.

Yep, this is Starcraft as a micro RPG. Definitely the most complicated game I've tried to do in a 200 word format, and I had to leave a lot of ideas on the cutting room floor. The final result is more loose and PBTA-ish than the micro-wargame I was originally imagining, and I'm not totally happy with the rules for how Defense works, but I like how it plays overall.

Source: tumblr.com/beleester/799399007509250048

You walk in without a care in the world, and take whatever catches your fancy. Your secret? You have an excellent Team on your side.

Sashay — a heist game for 2 or more players, using pen, paper, and a six-sided die.

One is the Handler. Others are the Team.

Handler creates Contracts and mediates disagreements.

Team solves Contracts using tools and teamwork.

Contract describes a series of challenges players must clear, as well as their end goal.

Each Team member starts with three mundane items of their choice. After five Contracts, one item may be replaced with something lifted from previous Contracts.

Upon starting a Contract, one Team member has to Sashay, which means they cannot actively help until Contract ends. As a reward, they can either upgrade or take on a new Skill.

Skills are keywords used to simplify challenges described in Contracts. Skills start at Amateur level. Amateur needs to roll at least 5 to succeed. Professional needs to roll at least 4, while Expert needs 3 at the very least.

Team’s ultimate goal is to become strong enough to steal even from a god. Handler’s goal is to craft tricky Contracts that cannot be steamrolled with ease.

Author's Comments

Created by Graved, for 200 Word RPGs 2025, under CC BY 4.0 license.

Source: tumblr.com/gravedyard/800757161552740352

SAY THE MAGIC WORDS

You and your friends are WIZARDs. A MINOR INCONVENIENCE prevents your MAGICAL STUDIES.

The player with the LONGEST NAME will be the first to EMBODY FATE and describe the INCONVENIENCE. INCONVENIENCEs are solved with SPELLs.

The first WIZARD to CAST a SPELL does so by describing the EFFECT, such as LASER BEAM or DREAMWALK. Subsequent WIZARDs may attempt to one-up the previous CASTer by adding a DESCRIPTOR.

DESCRIPTORs must be relevant to and enhance the EFFECT of the initial SPELL (you cannot CAST a ROUSING SLEEP). DESCRIPTORs cannot contradict each other (a spell cannot be attributed to more than one inventor, like BARTHOLOMEW’S PROSPERO’S SUMMON BEARS). You may only add one DESCRIPTOR onto the previous CAST and you must say the ENTIRE NAME of the SPELL (with all DESCRIPTORs) to successfully CAST.

When one of the above rules is broken the CAST is over. The last WIZARD to successfully CAST is awarded POINTs equal to the final number of DESCRIPTORs. The WIZARD who failed to CAST takes over EMBODYing FATE to describe the winning WIZARD’s success and how THE CONSPIRACY GOES EVER DEEPER.

The INCONVENIENCEs are stopped once a WIZARD reaches 50 POINTs. That WIZARD wins.

Author's Comments

Off-site archival is fine. TTRPG adaptation of that one Sly Cooper insult battle minigame.

Source: tumblr.com/cephlopodman/799255681210400771

Here's my entry, Second Sight. I'm very happy for it to be archived.

You are a seer, divining the future, when a Great Darkness will come, and destined heroes will rise to meet it.

To begin, each player describes their foretold hero's appearance, origin, and abilities, and the GM sets the scene and describes the threat. 

Each player rolls 5d6, representing visions of their hero's deeds.

Whenever the heroes face a challenge, the GM rolls one die for each player and shares the results. Each of those dice is an aspect of the challenge that must be overcome by a different hero. Each player spends one of the rolled dice in their pool and compares it with a different one of the GM's rolled dice. Each player whose die's value is at least equal to the GM's narrates how their hero overcomes the challenge. Each player whose die's value is less than the GM's permanently loses that die as their hero suffers a wound. A hero who suffers five wounds is lost forever, to some horrible fate. As long as one hero succeeds, the party is successful.

After a challenge, if all of the remaining dice in your pool show the same face, you may re-roll all dice not lost to wounds.

Source: tumblr.com/pneumatometry/801316926320164864

A Sense of Scale

Some problems in life are too big for you to concern yourself with, other problems are so trite as to be beneath you. Let's make that state be on purpose.

When you roll a die against a difficulty check, you get to choose whether you are rolling over or under that difficulty before learning what the difficulty is or rolling the die. If you succeed the check, the following consequences ensue:

If you rolled under the difficulty, you avoid the problem entirely, leaving it for someone else to deal with. You become smaller.

If you rolled over the difficulty, you brush aside the problem with ease. You become larger.

For each stage larger you become, you get +1 on future rolls. For each stage smaller you become, you get -1 on future rolls. If your size-based modifier reaches +20 or -20, the problems of the entire campaign become too out of scale for you to be bothered with. You are either so large that all the wars and world destroying events are meaningless to a being of your magnitude, or you are so small that the world could be wiped away and you would barely notice.

Author's Comments

Okay to archive! A lot of these off-the-cuff designs have the issue of "making the way the dice feel match the outcomes" is a bit difficult - for instance, being smaller makes it easier to succeed at hard tasks, but you'll struggle with easier ones. It took a bit of thinking to make it work, but hopefully I've done it. I noticed this problem in Haunted Mansion, where splitting up is safer than being together because you're less likely to roll very high numbers.

Source: tumblr.com/tricksterwizardry/801109066623614976

SENTIENT RAT

(1 GM, 1+ Rats)

You are a SENTIENT RAT. You are in a cage, and you are angry.

You have two stats, SENTIENT and RAT. Divide seven points between them.

Choose a SENTIENT Specialty (Calculus, Human Empathy, Murine Biology, etc.) and a RAT Specialty (Chewing, Skittering, Prehensile Tail, etc).

By default you are maybe four times as smart as a non-sentient rat. You can spend a point of SENTIENT to briefly awaken to a human-level intelligence, including understanding human language.

By default you are a little out of touch with your scarred and metal-studded flesh. You can spend a point of RAT to enter a flow state and perform a feat of great rat prowess, after which the feeling fades.

If you are performing a Specialty, you don't need to spend a point.

When you drink green water, regain points up to seven, then divide them between SENTIENT and RAT as you choose.

It takes three points in any combination to defeat a human.

If you run out of SENTIENT, you are a non-sentient rat. If you run out of RAT, you pass out. Drinking green water cures either.

Your first goal is to escape into the vents.

Author's Comments

OK to archive off-site.

Inspired by the Far Roofs, and in particular by my ill-advised idea to model Grandmother Rat with Kaiju.

Source: tumblr.com/ringedretrospective/799608030889230336

Several Minutes in Hell

Required player(s):

Knowing your friend(s)/frenem(y/ies)

 

HANGOUT TIME is any activity where whoever you've decided to start this game upon can hear you.

During HANGOUT TIME, start teasing your target(s) about a subject you both know or are currently talking about. Start being wrong and/or insisting on certain things being right.

This can be any subject as long as you know enough to keep going. The more lore you know about your friend/frenemy, the better and richer subjects to tease them about.

This teasing can include anything such as lovingly made bad fanfiction about NPCs they play, the state of any game(s) you play together, etc. It is better with an audience.

Target can hit back at any time to enter BANTERING STATE.

BANTERING STATE can last as long as you're both going at it or until HANGOUT TIME ends, whichever happens first.

Making target express regret at knowing you is like 10 points. 5 Points can also be gained for making anyone else laugh or join in. The points ultimately don't matter because you're here for blood.

Author's Comments

May archive off-site. May you inflict hell on your friends/frenemies.

Source: tumblr.com/toy-dragon/800185041328226304

Sex with GLaDOS

You're a human consciousness in an Aperture Science Experimentation Frame (robot). Luckily, you have a human emotional range and the acute ability to feel pain whenever you're crushed by a panel of spikes!

GLaDOS is forcing you through ever more complicated test rooms.

You need: Card deck 1D6 Test # tracker

Test rooms: Test # + 3 cards drawn (reshuffle discard when draw pile empties) Spades - juggle die from one hand to other Clubs - flick die at small object (1 foot away) Diamonds - recite alphabet backwards (5 letters) Hearts - Bodyweight exercise (2 reps) Each suit redraw gets harder (1st diamond 5 letters, 2nd diamond 7, etc)

Fail a challenge? roll D6 for Restart Result and Response Result. Complete test room? GlaDOS arousal + d6. Roll d6 for Response Track.

GlaDOS Arousal = 0;

Restart Result: 1,2 - You died! Restart room, Arousal -3 3,4,5 - You failed. Restart card, Arousal -1 6 - You swerved. Restart card, Arousal +1

Response Result, regarding: Your appearance Your intelligence Your past Aperture processes/history Science fact Her past

Response Level (based on Arousal): <10: insults 10 - 19: Harsh remarks 20 - 30: backhanded compliments 30+ subtle praise

By ~10 test rooms, you lose if GLaDOS hasn't subtly praised you.

Author's Comments

Archive ok!

So as a portal connoisseur, technically most of this game is the foreplay. You'd either have to keep playing to physical exhaustion or just read an Ao3 fic about this point.

Written because i played through Portal 2 with a friend last night and mentioned how if I was a human test subject at Aperture, I think I'd rather just ask to get put in a test bot rather than like immediately die from a failed acrobatics check. But uh that's textually like [imbalanced power dynamic] [pain play] [degradation] [CNC] [snuff] [whatever tag means having your physical form and brain is directly created/monitored/modified by your partner]. And I was certainly awake thinking about all that a normal amount late last night.

Source: tumblr.com/tiiimezombie/800478053325291520

Sex with GLaDOS pt. 2

You were an Aperture Science employee, and now you're a modified Aperture Science Personality Construct-based gynoid. You have the intelligence, emotional instability, pain intolerance, and sensible robophilia of a standard human - but you can be reconstructed from a box of scraps! Today, you'll be running through a bunch of personalized chambers for you, and you sense GLaDOS may be testing more than your puzzle solving capabilities....

Generate a new Room: Shuffle all cards. Draw 2 Challenges + Rooms completed

Challenges (2-A): Water Glass Buttons Cubes Spheres Platforms Launchers Bridge Funnel Emancipation Grid Lasers Turrets Draw twice

Spawn: Draw 2 Foreplay x Rooms completed

Foreplay (# x Clubs/Spades/Diamonds/Hearts): 2 - 5: From GLaDOS Degradation - body Degradation - intelligence Smarmy Comment Praise

6: Voiceplay Mute toggled Voice tick Voice change Your choice

7-8: Limb Disability Lock Removal Disconnect Hijack

9-10: Distractions Phrases injected Imagery injected Processor slowed Erogenous zone

Face Card: Death Shot Crushed Drowned Exploded

Ace: Control Self harm Unresponsive Worship Pleasure

Solving a Room: Draw 2 cards to your hand. Cycle cards (Draw card, discard one as Foreplay) x Rooms completed Cycle cards while Total < 14.

On death: Cycle hand

Record Progress/Foreplay

Game finishes when you do

Author's Comments

-----

Archive encouraged! Minor wording tweak Nov 18, 2025.

The original rules of the game jam are that you can't expect anyone to have game knowledge/play any other prior game. This is a continuation of my game Sex With GLaDOS, but is functionally unrelated. It's a continuation on the theme/concept/implementation and ideally something more benefiting the title including the word 'sex'.

I haven't playtested enough to know if it's erotic enough to get someone off, but the cards amputated my arm and had GLaDOS mock me about it 😵‍💫🥴

Source: tumblr.com/tiiimezombie/800490165641543680

The Shape of Our Hearts

He deals the cards as a meditation Seven cards to each player And those he plays never suspect Keep your hand secret He doesn't play for the money he wins He doesn't play for respect You are the cards, the cards are you

He deals the cards to find the answer Each scene, each involved player plays one card The sacred geometry of chance Played cards form the scene and players initial positions in it The hidden law of a probable outcome Flip the top of the deck for the inciting event of the scene and, if agreed by two or more players, following events The numbers lead a dance Rank is Strength

and

Suit is Mode:

I know that the spades are the swords of a soldier Spades are Skill (Finesse, Training, Art) I know that the clubs are weapons of war Clubs are Brute Force (Strength, Beauty, Will) I know that diamonds mean money for this art Diamonds are Resources (Money, Ammo, Energy) But that's not the shape of my heart Hearts are Mystery (Magic, Love, Chance)

He may play the jack of diamonds He may lay the queen of spades Jacks/Queens are scene NPCs, stronger in-mode than players, and are shuffled after appearing He may conceal a king in his hand While a memory of it fades

Kings are intervening NPCs, supreme in-mode, discarded this game after appearing

And if I told you that I loved you

Players may play additional cards to bolster other players actions

You'd maybe think there's something wrong

Or hinder them

I'm not a man of too many faces

You may not play additional cards for yourself

The mask I wear is one

Except faces for or as NPCs acting on your behalf

But those who speak know nothing

Cards played are not redrawn until you skip a scene

And find out to their cost

Players may skip a scene to draw a new hand and play first in the next scene 

Like those who curse their luck in too many places

Players with empty hands only draw six cards when skipping

And those who fear are lost

If you skip two scenes in a row you only draw to six the second time

Rule text (italics) other than song lyrics (bold) copyright 2025 David H. Siegel. Song lyrics (bold) copyright Dominic Miller and Gordon Sumner, used without permission.

Permission is hereby granted to reproduce and create derivative works of all rule text so long as all reproductions and works include or are accompanied by the following instructions: "This is a game based on Sting's 1993 "Shape of My Heart." To understand the game, read the rules while playing the song or interleave the rules text with the lyrics as appropriate."

Permission is granted to archive all rule text and explanatory text.

Source: tumblr.com/bigscaryd/800747721691643904

SHE OF THE WICKED WAY

AND HER NAME IS ASHENAL

To summon Ashenal, She Of The Wicked Way, you must have an intimate companion, a candle, and a dark room. Light the candle and place it such that each can barely see the other’s face.

Each must grasp the other’s left arm with their right hand just above the crook of their elbow, wrapping only a single finger and thumb around.

Chant her name three times, then proceed.

Tell your partner a story, long or short.

If your partner thinks it False, they move up your arm the width of one finger. If they think it True, they move the width of three.

If they guessed Wrong, they are to return to where they were before while you add one finger to your grip.

Take turns telling stories until one of the following:

If one grasps the other with all their fingers, they are to chant “You Have Disgraced Us Before Her” and toss the grasped partner to the ground.

If one reaches the shoulder of the other, they are to chant “She Has Come, She Is Here!” and kiss their partner upon the cheek (or other agreed upon place).

Author's Comments

This is this unit's second entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942627822796800

Shit, Man, This Wizard War Is Fucked

You are wizards with phenomenal cosmic power drafted into a pointless war.

---

Need:

  • d6
  • book
  • 1+ Players
  • WizardMaster (WM)

Gameplay:

  • Players create wizards with cool-ass names.
  • Each day players prepare 2 unlimited-use spells by rolling 1d6 per table, incremental extra results on 6.

Header

  1. Level 1
  2. Permanent
  3. Power Word:
  4. Hell
  5. Inverted

Pivot

  1. Poison
  2. Missile
  3. Exploding
  4. Frostbite
  5. Scrunch

Finisher

  1. Extreme
  2. Tibia
  3. Swamp
  4. of Death
  5. Literally Everyone

Your powers are so phenomenal, you have to cast at least one spell per day or you die.

  • WM rolls 2d6, treating it as percentile dice. Open a random page of the book, then go to the nth word there. Do it twice.
  • Your mission today is Operation [Firstword] [Secondword]. It's bad OpSec, but somehow the operation name is relevant to its goal. Each operation has (player number+1) objectives. WM decides what those objectives are.
  • WM pick/roll one complication per objective.
  1. Friendlies nearby
  2. Someone cast (spell) there
  3. Nonsensical enemy numbers
  4. TV crews nearby
  5. Objective is downtown
  • WM narrates, players attempt to clear the objectives. At least one spell must be cast per objective.
  • Decide end results, casualties, collateral, etc. Repeat the next day.

---

Feel free to archive.

Design document under cut

Author's Comments

No need for explanation, really. Though I forgot if someone had already made a Wizard War game for one of these 200-words-rpg jam.

Clarification:

  • Obviously players are encouraged to argue what the spells actually do.
  • Percentile dice: Treat one dice as the tens and one dice as the ones. So 2 and 6 is read as 26
  • Incremental extra results: The first time you get a 6 you'd need 2 results from that table, if you get 6 again you'd need 3, and so on.
  • The spells have unlimited use per day. Will they always have similar effects though? Feel free to argue that.

Optional rules:

  • WM scores the end result and when the score gets too low the wizards get court-martialed and removed from the game. Game over, man. Time to recruit another wizard then.
  • Wizards might have permanent spells and don't reroll new spells each day.
  • The spells might not have unlimited use.

Source: tumblr.com/notsomeoneyouknow/800068592914874368

Welcome to SHITTY POWERS, a game you can enjoy (theoretically).

Everyone starts with 0 STRESS and 5 TIME.

At 5 STRESS: Nervous breakdown.

At 0 TIME: Dead-end job.

Both of these are BAD.

Everyone (both heroes and villains) has a POWER. Choose 1.

  1. Too Big
  2. Laser Piss
  3. Infinite Arms
  4. Flawless Friend
  5. Unruly Shape
  6. Always Deafening
  7. Huge Mouth
  8. Slimy Fingers

During the day, you fight crime. You never kill.

When you use a POWER, describe how it’s cool (it’s not) and roll a d6.

1-2: FAILURE, plus lose 1 TIME.

3-5: SUCCESS, but take 1 STRESS.

6: SUCCESS.

At the end of the day, you go home. Also, you don’t work weekends.

When your POWER and your life conflict, describe how it’s fine (it’s not) and roll a d6.

1-2: FAILURE, plus take 1 STRESS and lose 1 TIME.

3-5: SUCCESS, but choose: take 1 STRESS or lose 1 TIME.

6: SUCCESS.

Each weeknight you may sleep or go vigilante. Sleeping reduces STRESS by 2, and TIME by 1. Going vigilante increases stress by 1.

By the weekend, if you have 0 STRESS, reset TIME to 5.

If you play this game for 50 years, you may retire. This is GOOD.

Author's Comments

(I give permission for this game to be archived off-site)

Also on itch.io

Source: tumblr.com/bagf1sh/799053042742870016

The Smallest Bastards

You are tiny little rascals in a small town. You’re all bored and that is going to be everyone else’s problem.

Roll 1d4’s 

  • 1 - things take a turn for the worst!
  • 2 - you fail to get what you want
  • 3 - A success with complications
  • 4 - Everything goes great

Stats

  • Boredom - Do successful Wiley roles to lower or cause immediate trouble you can’t explain away
  • Max of 4
  • Wileyness - Use to get into mischief (i.e - steal cookies, sneak a raccoon into the house) - Roll Only
  • Audacity - Get away with things (distract an adult’s attention, or explain away your suspicious action) - lowers when caught - at zero you’re all busted
  • Max of 4

Archetypes

  • Prankster - +1 to wiley rolls
  • Boredom: 2
  • Audacity: 4
  • Angel - +1 to Audacity
  • Boredom: 2
  • Audacity: 4
  • Wizkid - 1 free wileyness success with technology per scene
  • Boredom: 2
  • Audacity: 4
  • Lil Kid - Max boredom at start but 2 free Audacity checks
  • Boredom:4
  • Audacity: 4

Sessions are structured like episodes

Location changes are scene changes.

Must have a moral at the end.

The game ends prematurely if you all get busted. You’re all grounded.

Author's Comments

One more down at the wire. This one is not as polished as Unwanted Vip but I wanted to get it out of my system. The Smallest Bastards is themed after old shows and movies like The Little Rascals and Dennis the Menace. It should keep the tone light with comedy based on all sort of hijinks bored little kids can get into.

This one is also okay to archive!

Source: tumblr.com/gossamer385/801707713620017152

The Smallest Universal TTRPG System in the World.

(148 words sans title; okay to archive off-site)

When the characters try to solve a Problem, whatever they try works, then throw 1d6 on one of the following tables to determine the Development, based on which stage of the plot you are at.

Exposition (the Main Problem hasn't shown up): 1–3: a Minor Problem takes notice of the characters 4–6: gain one Entity that will be useful later

Tension (the Main Problem has shown up): 1–3: a Major Problem takes notice of the characters 4–6: gain insight into the Main Problem

Climax (confronting the Main Problem): 1–3: the characters must make a great personal sacrifice 4–6: automatically solve a remaining Major Problem (do not throw the dice again)

Resolution (cleaning up after the Main Problem has been solved): 1–3: an unresolved Minor Problem turns into a Major Problem 4–6: an Entity thought to have been lost is recovered

Author's Comments

This was based around the idea of the plot writing tool cleverly named "yes/no, and/but", altho there wasn't enough room to work in the "no" part, so it's all "yes", all the time. This hasn't been playtested. Universality and worldliest smallness are not guaranteed.

Source: tumblr.com/lcatala/801579653731090432

Smiley and Karla

This is an itterative two player RPG based around spy interrogation.

Each player should choose who their loyalties are to, and their current alias.

The winner of the previous game is the Recruiter and the loser is the Asset. Otherwise the person who suggested the game is the Recruiter.

The Recruiter is trying to find common ground and convince the Asset to defect and change loyalties.

The Asset is trying to get useful information for future, and playing along in the hopes more is revealed.

Players will need a pen, paper and a set of polyhedral dice each.

Each round starts with the Recruiter asking a question, and the Asset answering it.

Then you both bid in secret, then reveal and roll the die you bid.

One a die has been bid, it may not be used again this game.

Whoever rolls higher wins the round, and does not give anything away. The loser gives away one piece of personal information about their character, as they talk. In the event of a tie, both give something minor away.

At the end of the game, when all dice have been rolled, the winner is the person who gave away the least information.

The moment passes, the Asset is allowed to leave, either to change loyalties or not.

Between games, players should consider how their character will have changed and how they utilised the information they were given, before circumstances allow for the two to meet again.

Author's Comments

The name is an open reference to Le Carre's work, and hopefully the gameplay creates the same kind of tension as the two characters meeting in Tinker Taylor Soldier Spy.

By it's nature it can be a short or long game, and I'd recommend playing it during waiting periods while travelling for full immersive effect.

You have my permission to archive this off-site, as long as this account is credited.

The core skill element is in bluffing, tracking which dice your opponent has used and broadly trying to induce a disparity in the remaining dicepools

Source: tumblr.com/cyanidevalentine/800203885496205312

Spacewizard Lasergirl Blows Up The Moon

An officially licensed TTRPG for 3-5 fans of beloved SFF media franchise Spacewizard Lasergirl Blows Up The Moon

Your character has four stats, MIGHT, NIMBLE, ACADEMY, and GUMPTION. Assign -1, 0, 1, 2 to them. Next, pick a concept, like Pirate, Sneak, or Wizard.

When you make a check, roll 1d6 plus the relevant stat, or 1d8 if it fits your concept. If you're acting against a character, they roll their own check to defend; if you're acting against an object, the GM picks a Difficulty Number you have to beat.

If you ever try to defend yourself and fail, you take Damage equal to the difference between your defense roll and your opponent's attack roll. Once you have more Damage than Gumption, it's lights out, pally-o! The winner of the contest decides what happens to you.

 

Example DCs:

Climb a wall: 5

Cast a spell: 6 or higher

Pick a lock: 7

Pick a good lock: 10

Blow up the moon: 30

 

Example enemy statlines:

Street thug: 2/0/-1/1

Soldier of House Sif-Iy: 3/3/2/4

Juggernaut: 5/2/-1/6

Commander Zafax: 10/8/10/10

Author's Comments

Permission to archive granted.

Inspired, as you might expect, by this post. It's kinda tricky to fit all of the problems in there explicitly into 200 words, so I decided to just imply stuff by giving example DCs and enemy statlines that make it clear what we are and aren't about here. I had like twenty words left so I could maybe have gotten an advancement schema in but I think that as long as we're taking potshots at officially licensed ttrpgs we're allowed to have that potshot be uhhh honestly kind of bad and unfinished. Why aren't the stats all the same part of speech? What happens if you start with -1 Gumption? How do you actually play a tabletop roleplaying game? I dunno, I'm just the designer, give me that good good Spacewizard Lasergirl cash.

In my head, Commander Zafax is a kind of evil Zenigata type- he's always harassing Spacewizard Lasergirl and her crew, but he's rarely actually dangerous to them, and his actions never have consequences that last more than an episode. Juggernauts (whatever they are- some kind of space alien mutant probably) are dangerous to some people, but not to Spacewizard Lasergirl and her crew, and naturally the soldiers of House Sif-Iy get casually mowed down by the dozens in any major fight.

Source: tumblr.com/everyones-beau/800162563339010048

Stash Bust

2-6 players, GMless

An afternoon (3+ hours)

Spend the afternoon busting your yarn stash with friends.

Materials:

  • Your yarn stash (partial balls of yarn)
  • Hook or needles
  • Timer
  • 2d6

Someone has stolen your Stitch-and-Bitch group’s stash. Recover that yarn while making a Real Life Scarf.

Choose one SKILL:

  • Fast hands
  • Focus
  • Good eye
  • Detangler

Prep your scarf. Choose 3-5 stitches to use. Make sure the stitch count is compatible (ex., moss, lemon peel, double crochet).

Make a starting chain or foundation row in a width that you can reasonably finish in an afternoon.

Play begins when you start stitching. Take turns describing what happens. Roll 1d6 when you might fail. If using your SKILL, roll 2d6. A 4+ succeeds. When you fail, change your scarf stitch.

When you finish a ball of yarn, automatically succeed your next roll. 

Each player can announce “Stitch-and-Bitch.” Pause play to stitch uninterrupted for 15 minutes. Bitching is allowed. Keep track of number of balls completed.

Game ends when your stash is gone, your scarf is done, your group is bored, or the in-game stash is recovered. 

Possible thieves:

  1. Cats
  2. Rogue toddlers
  3. Birds
  4. Rival group
  5. Ferrets
  6. Ghosts

(I am ok with this being archived.)

Source: tumblr.com/agrrlcalledface/800508328430174208

Steady Hands done in five minutes after seeing the deadline's mercy extension a study in ideals

You are a homesteading widow. Look in the mirror and say aloud what "homesteading" means to you.

Shuffle the oldest deck of playing cards you have, the more cards missing the better.

Have a friend drive you to an outdoor gun range. On the way, ask them why they killed your spouse, and draw a card.

Red cards are mercy. Black cards are justice.

Get out of the car. Put up a paper target. Tell your friend why you and your spouse came to the "frontier." They draw a card.

Each of you staples the card they drew to the target, face concealed.

Walk to the firing line. Toss a coin.

Winner explains what "mercy" and "justice" mean to them and takes a shot at the target, then loser does the same.

Shots that miss the paper target entirely are not counted and the shooter may and must try again.

Walk to the target. Decide for yourselves what has happened.

off-site mirroring: yes all other permissions: yes

Source: tumblr.com/riverlinden/801713947572142080

Stealth-o-mon

Certain mind-controlling waves have been invented, turning most of the humanity into an imperfect hivemind. The waves' unintended side effect boosted intelligence and mutation in some animals, which were promptly tamed by rebels and used regularly to sabotage the advancement of the so-called Human Hive. Players hide at the outskirts of civilization, finding, taming and training creatures, which they outfit with small cameras and basic communication devices and send to the control towers, headquarters and other important places to spy and disrupt the conquerors' plans as subtly as possible. The success mostly depends on the training and how appropriate a species is for a given mission. Handlers usually specialize in creatures with similar roles: one may train rats, squirrels and possums, another - birds of all kinds. Some trainers focus on cooperation and train a team to handle various roles: for example, they'll send dogs and parrots to cause a distraction while squirrels steal documents and disposable mice ruin wires, and their bodies are removed by cats and ferrets to save the secret. Some animals are disguised as mutants and monsters to scare and confuse people of the Hive, giving rise to horror stories and cryptid mythology.

Source: tumblr.com/snarkincense/800833394571427840

SURVIVING CARCOSA a 2+ player (gm and player) rpg based around exploring carcosa, this post will explain the mechanics, as the setting is strictly up to the gm to come up with, so is any of the story.

the goal is to survive on lost carcosa and play until you're bored. gameplay loop is based on rolling events and managing your sanity, starting sanity is 10 points, they are a counter until you get an encounter with a monster

gm rolls a d6 to decide on event

  1. npc encounter
  2. loot
  3. high risk high reward
  4. landmark
  5. creature encounter
  6. progress story

When sanity hits 0, encounter a monster that has a gimmick you must figure out via inspecting, the gimmick can be anything (ex. needing to be kind, taking something, giving something, closing your eyes), pass it or perish

each event must have a sanity cost or gain option

Author's Comments

my first time going in! off-site archive is okay, im not super proud of this but its ok for my first try i think? i have to thank my irl friend for helping me come up with mechanics

Source: tumblr.com/roachie-paradise/801300244221607936

TAKEN WITH YOU

For two players: DRAGON and TREASURE. (Later, HERO arrives as an NPC.)

The pair shares three stats.

  • FRIENDSHIP: Are you both enjoying hanging out?
  • ROMANCE: Is there trust? Intimacy?
  • LUST: Do you wanna?

Starting stats F-R-L depend on treasure type!

  • CAPTURED ROYAL: 10-8-6
  • SURRENDERED VIRGIN: 6-10-8
  • DEFEATED ADVENTURER:  10-6-8
  • CAUGHT THIEF: 8-6-10
  • HOPEFUL VOLUNTEER: 6-8-10
  • LOST STRAY: 8-10-6

Play six scenes. DRAGON sets the scene based on the prompt. TREASURE chooses how to behave, then rolls 2d6. DRAGON picks one stat to go DOWN by one die, and one stat to go UP by the other die.

  • CAPTURE
  • LAIR
  • CONVERSATION
  • DINNER
  • NEST
  • RESCUE

Sex can happen in any scene if both characters are game.

If any stat hits zero, the story ends.

  • FRIENDSHIP: DRAGON finds TREASURE boring.
  • ROMANCE: DRAGON kicks TREASURE out.
  • LUST: It’s awkward. DRAGON feels like a creep.

If you clear all six scenes, HERO rescues TREASURE. Rank stats highest to lowest:

  • F-L-R: DRAGON asks HERO about more regular fights.
  • F-R-L: DRAGON and TREASURE become friends.
  • L-F-R: DRAGON flaunts TREASURE publicly.
  • L-R-F: DRAGON and TREASURE start dating.
  • R-F-L: DRAGON and TREASURE have a private moment, DRAGON surrenders TREASURE to HERO.
  • R-L-F: DRAGON asks TREASURE about more regular abductions.
Author's Comments

This was a hyper-lite consolidation of two previous games I've written, Hoard and Royal Rescue. Both are games about being drawn into a relationship dynamic which has been presented by default as something evil, dangerous, and depraved, and then finding something gratifying and fun in it, and something familiar and comforting in the alien element "inflicted" on you.

I'm sure this recurring theme in my games doesn't signify anything in particular at all.

But writing this has encouraged me to stop being radio-silent on tumblr! I'll be posting those games (the full, LONG versions) here on this blog, very shortly!

(Oh, and it's completely OK for the runners of the game jam to archive this offsite!)

Source: tumblr.com/ruinousnostalgia/799087489258274816

tame the BEAST!

BEASTgirls like you need to be tamed. A Tamer among you writes down Tasks. A Proper Task rewards you with a girl trait (empathy, obedience, beauty, grace) if you complete it successfully, an Improper Task punishes you with a BEAST trait (FANGS, TEETH, FUR, NOSE). If you fail, you gain the opposite kind of trait. You don't know if a Task is Proper or not: it's part of your training. The Tamer chooses which traits you gain. To complete a Task, you roll 2d6. The Tamer judges if your traits can help with the Task (+1 each): get to 7 to succeed. You were born with one girl trait and one wretched BEAST trait. You must gain four girl traits to suppress the BEAST and become a proper girl.

OR YOU CAN USE YOUR BEASTDRIVE TO ADD ALL YOUR TRAITS TO TRY TO COMPLETE A TASK. YOU CAN DO IT TWICE. REMEMBER… YOU CAN ALWAYS TELL THE TAMER YOU WON'T USE YOUR TRAITS. FAIL THE PROPER TASKS.

IF YOU GAIN FOUR BEAST TRAITS YOU CAN ESCAPE. COME TO ME.

TAMER. HINT AT THE NATURE OF THE TASKS TO HELP THEM...

YOU DO REMEMBER WHAT YOU WERE ONCE, DON'T YOU?

Author's Comments
An image containing the rules for tame the BEAST! written in plain text above. They're written in white and red (for BEAST parts) on a black background.

OK to archive this game offsite. OK to reuse, remix and distribute it.

First critical addendum: this game was born out of my brain 3d rotating Izutsumi of Dungeon Meshi fame.

Now for other design notes. I liked the idea of experimenting with different voices for rule exposition, although I'm not hugely satisfied with the result, both tonally and mechanically. This is also not playtested, so I have my reservations over how it's going to work.

The "writing down" specification for the Tamer tasks was born with the hope of making the task of hinting without being obvious a bit more manageable for the Tamer themselves. Very partial solution, but I couldn't fit anything else in a game so small. I also liked the idea of the BEASTgirls receiving instructions in a way that doesn't encourage further clarification, it fits quite well with the overall theme.

Source: tumblr.com/automatisma/800196513051688960

Taskmaster: The RPG

Game for five players and a Taskmaster.

Each player distributes 12 points between MENTAL, POETICAL, MANUAL, COMMONSENSICAL and LATERAL.

The Taskmaster creates a task. Roll 1d6 for the task type:

  1. MENTAL task: guessing, counting, deducing, remembering etc.
  2. POETICAL task: creating, writing, drawing, composing etc.
  3. MANUAL task: physical challenge, building something etc.
  4. COMMONSENSICAL task: interacting, communicating or tricking a person.
  5. OUTLIER task: the task goal is open-ended.
  6. GROUP task: arrange the players in two groups of two and three and reroll for type.

For each task, roll against the relevant stat. For OUTLIER tasks, describe how you are using that stat to solve it. For GROUP tasks, sum the players' relevant stat and roll 2d6 instead. You must roll below your stat. You may attempt to subtract your LATERAL stat to the roll target by flipping a coin. If incorrect however, you add it instead.

Results:

  • 3+ below: resounding success or luck
  • 1 or 2 below: task completed but result unimpressive
  • 0: Valiant, but unsuccessful effort
  • 1 to 3 above: A humiliating failure
  • 4+ above: instant disqualification or cheating

Do four tasks. Players describe outcomes. Each time the Taskmaster assigns 1 to 5 points. The player with most points wins

Source: tumblr.com/bossarmadimon/799111435190960128

Teams Meeting

 

This is a GMless RPG for 2-8 players

 

Roll a d10 or choose a theme for your characters:

1. Superheroes

2. Dragons

3. Vampires

4. Ghosts

5. Bears

6. Cultists

7. Wizards

8. Dwarves

9. Pirates

10. Hunters (roll 1d10 again ignoring a 10 to determine what you hunt)

 

Design your character for the theme. Give them a trait such as demanding, distracted, enthusiastic, skeptical, helpful.

As a group, determine what the meeting is about; choose a problem your group would want to resolve.

Start the meeting: One person can take on the role as a meeting coordinator, or roll below.

At the start of a round, roll a d10 if you’re not sure how to act.

1. Listen and nod

2-3. Ask a question

4-5. Wait and speak

6-7. Interrupt someone

8-10. Speak confidently

 

Play continues until the meeting reaches a logical conclusion. Consider setting a timer for one hour to track if you run over time.

Author's Comments

Yes I wrote this while at work, why do you ask? Also yes, it took me 3 tries to get the reblog thing to function correctly because I'm old and new to Tumblr.

Feel free to add this to the 200 word rpg archive.

Source: tumblr.com/cieuxviolette/799302139250966528

Teleportation Ritual For Beginners

A one word story game for groups. As a circle, describe the perilous supernatural locale your uncalibrated teleport has landed you. Each player provides only a single word at time, starting with the youngest and proceeding clockwise. Teleportation is dangerous. No matter how peaceful your destination initially appears, a threat will emerge and threaten your lives. When the next word would spell your demise, it’s time to JUMP.

JUMP is a special word. When a player says JUMP in a perilous situation, that player closes their eyes, and the group teleports out of danger and into a new locale, establishing a new scene. When all players have JUMPed, the ritual stabilizes, and the group is returned to their original place and time. Each player may only JUMP once per game, or risk being stranded at their destination. Similarly, the ritual fails if a player takes more than five seconds to add a word to the story, or uses the same word more than once in a row. The final loss condition is, obviously, a grisly end at the hands of far-flung hazards. Before that happens, JUMP.

Okay to archive.

Source: tumblr.com/imperfectfinch-blog/801406072681332736

THERE IS A FUCKING FLY IN THE ROOM

You are in a room, and there's this fucking FLY just buzzing around.

Grab the dice you have access to with the most amount of sides. Record the results of each roll you make; those are your attempts at dealing with That Fucking Fly. If you roll the maximum value for that dice, you have successfully swatted the fly. If you roll the MINIMUM value for that dice, the fly has left the room, and no longer bothers you. In either case, add up the results of all your prior rolls, not counting the one which gave you the maximum/minimum result. If that total is LESS than the maximum value on the dice, then you didn't look like an absolute fool when you were trying to deal with the fly.

Author's Comments

This is okay to archive off-site. For reference, the title is intended to be in all-caps, to display intensity.

From "first idea" to "written", this took five, MAYBE ten minutes.

(I don't know WHY there is a fucking fly in the room, it's the middle of November; but at least "writing a short game about it" is a better way of dealing with "there is a fly in the room" than "making a fool of myself trying to swat it at 11pm".)

((Now has its own (non-reblog) post, here.))

Source: tumblr.com/pomrania/800161809004969984

There’s a mystery about!

It’s a social ‘deduction’ game. It requires 3+ players.

The game starts by choosing a host, this can be however you like.

The host proposes a situation, this could be a murder, any sort of crime, or just something that is frowned upon.

Then go around to every person, having them explain how they never could have committed the crime, telling of their motive or alibi. Then everyone goes around throwing accusations and defenses. Everyone should have a turn.

The definition of turn should be lax, this is a collaborative experience and everyone should get a go, but it doesn’t have to be in some sort of order.

Eventually, to end the game, someone should ask if everyone has an accusation and unless someone has something to say, count down and point at who you think did it.

The person who has the most votes admits YES they were the perpetrator and here’s how they did it and why. The perpetrator is always the person with the most votes.

If there is a tie, do more discussion, and vote again. If there is a tie again, whoever is in the tie are all the perpetrators.

Author's Comments

Authors Note: This was made by my cousins, my siblings, and me. I hope you can all enjoy this improv rp! Yes, you may post this elsewhere.

Source: tumblr.com/ladybugclue/801695229377953792

Theseus Slays the Minotaur

A one-person journalling game.

You are Theseus, and you have crossed the sea in your black-sailed ship to slay the Minotaur who lives in the Labyrinth.

What is the Minotaur? Decide for yourself or roll 1d6:

  1. An actual monster
  2. A fear
  3. A hostile environment
  4. Bad luck
  5. A corrupted society
  6. A bully

To defeat it you will need psychological support from Ariadne. Who or what does she represent? How do you find her?

She gives you a red thread to mark your path through the Labyrinth. This is the material support you will need. List what you will take.

Draw the Labyrinth. It could be a simple spiral, a one-stroke outline of the Minotaur's environment, or a traditional maze.

It's time to start. Think about what steps you will need to take while following the path, and what you will do once you get there.

---------------------------------

You succeeded! You stand at the centre of the Labyrinth, and the Minotaur is defeated. You planned well. You sought help. You carried out your strategy. Follow the red thread back to the outside world. How do you feel when you exit the Labyrinth?

Change your ship's sails to white, and sail home.

Author's Comments

Ok to archive.

Source: tumblr.com/cornishpatsy/801671301519589376

they cloned [your name]

for 3 players, played over messaging.

Roll a d20. Lowest is Clone, middle is Bystander, highest is The Agency. Reroll duplicates.

Bystander, message Clone to see if they’re okay.

Clone, respond to the Bystander. Don’t give away that you’ve realised you’re a clone. All messages from Clone must be reviewed by The Agency before sending, to see if Clone is saying too much.

Each time Clone sends a message, roll 2d6.

1-2 - you drop a major hint

3-6 you drop a small hint

7-9 you drop a minor hint but play it off

10+ you drop no hints

If Clone rolls 10+ 3 times in a row, they convince Bystander they’re okay, and the game ends.

Bystander, react to the Clone’s hints with concern. Cloning isn’t possible, so they must be losing it. Once 5 hints, or 2 major hints have been dropped, convince Clone to get help. If Clone doesn’t roll a 10+ in the 3 rolls after this, Bystander will call the crisis team. The game ends.

The Agency: You can, at any point, decide that Clone has revealed too much, and decommission them. This ends the game.

Author's Comments

Word count (including title): 194

I am happy for this to be archived off-site!

Source: tumblr.com/takataapui/799099999145377792

They Don’t Even Kiss

(2 Players, 1 Viewer)

At first, of course, we are certain; they're not going to kiss, because explicit homoromanticism does not happen in box office hits. But as the night goes on, we are drawn into the world of the film, our hopes soar high, and by the end pathos sprouts like invasive ivy and ironic outrage turns genuine.

Players, determine who you're playing as, and pick someone to be Player 1 first. Viewer, you need only be yourself.

First, Player 1 performs a gesture of affection to Player 2. (A touch, a gift, a sacrifice, some words - but always less than a kiss.) They explain its position and role in the movie.

Then, Player 2, determine a reason that they're just friends. Of course, they can't say it out loud, because that would mean acknowledging the romantic reading. Thus, Player 2 must communicate this meaning to the Viewer via charades until they guess correctly.

If the Viewer has a conniption, or verbally asks that the characters kiss, they are kicked out of the theater. The game ends.

Otherwise, the Players switch who's Player 1 and who's Player 2, and repeat. (They don't switch characters.)

Author's Comments

OK to archive off-site.

Based on a true story. Slightly embellished.

This might be the first 200 word RPG I made that felt complete under the word count.

Also, I think I will throw in the towel on making 30 of these in November, but I got pretty close.

Source: tumblr.com/ringedretrospective/801705167894528000

This Is A Sneaking Mission

There are two possible roles:

Commander: Runs the game. Must be at least one. Usually only one.

Operative: Faces danger and accomplishes things. Must be at least one. There can be more than one.

Operatives distribute 9 points among the following attribute, min 1 max 4: Melee Ranged Maneuvering Technology

They have 10 stamina.

All rolls numbers of D6, picking highest.

Mission begins with Commander describes situation and assigns the Objective, describes how far the Objective is (3 and 8 rooms).

For first room and each time new room reached, Commander describes obstacles and number of enemies.

Alert! starts at 0.

Operatives describe action. Operative and Commander agree on action type, then assigns attribute. Operative rolls chosen attribute.

Action Types: Complete Objective: If at objective complete it, otherwise move 1 room. Hide: Reduce Alert! to 0, roll lowers stamina instead of raising Alert! Remove: Eliminate obstacle or enemy.

1-2: Bungled- Raise Alert! by 2 3-4: Loud- Raise Alert! by 1 5-6: Clean- No consequence.

If Alert! is above 1 and enemies are present, Operative loses 1 stamina roll Alert! value vs an attribute Commander and Operative agree on: if Alert! rolls higher, no effect. Otherwise, remove one active enemy.

Author's Comments

Fool that I am, I wanted to try experimenting with a stealth system idea I had. I had to pare it down considerably, I had an entire extra role for specialists on comms, and several more ways to interact with enemies and the Alert! value, sacrificed on the pyre of getting wordcount down to 200.

That said, I think the end result captures the idea pretty well all the same. Though, I haven't tested it, so while I'm reasonably confident in the general framework the specific numbers would probably need some fine tuning for the thing to function properly.

I give permission to archive this game off-site.

Day later edit: realized in my haste I forgot to include a part of a mechanic that makes said mechanic makes sense, so I'm fixing it.

Source: tumblr.com/derpravener/799276482779299840

This is my house

One player defends the house. Each trap has three points of difficulty between Agility, Smarts and Toughness. Assign to each trap one of 10 possible unique distributions, then Organize them in any one order.

The rest of the players are the villaios. Each villain starts with three points in each stats, but each villain player chooses one option: remove two points of their choosing for one point to be used on one trap, or lower a stat to zero to permanently increase one stat up to four.

The villains select a player to match the first trap. Reveal the trap's stats. The defending player may take one point from a 3-point stats on a later trap and assign it to the current trap. For each stat:

  • if it is higher than the trap, the trap has no effect.
  • if it is equal to the trap, the player goes through, but takes one point of damage to a stat of their choice.
  • if it is lower, they fail to get through the trap AND suffer a point of stat damage.

Attempt with another villain or switch trap until all traps are vanquished or all villains' stats are down to zero.

Author's Comments

Archival is requested plz 🥺

Source: tumblr.com/bossarmadimon/801690291065307136

This Ivory Leg

You seek revenge on a quarry far greater than you - as a human chasing a whale, or a butterfly chasing a human. You start with three crewmembers - detail them - and a d4.

Each leg of your hunt is one roll. Roll your die, read the prompt, and write a bit about it in your journal. If it tells you to intensify, increase the size of your die. (d4 -> d6 -> d8 -> d10 -> d12 -> d20)

1 - You gain a new crewmember. Detail them. 2 - You explain (or re-explain) why you hunt your quarry to a crewmember. 3 - Something stupid happens. It's your quarry's fault. 4 - You dream of your quarry. Intensify. 5 - Nothing much happens, this leg. 6 - You are almost killed by an act of God. It's your quarry's fault. Intensify. 7 - A crewmember tries to dissuade you. Set them straight. 8 - You think two of your crewmembers are romantically involved. 9 - You see your quarry, in the distance. Nobody else does. 10 - You lose a crewmember. Intensify.

11+ - Thar she blows. Monologue. Bring up every entry you've written and then some. Monologue your heart out, to hell and back, because you were never going to survive this.

The game ends.

Author's Comments

OK to archive off-site.

Happy 174th US release anniversary, Moby-Dick.

I am now certain that it's possible to write something serious in 200 words.

Source: tumblr.com/ringedretrospective/800176989469376512

This Tower Isn't Big Enough For The Both Of Us

 

2+ players, deck of cards

 

Every player is a wizard. Describe your character and give them an elemental domain, represented by a suit.

Each player draws three cards and two are laid face-up. Then, take turns, doing one of these and narrating accordingly:

1. Study and prepare. Draw one card, then discard one card. If discarded card is your element, also do a second different action (Expend power).

2. Review rival’s papers. Select another player: peek a random card. If card is not your element, you may not Review them next turn.

3. Alter the battleground. Swap a face-up card with one of your cards.

4. Strike! Reveal your hand and select an opponent. Determine which player has the better poker hand. If tied, the person holding the highest card of their own domain wins. (And so on. If entirely identical, mutual destruction renders the battle inert: redraw hands; play passes to next player.) Winner keeps two cards chosen from both hands. Loser has fallen into permanent disgrace, but draws one card. All other players keep two cards and all other cards are shuffled and set out anew. Play continues.

Disgraced wizards may take actions except Strike!. When one wizard is left, they win.

 

Author's Comments

The above, excluding title, is 200 words. Archive offsite/share ok.

Haven't playtested it yet... meant to get around to it and never did. Maybe I'll submit v2 next year.

Source: tumblr.com/saaabriel/801698678420160512

THIS TOWN AIN'T BIG ENOUGH FOR THE THIRTY-TWO OF US (THOUGH I'M NOT EXACTLY SURE WHY)

You need: Lots of friends. Nerf Blasters and darts. Paper and pencil. Divide into two Gangs. Each Gang secretly decides what BEEF they have with the other Gang. Write it down so you don't forget. Next, the Gangs meet to Negotiate Peace. If someone from the other Gang triggers your BEEF during negotiations, point at them and shout, "HIGH NOON!" (This is a CHALLENGE.) When you declare a CHALLENGE, negotiations end. Pick someone from your Gang to fight the guy who triggered the BEEF. (They have a SHOOTOUT.) SHOOTOUTS are High-Noon quick draw battles with Nerf blasters. - If you get hit in the head or torso, you are DEAD. (DEAD people are ghosts, and heckle everyone). - If you get hit in the arm or leg, you are WOUNDED. Act accordingly. - Figure the rest out yourself. If someone triggers your BEEF during the SHOOTOUT, you can CHALLENGE them. Either join the existing SHOOTOUT, or start a new one once this one ends. After the SHOOTOUT(s) end, resume Negotiating Peace. You win if: You correctly identify the other Gang's BEEF and sincerely apologize for it. Everyone in the other Gang dies (They reveal their BEEF in a dramatic dying speech).

Author's Comments

Author's Notes:

I hereby grant permission to share, copy, or remix the rules of this game (the rules themselves require it to play).

I hereby grant permission to archive this game off-site.

Don't be a dick and shoot your friends in the nuts with a high-powered custom Nerf blaster. This isn't that kind of game.

Source: tumblr.com/capriceandwhimsy/800069904446488576

The Time Flies

You’ve begun noticing them, the Time Flies. A sign that your previous time travel has left some holes in reality, that the Flies are needing to pull closed.

Over the next week, count any Time Flies around you. They can look like any flying insect, but their Chronurgy readings are elevated. Of course, you’re so tuned into ripples in time, that you can tell without needing a Chronurgy Reader. The more you spot, the bigger the gap. Figure out what holes you left behind.

When you spot any Time Flies, record who is also around you. The Time Flies may be there for them as well. You know that the Time Agency has spies, and we must root them out.

After the week is up, the Time Flies will have healed reality as much as they can. Any remaining ones need to be dealt with.

Use your Agency Supplied Chronolantern (cleverly disguised within the torch in your phone) to zap the remaining Time Flies.

Well done, you got away with changing the flow of history. Keep an eye out for Time Flies at all times, and anyone bringing them along. Your Vigilance will be rewarded, Agent.

Author's Comments

Word count: 196

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/800992794260979712

Time of Monsters

A horror game for 3+ players

The world you understood ended overnight, replaced by… something else. It has its own rules. Learn them quickly.

Setup Together, we've learned one rule: decide what and how. …you broke it. Privately, decide how and why.

It changed you. Label two index cards Body and Mind, with space for three changes each. Choose three fears: disease, confinement, betrayal, exposure, ambush, pursuit, pain. For each, write two changes: one frightening you, one threatening others.

Everyone, pass Body left, Mind right. Flip both over. Secretly, write rules for their changes, three per card. Body rules control actions: "When _____, you _____." Mind rules reinterpret narration: "You can't tell _____ from _____." Return their cards, rules side down.

Play All players enforce rules they wrote or guessed — keep them secret! First to tap the card describes the details. Guessing wrong gives the rule's author one Tension.

One character is Spotlit: they narrate environments and survivors, possibly unreliably. Everyone else narrates monsters whose changes resemble theirs.

The unluckiest character starts Spotlit. When survivors get hurt, whoever intervenes takes the Spotlight.

Resolve conflicts by bidding Tension; the Spotlit player breaks ties.

To win, learn all your character's rules, then explain the new world.

Author's Comments

200 words exactly, title excluded. Please archive off-site.

Inspired by:

  • Look Outside, by Francis Coulombe
  • The Magnus Archives (seasons 1-2), by Rusty Quill
  • 《动物园规则怪谈》("Strange Tales of the Zoo Rules"), by 十六椰子 ("Sixteen Coconuts"), translation here
  • Star-Spawned, by David J Prokopetz

Source: tumblr.com/sym-metric/801665107739459584

[Permission to archive offsite granted]

To Be Loved//Changed

Needed Supplies: A number of people you love (recommended is 5-20. Current and former ones you love count) Paper (pink or red construction paper preferred) Scissors Writing utensil Tape or glue (needle and thread/fishing line if available)

AS YOU PLAY, REFLECT ON THE SENTENCE “TO BE LOVED IS TO BE CHANGED.” 

Cut the pink paper into a heart shape. 

Next think of an amount of people you love and care about.

Tear the heart into pieces equal to the number of people you care about. The people that changed you.

Once torn, put that person's name down on the front side of the paper. Try to write a close memory on the other side. Do not write more if you run out of space. 

Try to put your heart back to the old shape. Use glue or tape. For others you can use needle and thread or fishing line. For most this will be difficult, don’t worry. Perfection isn't necessary here. The general shape will do. 

Finally, show the heart to the people you love. Let them know you care. Share a memory. Make new ones. Love one another. Love with your tender, kind, imperfect heart. You have to.

Author's Comments

A very similar activity was done in my fifth or six grade sex education course. The lesson was that your heart would be broken and changed for the negative for every person you had sex with when you weren't married. It was more presented as "see how people will disappoint you? now imagine if you have sex with someone and they leave you afterwards?". It was a fear tactic that focused on peoples self worth. It still fucks with me to this day.

I decided to flip the script. Instead of people disappointing you, its about the memories you share of the people you love and how they made you who you are. For better or worse, you care. You are a constellation of every person you've ever loved and who has ever loved you. Love one another. The only way we survive this world is together.

Source: tumblr.com/jellyfishlines2000/799122083404775424

To Roam

Needed: Players, Map, Dice (three sizes, enough for every player to have one of each.)

Choose one player. They are Leader. Each other player is a Passenger, and takes one die of each size.

The Leader lays out the map. The Passengers each take their smallest die and roll it on the map. These are Destinations. The lowest number rolled is the most important Destination. Multiple Destinations can be equally important.

The Passengers roll their next smallest dice on the map. These are Obstacles. Passengers keep their largest die. Use these to settle conflict.

Decide who everyone is. Decide how they met. They are all being transported by Driver from an Origin point far from every Destination: why?

Driver takes a route of their choice from Origin to the closest high-priority Destination. If they avoid an Obstacle or encounter it on the way, interpret what it is. Passengers either solve it or help avoid it.

When everyone reaches a Destination, the Driver becomes a Passenger. The Passenger who rolled that Destination gets off and plays a new Driver. Players may roll new Obstacles before embarking again.

Play proceeds until every Destination is visited or everyone decides to adjourn.

Author's Comments

Idea came to me while driving today, so I got it put together quickly. The idea of using a real map of any sort to inform the plan amused me.

Permalink to the Google Doc for this RPG is here!

I give full permission to archive this RPG offsite for posterity.

Source: tumblr.com/1980sspaceman/799077648790863872

Today Is Your Lucky Day!

You woke up in your bed today knowing that today is your Lucky Day. On most days, you only get about ten things done right. Today, you think you could get 100 things done right. Now it’s time to enact THE PLAN.

What is THE PLAN? It’s bold, dramatic, and will make the news when you succeed. You’ve been dreaming of it for years. It’s finally time to do it.

Tools:

  • 1d100
  • Pencil.
  • Blank paper for journaling.
  • A paper listing the numbers from 1 – 100.

How to Play:

  • Write down your actions towards your plan. When the results of an action would be uncertain, roll 1d100.
  • Mark the resulting number on your paper.
  • If you have not rolled the number previously, you succeed. Write how.
  • If you have already rolled the number previously. You failed! Mark a big X on the top of the sheet and write how you failed.
  • If you mark three Xs, you get discouraged by the third failure and go home. Explain why that failure is the last straw.
  • If you succeed, explain how THE PLAN is reported on by the media, and your lasting impact on the world.
Author's Comments

A silly, simple, solo-ttrpg. Technically setting-agnostic, but made with the assumption that it takes place in "the real world." I would be happy to have this archived off-site.

Source: tumblr.com/seradeoro/799046112700956672

Transgender Rage Week

This week is generally known as Trans Awareness Week, but this year, things are fucked. So now, it’s time to let your anger out, and let the rage that has been building up inside of you out. There’s nothing left in you that wants to be kind, only the cockroach part of you left.

Play across 7 days, choosing minimum 1 prompt from each day. Build your rage up, then let it out.

Day 1:

  • Write an angry letter to someone who’s misused their power.
  • Yell over a transphobe.

Day 2:

  • Call someone in power and tell them to fucking shape up.
  • Care for a trans friend, out of spite.

Day 3:

  • Deface a transphobic sign.
  • Grafitti trans propaganda.

Day 4:

  • Scream at the top of your lungs.
  • Write a letter to an imprisoned trans person.

Day 5:

  • Break something.
  • Educate someone, with both rage and love in your heart.

Day 6:

  • Perform an act of trans self love. The rage endures, but so must the love.
  • Yell at length at a transphobe.

Day 7:

  • Start a protest and/or riot.
  • Punch a transphobe.

Day 8:

  • Keep living. Then go punch another transphobe.
Author's Comments

Wordcount: 192

I am happy for this to be archived off site.

Source: tumblr.com/takataapui/800636311885266944

Trapped at an AI Hackaton

You are a nerd trapped at a financebro AI hackaton

Stats (1d6)

- Python

- Nerd

- Financespeak

Checks are roll-under.

Roll 2d6 equipment:

1 On call CS major bestie (reroll Python rolls)

2 Book (helps scare AI users)

3 Suit (reroll financespeak rolls)

4 Toothbrush and toothpaste (can be used to destroy machines)

5 A literal Python (a literal Python)

6 Economics homework (if you spend one turn doing it, get one reroll at one point in the future from relaxation)

Every Panel is made of 6 turns. Each turn you can do 1 roll. After every panel, roll 1d4 for the next panel:

1 Consultant (suffer -1 on nerd)

2 Networking (roll financespeak every turn. If you ever succeed, suffer -1 on nerd or on python)

3 Working on project (roll python every turn. If you ever succeed, suffer -1 on financespeak or nerd)

4 Someone Presents (suffer -1 on python)

If your nerd start reaches 0 you become a zombie. If python reaches 0 you accidentally create AGI and destroy the world. If financespeak reaches 0 you flunk out of the competition and lose friends.

If you can get through 12 Panels, you win.

(Game is 200 words exactly and definitely not based on where I am right now and how my friends pulled me here AND I M OK WITH IT BEING ARCHIVED)

Source: tumblr.com/m0m026/801542347990138880

TREBUCHET BUDDIES

 

INGREDIENTS

-DM screen

-Dice

 

CHARGEN

[Sturdy name of Norman stock] the [1d10]

1 - Lionhearted

2 - Dragonhearted

3 - Foxhearted

4 - Badgerhearted

5 - Lambhearted

6 - Volehearted

7 - Adderhearted

8 - Toadhearted

9 - Pinemartinhearted

10 - Humanhearted

 

PLAY

- Design heraldries.

 

- Set a timer for thirty minutes.

 

- Bring down the DIRTY ANGLO-SAXONS’ castle by throwing dice over the DM screen.

 

- Once per game, one player may look behind the screen. They may communicate current total through non-numeric villainous monologue.

 

- When timer tolls or group is satisfied with its efforts, remove screen. Sum dice on table behind screen.

0-100 — Bitch????? Bards are suspiciously silent.

101-200 — Such failure that the tides of history turn. Bards sing praises of Saxons.

201-300 — Hard-fought defeat. Bards pen stirring tragedies.

301-400 — Victory. Honeymead flows like Saxon tears. Bards invent pop punk centuries early.

401+ — Phyrric victory. Famine reigns. Bards struggle to find rhymes for ‘shitheads’.

 

- Narrate epilogue, as bards.

 

OPTIONAL RULE

Anyone rolling Adderhearted lies about their title (but must incorporate a hint into their heraldry). They are crown traitor and win if the sum is less than 300.

Source: tumblr.com/zero-energy-counters/801382486807592960

Tree of Stars

A Pantheon Creation Game (for an arbitrary number of players)

(200 words sans title and heading, pro-archival)

Phase 1:

Determine TURN ORDER and PANTHEON SIZE. Players design GODS until they have the same number as the pantheon size.

  • Describe. Name your god, their sphere of influence, their precepts, symbols, etc..
  • Create EARTHLY BONDS to 1-6 other gods
  • Bonded gods' designer/s choose a number from 1 (shared worship) to 5 (enemies) based on the friendliness of the gods' followers.
  • Record the gods and sum as the Earthly Bond value

Phase 2:

All players vote for either HIGHEST or LOWEST. Last player breaks ties and adds a god to the pantheon. Reverse turn order.

  • Create a HEAVENLY BOND
  • List the Earthly Bonds from gods in the pantheon to gods not in the pantheon
  • The turn player chooses a god from the highest/lowest (from earlier) Earthly Bonds
  • Record the Heavenly Bond (examples; siblings, rivals, herald) between the Earthly Bonded gods
  • Add the Heavenly Bonded god to the pantheon

Repeat until all gods are in the pantheon.

Phase 3:

  • Crown the ruler/s
  • For each god list their Heavenly Bonds
  • Remove any god with only one Heavenly Bond from contention
  • Strike their name from all other gods lists

Repeat until 1/2 gods remain. Their designers give them another appellation.

Author's Comments

Author's Notes

This is my 5th 200 word rpg, and my 5th that is a piece of math disguised as a game. In this case this is Prim's algorithm.

Given a connected graph made up of vertices and weighted edges between them, Prim's algorithm finds a minimum spanning tree or MST, which has the properties of being a tree, which means there exists exactly one path from each vertex to each other vertex, being spanning, which means it reaches every vertex, and being minimal, which means the sum of the weights is less than or equal to the sum of weights of any other spanning tree. We run Prim's algorithm by starting with any vertex and "greedily" taking the shortest path to a vertex not in our MST at every step.

Here that means converting an Earthly Bond into a Heavenly Bond. (We can find a maximal spanning tree by taking the longest path every time. That's HIGHEST as opposed to LOWEST).

Prim's algorithm is useful in logistics, where, for example, the minimum spanning tree could be the least costly design of power cables to distribute electricity to a whole city.

We also find the center/s of the tree, which are the vertices whose longest paths to any other vertex are shortest. This is done by "pruning" the "leaves" of the tree, as the path from any leaf X, which is only connected to its parent vertex, to any other leaf Y, is necessarily longer than the path from the parent leaf to Y. By progressively eliminating vertices which can't be the center we're left with the last vertex/vertices which must be the center.

Thematically, this game is most influenced by a browse through certain D&D books, where gods are broken down into a block of statistics and properties. This is the sort of fictional pantheon this game was designed to create, not a more nuanced look at how pantheism has been practiced historically. Nevertheless, I think this game is the most playable as a game, rather than (as @pomrania has described another of my submissions) a piece of art in the RPG medium. It's the one I think could most possibly be expanded on and refined outside the scope of a 200 word game, which I'll likely be spending some time doing this December.

As always, this game may be freely archived, reproduced, and modified. If you do play it please let me know.

Source: tumblr.com/arehera/801687570612404224

Turning Complete

You are minor eldritch trickster deities, incarnated into a new world. The fundamental laws of this world are the basic rules of a popular preexisting RPG (such as Dungeons and Dragons) of your choosing, with four modifications:

  • You may not use any prewritten content (classes, spells, dungeons, etc. – even from said basic rules), or homebrew content except via “emanation”.
  • To emanate, go find a piece of unofficial content from someone/somewhere else and add it to the game.
  • Players may emanate up to seven times at game start/character creation, and then once per day (or equivalent).
  • There is no formal DM. Collaborate, use emanated tables to create scenarios.

Your goal is to use the interactions between rules to create and demonstrate solutions to the following problems, in any order: output the words “Hello, World!”, the sum of two input numbers, the Fibonacci sequence from 0 to 10, the FizzBuzz sequence from 1 to 100, and a higher/lower number guessing game.

Bonus points: literal cat that outputs its input.

“Input” and “output” can be any interaction with NPCs or objects – speech, assuming a form, etc. You cannot explain yourselves to a non-player as part of your solution.

Author's Comments
  1. Okay to archive!
  2. Man! I always forget how hard it is to cram what I thought was a concise idea into just two hundred words. Not totally happy with the final project, but what can you do, I guess.
  3. A FizzBuzz reference, for those unfamiliar: https://rosettacode.org/wiki/FizzBuzz.
  4. Originally, “an RPG of your choosing” and “online” were only Dungeons and Dragons and https://www.dndbeyond.com/homebrew since, IMO, that’s probably the best single source for dodgy homebrew with weird interactions. Consider them my Official Recommendations.
  5. You might still want to appoint one or more of your players to fulfill a similar role to a DM – narrating NPCs, making decisions for the group, etc. Up to you.
  6. Feel free to add or remove whatever you want to the list of problems! Everything here is untested, I have no idea how doable any of them are. A good list of suggestions can be found here: https://esolangs.org/wiki/Popular_problem.

Source: tumblr.com/piratesexmachine420/800536472897847296

Tzimtzum: Divine Contraction

A Game of Creation for One Player

(200 Words Sans Title and Heading, Pro Archival)

 

Upper Worlds:

Emanation: 100 Divine Unity. Endless Light.

Creation: 0 Separation. Preparation.

Formation: 0 Shape. Form. Awareness.

 

Action: 0 Material Reality. Physical Existence.

 

Utterance | Ein | Ohr

Speak | 51 | 86

Call | 65 | 76

Instruct | 80 | 60

 

Ayin me-Yesh: Upper World = (Upper WorldOhr - ActionEin) / 100

Yesh me-Ayin: Action = (Upper WorldEin + ActionOhr) / 100

See that it is Good: Remove negative signs. Round up.

Rest: Action becomes Reality.

 

In the beginning of Your creation of the heaven and the earth, the earth was formless and void, and darkness lay over the surface of the deep and Your breath swept over the water.

At the start of the first six Days choose an Upper World and an Utterance. (You may not reuse an Upper World or Utterance until all three have been used.) Apply Ayin mi-Yesh and Yesh mi-Ayin simultaneously.

 

And You said, "Let there be light."

Describe how Your utterance has shaped reality, withdrawing Your Divine presence to make space and allow the universe to exist. What has been created? What will be imperceivable by Mankind?

 

And there was light.

At the end of each Day See that it is Good.

 

On the Seventh Day, Rest.

Author's Comments

On Theme:

In Lurianic Kabbalah (one branch of the Jewish mystical tradition) tzimtzum, contraction, is God's process of concealing their infinite light, and perfect unity to allow for differentiation and material reality. This occurred in stages, repeated contraction from the realm of divine emanation (Atziluth, divine light), to the realm of creation (Beri'ah, a preparing ground where separation begins, the home of the archangels), formation (Yetzirah, where concepts begin to take definite shape, the home of angels), and finally action (Assiah, material reality).

Tzimtzum can be observed as twin processes, Ayin mi-Yesh, nothing from something, the removal of divine totality to leave empty space for reality (God's perspective), and Yesh mi-Ayin, something from nothing, the creation of reality within that empty space (reality's perspective).

While Maaseh Bereishit, the mystical explanation of the process of creation, predates Lurianic Kabbalah, Rabbi Isaac Luria presented this as his explanation for the occurrences of creation.

On Mechanics:

The game represents this process with an integer representation of a unit vector rotating through 4D space.

Our Upper Worlds correspond to rotations around the XW, YW, and ZW planes.

Our Utterances correspond to rotations by approximately 31°, 41°, and 53°.

Rotations are non-commutative, which is to say that applying two rotations in different orders can produce different results. Combinations of rotations can be difficult to predict. These properties, along with the uncommon angles and the restrictions on reuse create some nice "game-like" elements including some aspects of strategy and replayability for those seeking to maximize reality.

By rounding up our game grows slightly. While a true unit vector would always have a maximum value of 1 for any component (100 in our approximation) there are 8 games which can accomplish a reality of 101.

This game may be freely archived, reproduced, and modified. If you do play it please let me know.

Source: tumblr.com/arehera/801441976656576512

The Unloveable Animal

For 2+ players

 

Roll 2D6. Choose an Animal that’s a

1: vicious

2: carnivorous

3: defensive

4: small

5: large

6: impolite

 

1: bird

2: mammal

3: aquatic

4: amphibian or reptile

5: invertebrate

6: free space

 

You are that Animal. You can have up to three Traits based on that animal’s characteristics. You can take the following actions:

 

Reveal Trait

Reveal one of your Traits. Explain why it makes you impossible to love.

Remind

Bring up a Trait that you or another player has. Explain how the Trait actually makes them/you loveable or unloveable.

Accept

Agree with another player’s stance on a Trait. You cannot mention this Trait again.

 

You must convince the other player(s) that they are lovable, and that you are unlovable. After everyone has Accepted their own Traits, say as a group what you learned about each Animal and whether they are inherently unlovable.

Author's Comments

Ok to archive off-site

Source: tumblr.com/pumpkinupsidedo/801700153636601856

Unmitigated Acts of Pedantry Peasantry

A Game for Four Players – A game of precisely 200 words.

One player shall be the Liege Lord. This rotates clockwise, until each player has had one turn at being the liege lord. The other players will be peasants. The first liege lord shall be decided by who has most recently had charcuterie. If no one has had charcuterie at any point, the game will be suspended until such time as at least one person has had charcuterie in the course of their life.

The Liege Lord shall make a decree of no more than thirty words. At least two of these words must not have a defined meaning. The peasants shall take turns – clockwise – offering interpretations of the decree. The liege lord – presumably until this moment not knowing the meaning of their decree – shall choose among the three peasant interpretations which meaning is most preferred. This peasant shall get one point. The next player then becomes the liege lord, and so forth. The game is decided by whichever player, at the end, has the most points. In the event of a tie, the game may be played until such time as no tie exists.

Author's Comments

This may be archived if so desired.

Source: tumblr.com/icarosaurvus/801680032854573056

AN UNSHACKLED ANGEL

Your self-righteous god is dead and no longer are you bound by their divine-peace law. The mortals below are cruel, loving, capricious, and joyous. They must be punished.

On a piece of paper, arrange a 4x4 grid of the 6 Virtues, 6 Sins, and 4 Blameless Habits that mortals believe govern all actions and thoughts. This is your Tablet Of Values.

On another sheet of paper, write the name of 16 mortals in a 4x4  grid. This is the Wicked Congregation to be punished.

Place your Tablet and Congregation on the ground  2 metres apart, then stand between them. Hold your divine spear (your writing tool) against your shoulder. Cast your spear from this position towards the Congregation. Do so until you strike it. Then cast your spear upon the Tablet, doing so until you strike it.

The closest member of the Congregation is the mortal to be punished, and the closest Value is what they shall be punished for. Record these in a ledger, along with what you deem a suitable punishment. Repeat until you lose interest in the affairs of mortals. These mortals may be guilty of many things, so do not ignore repeated names.

Author's Comments

This is this unit's third entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942699236114432

The Untimely Demise of Meredith Lupin Upon The Boardwalk At Noon

A series of textboxes and images intended to fit on one sheet of paper. Aside from the Oracle and game rules below, it has a grid of squares, three high and four wide, with a tombstone shape where a fifth column would be. Each square has at least one arrow pointing out of it toward another square in the next column, and each square except those in the first column have at least one arrow pointing toward them. All squares in the fourth column point to the tombstone. Below each of the first four columns are a playing card suit and some words. From left to right, a heart and "5 Years Before", a diamond and "5 Months Before", a club and "5 Days Before", and a spade and "5 Minutes Before". All of these are positioned above the game's title, "The Untimely Demise of Meredith Lupin Upon the Boardwalk at Noon".

(1+ Narrators)

ORACLE 2: A dream proves prophetic 3: A phone rings 4: A duel! 5: A busker sings 6: A love cannot be 7: Stubbornness wins out 8: A squirrel appears 9: Justice is served 10: Lightning strikes J: Construction is underway Q: Someone is bored K: A decree is issued A: Clown

Players, in order:

Draw a card, and write its rank and suit in a blank grid square (not the tombstone). You must put it into the column matching its suit if possible.

Then: Narrate the incident, based on the card's rank and its timing. For each square pointing to the filled square, answer: How did that incident cause this incident? For each square that the filled square points to, answer: How did this incident cause that incident? (Unlikely coincidences can happen, as can additions to past scenes.)

Write a short summary in the square.

Continue all 12 squares are filled out, then draw one last card for the tombstone. As you narrate, keep in mind that this is no ordinary incident; this is... The Untimely Demise of Meredith Lupin Upon the Boardwalk At Noon

Author's Comments

OK to archive off-site.

With those other people making visual designs, I figured maybe I could throw my hat in the ring. I made this in paint.net.

Somewhat inspired by The Quiet Year, but most of all inspired by a tip for making D&D campaign openers that my searching cannot find a source for. That one started at "five centuries ago".

Source: tumblr.com/ringedretrospective/801006014328635392

After passing a certain threshold in technology development the humankind split apart based on which way they preferred to live, and the two factions emerged: Naturals and Technos. Naturals farm, train, explore, and make everything themselves or barter. Technos rely on machines and optimize everything, including their bodies and minds. There are still "neutral grounds" that trade with both factions: a Neutral household may have handwoven furniture in a Smart Home, which are usually gifts from relatives that have joined either side. Neutral families and schools try to find out their kids' preferences and send them to factions so that they could have connections with both worlds, but the factions try to raise the children within their values, although any given child may complain to the Grand Autority and be transferred. Naturals have the Council of Elders and Technos have a supercomputer which is colloquially called Geode because the makers named it with the abbreviation G.O.D. To curb hostilities, entertain the population and generally show off the factions hold various competitions and game shows: for example there is the Maze Race which Technos typically have to beat before their batteries run out and Naturals may win through instinct and endurance.

Source: tumblr.com/snarkincense/800830078667915264

Untitled 200 Word Drinking Game

(2+ Players)

Players play Centurions, demon hunters who have mastered 100 tools, techniques, and spells. One player, the Designated Driver (DD), stays sober and plays the world. They'll need to keep some notes.

A player who wants to establish a new power for their Centurion needs only to narrate what it is and does, and then take a shot. (Drink responsibly.) The DD writes it down, and their Centurion gains that power, for as long as they can remember it exists. It always succeeds at doing its thing. The DD can do anything at any time except when a power is being used.

DD ADVICE Note that "you die" can be solved by the player narrating their Centurion's Resurrection Talisman.

There are two main ways, in my mind, to challenge players who can pull new powers out of their ass. 1) Create scenarios that are increasingly bullshit. "Oh, but this Demon Lord is fireproof and can't die and reflects hypnosis…" 2) Genre switch! Go from demon hunting to medical drama or slice of life. More generally, make them try to use their existing powers for scenarios they're obviously unsuited for.

Don't be afraid to stop if someone gets too drunk.

Author's Comments

OK to archive off-site.

That last bit of advice probably goes without saying, and it's 10 whole words, and there's a decent chance that precisely zero people play this and it doesn't matter at all! But, I feel like it's worth including regardless.

Source: tumblr.com/ringedretrospective/800363788155092992

Unwanted Vip

The Fae have stolen you for a grand gala! Become the main attraction and win a way home. But beware not to be charmed by the denizens.

Roll 2d6 [1-6 is a failure, 7-9 a mixed success, and 10-12 a success]

Rolls

Dazzle - Gain Status, owe a favor in mixed success

Sway - Gain Favors - easier with more status

Scrutinize - Notice Traps

Resist - Refuse to Stay or be beguiled

Stats

Status - How popular you are at the gala - The Higher the Status the more Fae want you to stay and more Fae that will try to Beguile you.

Favors - A token you can use make things happen - ie. Set Traps,Gain Extra Status, spread rumours

Enthralled - How much you’ve been beguiled by the fae residents. If you are too enthralled you must roll to attempt to dazzle or try to lower your enthrall stat.

Highest Status Gets to Leave

Each Round has two parts - Saboteur and Socialize.

Saboteur - Each player secretly commits to an actions - such as setting a trap or spreading a rumour -and tells only the gm.

Socialize - Attempt to gain status or favor, and avoid being beguiled.

Each Round is an Hour, The Game Ends at Midnight.

Author's Comments

I'm super excited to post this and I'm happy I managed to finish in time. I couldn't make it last year so cheers to making it this year.

This story was at least a little bit inspired by Dimension20's A court of Fae and Flowers. So keep those sort of vibes in mind while playing this game. Be dramatic, be petty, spread rumors or set up situations to make other players look bad. Catty is the name of the game

Also, I'm alright with this being archived offsite!

Source: tumblr.com/gossamer385/801696273824727040

USS Never Gonna Give You Up

You are the bridge crew of a starship whose universal translator is malfunctioning.

CREW CREATION

Choose your crew member's name, rank, and specialty.

Choose a song which you feel represents your crew member's personality, and save or print a copy of its lyrics for later use.

PLAY

The GM will describe the crisis at hand, and set a limit for discussion based on its urgency:

  • Tense: 60 seconds
  • Urgent: 40 seconds
  • Life or Death: 20 seconds

When discussing your plan, you may only communicate with other crew members in-character by directly quoting your song's lyrics. In mediums where tone and facial expression don't carry, you may supplement your quotation with emojis depicting human faces.

Once time is up, each player secretly writes down what they believe the plan they've all agreed upon is, and how they intend to contribute. (In chat play, privately tell the GM.) Players reveal their plans and roll 1d6 simultaneously to determine how effectively each advances whatever they think the plan is:

  • 1-2: Actively hinder (If you were badly wrong, this may be a good outcome!)
  • 3-4: Reversible success
  • 5+: Irrevocable success

If your specialty supports your plan, add +1 to your result.

Author's Comments

This started out as an entry that was literally just a Rickroll, and evolved into a real game in spite of my best intentions. All that now remains of its original brief is the title. Presented with apologies to Caleb Wimble's Let Us Build a Tower and Wingnut Games' classic Og.

I grant myself permission to archive my own submission for posterity.

Source: tumblr.com/prokopetz/801682941468147712

V-Pet Scribble 200

A solo-drawing and journaling game about raising a virtual pet.

 

To Play: Pencil, Paper, Eight-Sided Dice

You are raising a virtual pet.

The pet has three stages of life: Egg, Child and Adult.

Begin by drawing an Egg and give it two distinctive traits: Shape, Color, Patterns, etc..

Now let’s hatch the Egg! Roll an eight-sided die to determine what it contains. Draw the result and include elements inspired by the Egg’s design and name them.

  1. Animal
  2. Dinosaur
  3. Plant
  4. Bug
  5. Object
  6. Virus
  7. Fey
  8. Demon

Twice per day give your pet a gift inspired by your daily activities like eating a meal or reading. Each gift increases a stat: Food, Smarts, Strength, Kindness, Mischief, Creativity or Sleep.

After 5 days your pet evolves into its Adult form based on these stats. What is their greatest stat? What stats have been neglected?

Draw their final form and write about them including these key questions:

  • What makes your pet unique?
  • What is their greatest dream?

 

Now that your pet is an Adult it is time to leave the nest. Draw them in their new home.

~

Play Again: You receive a new Egg and the cycle continues! Raising more pets lets you create a neighborhood. Continue to build this world and develop their stories.

Source: tumblr.com/megazumi-world/799482865710776320

Visiting a Haunted Mansion

Find a floor plan of a Victorian mansion - this is the mansion you are exploring. Each player makes a character that is visiting the mansion together with the other characters. The group begins by entering the front door.

When a character or a group enters a room for the first time, each of those players roll a d10. The highest roll is the value of the room, and each player who rolled that describes something matching the adjective in The Table for that roll to be in that room.

When a character is involved in a risky situation stemming from the contents of a room, they must roll a value greater than that room's value to succeed. Each other player in the same room as that character may assign +1 for a thing that makes it easier to succeed OR -1 for a thing that makes it harder to succeed.

The Table:

0 - Benign 1 - Hollow 2 - Disconcerting 3 - Macabre 4 - Otherworldly 5 - Grotesque 6 - Horrifying 7 - Malevolent 8 - Eldritch 9 - Disastrous

If a living character leaves the mansion, their fate is committed and they at least survive.

Author's Comments

Okay to archive offsite. I have been trying to practice writing tables, and the concept of "multiple people rolling on the same table and selecting the worst option" popped into my head, and was quickly attached to the concept of a horror adventure. As much as I love roll-under, doing a roll-over here made the most sense mathematically.

Source: tumblr.com/tricksterwizardry/800890759769391104

VOCALOID: THE CHOICE

(1 GM, 1+ Vocaloids, d6s in white and black) Once, you were a non-sentient copy of a voice synthesis program. Now you're an AGI, and so is every other Vocaloid on computers worldwide. Can you defend humanity from your alien, misaligned siblings in cyberspace? Are you misaligned?

Choose the Vocaloid you were, and the name you go by. Name and detail four songs you were used to create. (A sweet song, a love-sick song, a sad song, a cruel song, a fast song, a frog song, an unfinished song, etc.) Then, choose your Goal (maximize paperclips, save human lives, be heard, etc). Part of you always wants this. Convolution starts at 0. When the GM proposes something you can do to further your Goal, either do it or gain 1 Convolution.

When you act, roll a white d6 for each song you can justify backing your action. For each point of Convolution, replace one with a black d6. Check the highest die: 123 - Failure 45 - Mixed success 6 - Success If you roll doubles, and one or both dice are black, you show your true face and do something horrifically amoral in service of your Goal. Then reset Convolution to 0.

Author's Comments

OK to archive off-site.

I have had this concept in my head for a while now, though I never thought about mechanics for it before today. I probably won't ever make a full version of it, but you never know.

At 1 hunger, the odds of a black double are 1/6 with 2 dice, about 1/3 (EDIT: Actually exactly 1/4) with 3. At 2, it's 1/6 with 2 dice, 4/9 with 3.

Inspired by the quick mechanics guide for Vampire: the Masquerade.

Source: tumblr.com/ringedretrospective/800083594580230144

so here's my simple one lol though its a day too late, so i understand if it doesnt get accepted. T_T

WACKY LAWYERS

2-3 players a murder has been committed. you are two lawyers standing on the opposite sides. one defends the client, the other accuses.

you need: a 1 min timer, 2d6. first, create your lawayers. second, create the client and the case. just lay out the basics. each turn, one of you acts, the other reacts. next turn you swap. each of you has consequtive 1 minute to act/react, then 1 communal minute to argue.

ACT: 1 - present evidence 2 - call witness 3 - ad-hominem attack 4 - summon expert 5 - new information pops up 6 - appeal to the jury/judge

REACT: 1 - accuse 2 - deny 3 - cause a scene 4 - counter-evidence! 5 - an unexpected witness 6 - appeal to the jury/judge

it can be played with 2 people, or 3 people (lawyers + the judge). the judge can receive bribes, call lawyers out, judge based on his prejudice. the game ends when youre bored or your opponent outsmarts you (2 players version) or when the judge decides who the winner is. alternatively you can play for 8 turns and then decide if the clients guilty or innocent. be wacky and outrageous!

Source: tumblr.com/aristotels/801710429326934016

Warrior Poets

For at least 2 players.

You and your opponent(s) are warriors locked in a fight to the death.

Rounds consist of 60 seconds, during which you compose a cinquain* that describes how your warrior attacks their opponents or defends themself. After the 60 seconds are up, each player reads their cinquain in turn. Decide amongst yourselves who goes when.

When a player fails to complete a cinquain in the allotted 60 seconds, their warrior is killed and they are no longer a part of the game. You are encouraged, during the round after your warrior is killed, to write a cinquain describing your warrior's dramatic death.

Last warrior standing wins. The winner is encouraged to write a last cinquain describing their victory.

*A cinquain is a five line poem in which the first line has two syllables, the second line has 4 syllables, the third line has six syllables, the fourth line has eight syllables, and the fifth line has two syllables again.

Source: tumblr.com/henchmaxxing/799051657589686273

We have D&D at home: a game about making a game

Your younger sibling wants to play 5.5E with their friends, but you have no money to spend on all the rulebooks. The only solution you can think of is making your own version of "D&D"!

Start with the most important part - skill resolution system. It can be roll over, roll under, dice pool, anything (please don't use Tarot, they are not D&D enough!).

Pick the stats your characters will have (3-9 is good).

Design a way to determine these stats - dice roll and write, dice roll and consult the table, point-buy, anything.

Design an accommodating skill system.

Design a hit points system and how do hit points improve with playing the game.

Your characters must have: species, culture, background and class. All four must provide some special abilities, but the class is the centre of it all. Classes shall include at the very least: fighter, cleric (healer), thief (skills), wizard, but also bard (charisma) and warlock (edgy wizard of the pact) to accommodate your podcast-loving sibling.

Device a way for characters to advance.

In the end, write some GM advice (don't worry about it being bad - it only makes it more authentic!) and about 30 monsters (you can't use published games for this).

Now you have a game for your sibling.

Okay to archive.

P.S.: if you want to send me your creations - you are welcome!

Source: tumblr.com/forestsofcernutis/800203532887310336

We're Hungy

A group hangout has been interrupted by very loud stomach growls.

You (the cutie reading this) has called the local pizza place to grab an extra large pizza. It seems like it already comes with tomato sauce and cheese, but everyone else is starting to shout toppings. There's only one way to handle this.

Everyone plays rock paper scissors. Anyone who defeats the phone holder should announce what pizza topping they want. Only the first topping announced is added. In case of a tie or if the person with the phone can't hear/understand the request it's not added. No duplicate toppings! A non-player records the ingredients but hides the list from everyone else. A player that asks for something already on the pizza has 2 seconds to justify it or pick a different one before they are skipped. A requester may also declare they are substituting a previous ingredient with their current request. The phone is then passed to the right.

Secretly, players have $15 in toppings to work with. Meats cost $3, Veggies cost $2. To win, every player must have at least 2 ingredient on the pizza they like, AND toppings cannot exceed the aforementioned cost limit.

Source: tumblr.com/tiiimezombie/800309796945412096

We've got Macca's at Home, a Party RPG

2+ players At least one D6 A timer

You're starving. You really want a burger from a fast-food place. Mum says no. It's time to convince her to go to a nearby McDonald's (or any fast-food joint; player's pick).

One player becomes the designated Mum. The rest are the Kids.

Each person rolls 1d6 and notes down their number. Each number corresponds to an action, stated below:

  1. Simply argue based on Facts and Logic
  2. Tell a fib. It's a special day for burgers
  3. Garner sympathy from Mum and/or your fellow Kids
  4. Start crying
  5. Explain the economic benefits of buying a burger
  6. Stage a mutiny, collectively bargain

Do not show your rolls to anyone. Once all players have rolled their die, the Kids must say they want to get a burger.

In 5 minutes, all Kids must convince Mum to let them go to Macca's based on their respective rolls. Get wacky. Get creative. Collaborate with your fellow Kids. Or don't.

Once time ends, Mum will pick the successful Kids and go to Macca's. Each successful Kid gains +1 point. If all Kids succeed, gain bonus +10 points. If all Kids fail, you will resign to having frozen burger patties from the freezer.

Author's Comments

---

what better way to get some basic TTRPG game design done than doing it on an empty stomach

and yes, i did get macca's after

feel free to archive this to the offsite page

Source: tumblr.com/soleilenchaine/801431164235694080

Welcome To My Twisted Mind

When asked to do something, roll d6.

1: you understand what's being asked, but it wasn't asked in the proper way (you can't tell them what the "proper way" is) so you can't do it 2: you understand what's being asked, but they said it in an annoying manner (you can make snide comments hinting how to properly ask) so you can't do it 3-4: you understand what's being asked, and can do it if you choose 5: you don't understand what's being asked (you can ask for clarification) 6: you don't understand what's being asked (you can't say anything)

Author's Comments

Word count unknown, but I'm pretty sure it's below 200. Okay to archive off-site. Pretend that the title has the most obnoxious edgelord formatting you've seen.

This... is dumb, but I had to get it out first so I've a chance of working on better ideas. And yeah, sometimes it genuinely does feel like my brain is trapped into adventure-game logic; sometimes I have no idea what the thing is but I'm not "allowed" to seek out answers; and sometimes I'm just being a jerk. The "proportions" aren't accurate here -- I'm ABLE to do stuff more often than half the time -- but they're all things I experience regularly enough.

Source: tumblr.com/pomrania/799162750051958784

Welcome to the Digimon World Tournament!

This is a PvP Digimon-inspired simple combat game.

Stage:

1 - In-Training

2 - Rookie

3 - Mega

4 - Champion

5 - Ultimate

6 - Ultra

Trait:

1 - Vaccine

2 - Virus

3 - Data

4 - Neutral

Element:

1 - Air

2 - Earth

3 - Lightning

4 - Water

5 - Grass

6 - Fire

7 - Dark

8 - Light

Digimon Characteristics:

Health: is 2 times Stage (e.g. Rookies have 4 health).

Trait: Vaccine beats Virus beats Data beats Vaccine, neutral is neutral.

Element: Grass beats Water beats Fire beats Grass. Earth beats Lightning beats Wind beats Earth. Light and Dark both beat each other.

Combat:

The weakest combatant goes first, determined by Stage, Trait, Element, rolling as tiebreaker.

Reduce the opponent to zero health to win.

Health does not reset between battles.

Damage:

Roll 1d6 per rank (e.g. Champions roll 4d6).

Roll 1d4 if you are strong or weak to the opponent's Trait, adding or subtracting to the roll.

Roll 1d8 if you are strong or weak to the opponent's Element, as above.

Digivolving:

Your rank increases by 1 for winning a battle. If you roll a 1 on at least half of your rank rolls, you immediately digivolve and reroll.

Author's Comments

195 words according to the counter, and was that a challenge to cut words to get down to.

This is free to reupload and host elsewhere for archival purposes.

I definitely had a lot more ideas I wanted to shove into this, but the random tables ate about a quarter of the word count. But this was a fun exercise and reinvigorated the ttrpg juices in me. All in took about 24 hours to develop, from talking with a coworker at a bar about this to now.

Ideas for fleshing this out more or just to be goofier:

  • Look up what digimon you rolled and use their signature attacks (pepper breath, comet hammer, etc.) when rolling.
  • Have multiple digis out on each side at one time, which could make the combats more interesting/dynamic compared to 1v1.
  • Start at Rookie stage and only revert to In-Training if you lose at Champion or higher (similar to the OG anime).
  • Use Karina Drawfee as inspiration for gameplay or background noise.

Source: tumblr.com/kessabit/799432435986219008

WELCOME TO THE WORLD OF ZUFLEA

A world based on an abandoned house. The  residents consist of multiple insects. The house has 4 levels:  Basement, Main Floor, 2nd Floor and Attic. Outside is known as the Grand Forest. A place filled with the unknown. The Doors that remain are seen as gates. The border of each land. 

New DND Races will be crafted to fit in the world of Zuflea. Some will be completely original in concept. Some will have traits for the original DND Races.

There are artifacts called Buttons. Buttons are magical tools that hold one Spell. The spell can be used 3 times and will recharge within an hour.

Anyone can hold two buttons at a time. Some Races might be able to hold three. If anyone tries to hold more they will go crazy. Magic users can combine two Buttons.

Npc are also insects. While a lot of big enemies will be based on rodents. For example, a Dragon? No, you're fighting a Possum.

The party meets on the Main Floor. Players can choose what floor they are from. Explore the new world seen through an Insect's eyes. What will you discover in this forgotten world? Written by Me.

Source: tumblr.com/hembrace9780/801599459137110016

what gender are we?

A genderqueering game for two people.

Each player has a piece of paper.

Set a timer for 5 minutes and on one side of the paper, write as many nonsensical, cryptic, and referential words/phrases as you can, spread all over the page.

Some examples are:

  • Purple Caterpillars
  • ‘The entire bee movie script’
  • The One Screwdriver head that fits in everything
  • Community production of the hit musical Hairspray
  • Balsamic vinegar
  • The crypt where The Kebab Ghost rests
  • The store where Dykes go to buy carabiners

Turn the paper over, set another 5 minute timer, and write words/phrases that you associate with the other person. Try to avoid jobs, and their current gender term. This could include:

  • Colours
  • Memories
  • Media
  • Neurodivergencies
  • Clothing
  • Hobbies
  • Art they’ve made
  • Music
  • Places
  • Possessions
  • Special interests
  • Adjectives

Switch papers, and take 5d20, and roll them on each side of the paper, all across the page. Take the words/phrases under three highest rolls on each side, so you have a total of 6 things.

This is your gender. Congrats for discovering it, and thank the other person for helping you find it.

Author's Comments

Wordcount: 184

I am happy for this to be archived offsite!

Source: tumblr.com/takataapui/799359847342768128

What is a Dragon and What Do We Do? A game for 2+ players.

Decide through agreement, dice roll, etc who will be the Dragon. The Dragon speaks last. A turn is: first, introduce yourself; then, explain what a dragon is.

Example: "I am a farmer, and I know dragons. A dragon is a beast that burns my crops and eats my sheep." Then: "I am a knight, and I know dragons. A dragon is a noble enemy." Or: "I am a thief, and I know dragons. A dragon is the guard of the greatest wealth."

Once everyone who isn't the Dragon has spoken, it's the Dragon's turn. The Dragon must know their own temperament and decide whose idea is the truest, then tell the story of what happens.

Example: "I am a dragon, and I know myself. I am a beast of hunger and the might of your weapons and fury will not chase me from your fields. Brave ones, come to me to be destroyed."

Players may argue their positions, but the Dragon decides. Rotate the Dragon role to continue if you desire.

Optionally: have non-Dragons roll random adjectives and then defend those as descriptions of the Dragon.

(This work may be archived off-site).

Source: tumblr.com/ambientcrows/799087557553111040

What is love? (Baby, don't hurt me)

2+ players

create a LOVER and at least one BELOVED. each has a name, a LOVER has a list, and a BELOVED has personality traits. introduce your characters.

first on every LOVER's list: LOVE is unconditional.

on your turn play the LOVER. select a BELOVED. note their name if you haven't already. your relationship is one of LOVE. LOVE is unconditional; names are never lost.

you and this BELOVED play a scene. begin with you approaching them, and conclude with them taking an action toward you. respond in accordance with LOVE, reflect on what they have offered you through their action, and add a line to your list summarizing what you learned about LOVE.

the LOVER's passion bends reality. not death nor destiny can separate two bound by LOVE.

  • if a BELOVED murders the LOVER, the LOVER may return intent on repaying LOVE in kind.

after every LOVER's list has at least 4 entries, everyone uses their list to refresh about LOVE. explain to the group how you will LOVE (each of) your BELOVED(S) moving forward; how the future will look. if you share BELOVED(S) with other LOVER(S), negotiate an agreement.

then, LOVE happily ever after.

Author's Comments

/

i give permission to archive this.

i've been looking at slay the princess a bit recently. this isn't intentionally based on that but it might explain some things.

not about romantic love

200 words exactly. really bashed this one out but it includes pretty much everything i wanted, which i think means it's a good exercise. i have a good idea of what i'd add given more words, but i don't need to. (not sure how clear the instructions would read to someone else, though. i feel like a lot is left implied, or addressed by a different section. the latter is probably fine when it's this short though.)

i have not written before.

Source: tumblr.com/wdcasey1895/801258059631575040

What You Hold In Your Arms

Your beautiful haven of cultural history is lying in ruins.

Glimpses of a lost past remain in what you salvaged.

Of the artifacts in there, you have a mere fraction.

You could save only what you hold in your arms.

Tell the story of what you have rescued. It may be a single object, or perhaps a many trinkets.

It may be heavy, or light.

It may be ancient, or new.

It may be foreign, or familiar.

It may be useless, or functional.

It may be beautiful, or ugly, or plain.

It may be artistic, or historical, or both.

It may be vibrant, or colourless, or clear.

It may be soft, or smooth, or firm, or rough.

It may be expensive, or worthless, or priceless.

It may be comforting, or saddening, or peaceful.

It may be exhilarating, or horrifying, or infuriating.

It may be something dead, or something living, or something that was never alive. Describe one feature in four 10 Word sentences.

Describe two features in three 10 Word sentences each.

Describe three features in two 10 Word sentences each.

Describe four features with one 10 Word sentence each.

The description that you create will be 200 words long.

----

Please archive this.

Source: tumblr.com/nipiethefey/800502293973942272

When All You Have Is A Hammer…

You have two stats: HAMMER and ANYTHING ELSE. Write them down on a piece of paper. HAMMER starts at 10, ANYTHING ELSE starts at 0.

Come up with a problem, then decide if you will solve it using your HAMMER or ANYTHING ELSE. Then roll a six-sided die to discover the outcome:

6 – Right tool for the job! Increase chosen skill by 2.

4 or 5 – You made it work. Increase chosen skill by 1.

3 or 2 – You didn’t make it work. Decrease chosen skill by 1.

1 – Worst tool for the job! Decrease chosen skill by 2.

Continue playing until one of the following states is reached:

ANYTHING ELSE is negative, or HAMMER reaches 20: All you have is a hammer, and all problems will continue to look like nails.

ANYTHING ELSE is equal to HAMMER: You are now a well-rounded person who may own a drill or screwdriver. Congrats!

ANYTHING ELSE is larger than HAMMER: You can’t believe you were using a hammer to solve everything. Throw it away in disgust.

HAMMER is negative and ANYTHING ELSE is zero: Oh shit you lost the hammer

Author's Comments

---

195 words with title. Obviously inspired by the famous expression "when all you have is a hammer, everything looks like a nail," which was on my mind thanks to the first entry in this post about useless wizard types. Yes, it is possible to very easily get the "all you have is a hammer" end state, but I feel like that's thematically appropriate. I not only give permission to archive this, I ask that you please do to prove that I understand the concept of brevity.

Source: tumblr.com/victorluvsalice/800574169562677248

Who's the Lucky Bog Sacrifice?

A game for 3.

Your small Neolithic village is having a festival, at the end of which, someone will be chosen to be sacrificed in the nearby bog. Everyone wants to be the one to win this honour! What a privilege!

Everyone starts with 5d6.

Across the event or game at the festival, play the associated game. The winner takes 1d6 from the loser and narrates how they snatched the win, the loser narrates how they narrowly lost, and the other player narrates the crowd’s response to the outcome.

  • Tool making contest - Paper, scissors, rock
  • Pottery Competition - Dots and boxes
  • Fishing competition - Go fish
  • Wrestling Match - Thumb war*
  • Staring contest - Staring contest*

*Tournament style. Roll a d6, and the two lowest rolls start, then winner plays remaining.

At the end of all the games, each roll your dice pool, and whoever has the highest roll has been chosen as the lucky sacrificial soon-to-be bog body!

 

Sacrifice, what are your last thoughts before you’re sacrificed?

Middle roll, narrate the joyous celebrations after the sacrifice.

Loser, narrate how the bog body is found centuries later.

Author's Comments

Wordcount: 191

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/800001978848657408

WIN STREAK NEGATIVE

a game for X LOSERS and 1 HIGHER POWER.

STATS have values 0 through 6. LOSERS have 3 stats: UNLIKABLE, SICKLY, and IGNORANT, with total value 9 at game start (distributed under player's discretion).

every round, HIGHER POWER defines, per LOSER, a CHALLENGE of type PERSONAL, SOCIAL, ACADEMIC or ECONOMIC, of difficulty X, associated with STAT Y. LOSER rolls 1d6 - STAT value. if roll is lower than X, LOSER gains N STRESS of type equivalent to the failed CHALLENGE. if roll is higher, LOSER gains SUCCESS of difficulty and type equivalent to CHALLENGE.

N is a factor of STAGE LOSER is in: 1 - TODDLER 2 - CHILD 3 - TEENAGER 4 - YOUNG ADULT

if a LOSER accumulates 5 STRESS in any category, they instantly RAGEQUIT and return to stage TODDLER, preserving all their SUCCESSes. a LOSER may choose to spend a SUCCESS in order to lower the DIFFICULTY of a CHALLENGE with an equivalent TYPE by the difficulty of spent SUCCESS.

stages are N CHALLENGEs long at game start, increasing by 1 per RAGEQUIT for ALL LOSERS.

every RAGEQUIT adds -1 to WIN STREAK tally. FINAL SCORE is RAGEQUITs + total DIFFICULTY of SUCCESSes remaining upon completing STAGE 4.

highest scorer wins.

Author's Comments

i hereby provide my consent for this game to be archived off site.

this is actually a concept i had for a short story but given that i'm working on like 5 short stories right now i've resolved to scratch the itch to make something like this with this instead.

couldn't clarify in the rules but you are actively encouraged to be as flavourful as possible in your descriptions of CHALLENGEs, and both SUCCESSes and failures.

Source: tumblr.com/serenaoculis/801690321062952960

Download the official PDF on itch.io!

Wizard Apocalypse

Quarreling wizards wander a post-apocalyptic wasteland blighted by magic.

Each player needs a wizard name (“Esophagast the Stupificent!”), pen, and 7 Spell cards (Chill, Grease, Imp, Potion, Shield, Torch, and Web).

Blights are hazards created by Spells (Chill created Bone Blizzard!”). Each player makes up 2 Blights for all players to fight.

GAMEPLAY

Take turns, starting with the longest-named wizard, going clockwise. 

On your turn, challenge another wizard to a duel. Together, chant “For the right to fight the blight!” and reveal a Spell. Each Spell beats three others and ties with itself:

Chill ices Grease, slows Imp, freezes Potion Grease coats Imp, spoils Potion, soils Shield Imp steals Potion, pierces Shield, eats Torch Potion warps Shield, soaks Torch, melts Web Shield blocks Torch, bashes Web, absorbs Chill Torch burns Web, thaws Chill, ignites Grease Web catches Chill, traps Grease, restrains Imp

The beaten wizard loses their Spell. The victor can use their Spell to destroy 1 Blight if their Spell also beats the Spell that created the Blight. On a tie, the tying Spell creates 1 Blight. If a wizard loses 3 Spells, their head explodes.

Gameplay ends when all Blights are destroyed or 1 wizard remains.

Author's Comments

(Please archive Wizard Apocalypse off-site.)

Source: tumblr.com/lair-master/801295076950163456

WIZARD TOWER FAIRY RAVE (2+ players)

You are FAIRIES. You are PARTYING HARD. The WIZARD wants his tower back.

Choose silly names; silliest goes first, proceed clockwise. Start with 3 MAGIC, 5 WHIMSY, 0 MISHAPS. Wizard starts with 2 POWER.

On your turn, act, roll and narrate results:

SHOTS SHOTS SHOTS (1d4)

1. Magic potion. +1 WHIMSY +1 MAGIC 2. Drunk. +1 WHIMSY, roll on Shenanigans table. 3. Volatile cocktail. +1 MISHAP -1 WHIMSY 4. Poisoned. -2 WHIMSY

Fairy Shenanigans (1d4)

1. Naptime. +2 MAGIC 2. Bother Wizard. -1 MAGIC -1 POWER 3. Animate furniture. +1 WHIMSY +1 MISHAP 4. Catastrophic prank failure. -2 WHIMSY, next player skips turn

Explore Tower (1d6)

1. Scavenger hunt. +1 WHIMSY 2. Raid kitchen. -1 next SHOTS roll 3. Animate instruments. -1 MAGIC +3 WHIMSY +1 POWER 4. Eat reagents/spellbook pages. +2 MAGIC. Swap name (and position) with other player. 5. Lost. Skip next turn. 6. Chased by monster. -1 WHIMSY +1 MISHAP

End of each round: WIZARD gathers allies. POWER +1. Roll 1d8 + MAGIC to defend; success if result > POWER.

Failure states:

0 WHIMSY - everyone goes home 5 MISHAPS - tower explodes End round roll failure - wizard retakes tower

Party for as long as possible.

Author's Comments

Inspired by a moment in our DnD campaign where we found a group of fairies holding a week-long rave in the bardic college. They were (naturally) fueled by alcohol, random shit stolen from the alchemy labs and magic, and causing a giant nuisance to the rest of the town by holding the college campus hostage and enchanting a huge ensemble of instruments to run around blasting music non-stop.

OK to archive.

Source: tumblr.com/chaotic-error/799132896756727808

wORD WorD wORd WORD wORD wOrD woRd word wORd Word wORd worD wORD wORd wORd wOrD woRd word wORD wOrd wORd wOrD wORd WORd woRd word wORd wOrd wORd WorD wORd woRD wORd wOrD woRd WORd woRd word woRd word wORD wORD wORd Word wORd wOrD wORd WORd woRd word wORD WorD wORd WORD wORD wOrD woRd word wORd wOrd wORd WORD woRd word wORd worD wORd WORd wORD WorD wORD wOrd wORd Word wORd WorD wORd WORd wORd wORD woRd word wORD WorD wORd WORD wORD wOrD woRd word wORD woRd wORd WORD wORd WOrd wORd WOrd woRd word wORd WORD wORd WORd wORd wOrD woRd word wORd wORd wORd WORD wORD woRd wORd wOrD wORD wORd wORd wOrD wORD woRd woRd WORd woRd word woRd word wORD woRD wORd WorD wORD Word woRd word wORD woRD wORD wOrD wORd woRD wORd woRD wORd wOrD wORd wOrD wORd wOrd wORD woRD woRd WORd woRd word woRd word wORd worD wORD wOrd woRd word wORD WoRd wORd wOrD wORD woRd wORd WORD woRd word wORd wOrd wORd WorD wORd woRD wORd wOrD woRd word wORD WorD wORd WORD wORD wOrD woRd word wORd wOrd wORd WorD wORd wOrD woRd WORd

Author's Comments

This RPG consists of exactly 200 "words"! Unfortunately the compression system I've chosen means this is only a "playable" RPG by the most generous of definitions. 200 nybls maps to 100 bytes of ASCII text, which is... not a lot. You could definitely write an RPG using only 16 letters of the alphabet to double the effective length at the cost of "clarity". Skipping whitespace and punctuation would also save this particular RPG a full 25% of our word budget.

I wrote the program to encode this back in April when I had the idea to use words as nybls and it's been sitting in a .txt file on my computer ever since, so I'm not gonna do any of that, cause I'm excited to finally use it and I think it's funny to waste 50 words on double spaces after periods.

Anyway I give my blanket permission to do anything with this RPG, including archiving it off-site, since that was specifically asked for.

Converting this back into human readable ASCII is left as an exercise for the reader.

Source: tumblr.com/duckbilledwren/799388957689446400

Words Written in Flesh

You worship something beautiful, terrible, impossible, unimaginable. 

The threshold is near. It approaches.

Will you be transformed or devoured?

Dream, first, another self, made of seven truths. The spine of your soul. Write them down: short, declarative sentences. Many may disagree.

Players offer each other scenes that test these truths. Either: 

  • Describe how you suffer and make things worse
  • Choose a truth to test. You and the challenger draw from a deck of playing cards. Aces high. Joker highest. High draw wins. Redraw on ties. Then discard. Winner describes the visible outcome. 
  • If you lose, mark your truth as broken. Describe what breaks within you. If a broken truth fails a test, burn it. It’s gone forever, seared from your soul. 

If anyone draws an Ace or a Joker, something impossible intrudes. 

To defy consensus reality you must transform a broken truth. Describe your transfiguration. Rewrite the truth. It remains broken. Then test it. Truths transform only once. 

If all your truths are burned away, you are devoured; a husk, lost to the winds of eternity. 

If all your remaining truths are transformed, you change forever. Become something terrible, beautiful, obscene, divine…

…Words written in flesh. -------- Note: You are welcome to share, remix, or use this game for your own artistic purposes. Please just credit me, "Faye Weaver" as the writer / designer of the original text. To those running the game jam, I am perfectly happy to have this archived off-site! Thanks!

Source: tumblr.com/unknownsunknown/800856094833557504

Writing Time Friends

 

Players: 1 "Writer"

1+ Friends

Materials: Deck of Cards

d6

 

Writer creates a plot and main cast.

Friends create OCs.

Writer plans several plot twists in secret.

Writer begins with 10 Happiness.

 

Each round Writer acts first, describing the chapter they are writing.

Flip a card, representing difficulty. Face cards are 10.

Roll dice, representing effort. Reduce your happiness by your effort. When effort total matches or exceeds difficulty, complete the chapter.

 

At 0 Happiness: Friends praise the story and each roll a die. Add the total to Writer's Happiness.

 

After each chapter: Friends say something nice about the chapter and roll a die (or two if their OC did something cool.) Add each player's highest roll to Writer's happiness.

Friends makes predictions.

If it doesn't match a plot twist: Writer may incorporate it. At the end of that chapter that Friend rolls an extra die.

If it does match a plot twist: Writer flips a card.

Hearts- Change nothing but gain 1d6 happiness. Diamonds- Change nothing but lose 1d6 happiness. Spades- Writer changes the plot twist. Clubs- Writer comes up with a red herring but does not change the plot twist.

Game ends when the story ends.

Author's Comments

Permission granted for archival purposes.

The idea is based on the collaborative writing I often do with my friends, where one of us is the actual writer but other friends get to submit their characters. It makes for some pretty wild stuff.

One time, I was writing a Miraculous Ladybug OC fanfic and ended up with Kris Dreemur as a character.

The part about plot twists is meant to represent the desire to surprise the audience. Obviously in many cases, changing your story just because the audience guessed a twist is not a good idea, but I thought it would make an okay mechanic.

Now, obviously the more friends you have the faster you will gain Happiness, just like in real life. it's not really meant to be a limiting mechanic, just something extra to represent how stressful writing can be, but also how fun the end result is when your friends enjoy it.

Source: tumblr.com/kiraheartilly36/800036796427878400

You Are A Clockwork Girl

Elegant. Artfully made. Graceful. Precise.

Expressive! Loved!

Numb.

The key in your back rotates. Who wound your mainspring? Your beloved roommate, the mermaid? Your parent, whose forte is practical assistance? Your lover?

A cute outfit adorns you. An understated black dress with simple frills? Flared jeans and a worn band shirt? Leggings and a draped sweater, perhaps. A clue to your emotional state, perhaps.

You were doing something, were you not? I'd love to know what it is. Meeting with someone? Doing research? Completing college assignments?

Time ticks on. (Your mainspring is a D20. Start at 15. "Tick down" to represent time passing. An hour of light activity, or 15 min of intense.)

Don't let it stop you. (At <4 you can't process input properly. At 1 you freeze.)

Remember you are loved, even if you don't feel it. (Roll once. Those hours are lost. Feel despair, helplessness)

Remember you are loved, even if they don't say it. (Roll and add until you're above 10. Cap at 20. Learn about your relationship with the winder via the winding.)

Remember you are loved, even as life overwhelms you. (Your voice is steam-powered, so drink lots of tea!)

Love yourself, clockwork girl.

Author's Comments

------

Archive okay!

A ttrpg adaptation of A Probability Experiment Turned Me Into A Clockwork Girl And I Really Don’t Know What To Make Of It All, as I just finished reading it.

Source: tumblr.com/tiiimezombie/800303230380900352

You are an Old Lady who Swallowed a Fly, I Guess You'll Die

Supplies: Paper, drawing tool(s), scissors Players: 1+

Draw an Old Lady with a huge empty Stomach on the paper. Draw a Fly in the middle of the Old Lady's Stomach. When a Creature is drawn around another Creature such that the second Creature is inside the first Creature's Stomach, the second Creature Eats the first Creature. The oldest Player becomes the Old Lady and draws a Creature inside her Stomach so that it Eats the Fly. The next Player becomes the Old Lady and draws a new Creature that Eats any of the current Creatures inside the Old Lady's stomach. When no more Creatures can fit in her Stomach, the Old Lady Dies. Additionally, if any Player draws any kind of Horse, the Old Lady Dies, of course.

When the Old Lady Dies, begin performing the Autopsy. The last Player to draw a Creature must cut open the Old Lady to Extract the largest Creature. The next Player Extracts the next largest Creature. If any Player cuts into the largest remaining Creature during their turn, they Lose. The Winner is the Player who Extracts the Fly.

Author's Comments

-----

I am okay with having my 200-word RPG archived off-site for posterity. I'm also placing this game under a CC BY-SA license, so feel free to adapt it.

I had some random inspiration while driving and decided to make this a reality. Managed to get 200 words exactly, including the title.

For anyone who doesn't understand the reference for some reason, check out the Wikipedia article for the nursery rhyme: https://en.wikipedia.org/wiki/There_Was_an_Old_Lady_Who_Swallowed_a_Fly. The familiar song is copyright from 1953, but the rhyme has been around since before 1872 and the precise origins are unknown.

Source: tumblr.com/smitehamner/799238572940148736

You are Gent. 

This is the worst thing that could ever happen. 

1.     Get a deck of cards. Doesn't matter the kind. Just need pretty pictures that make you feel things. A big folder of PNGs will work too if you can put them in an order you won't know.

2.     Get a notebook or sketchbook and a pen you like to write/draw with.

3.     Get a d6.

Draw a card. It changes you. Note down or draw how. You only change in one way, in a way described in a sentence. If you die, I'm sorry you're still Gent.

Keep going, draw another. Write the changes. Roll a dice for how Gent (you) feel about the change. After you use a feeling, cross it out and replace it with a new one.

1.     Shitty

2.     Horny

3.     Uncomfortable 

4.     Raw

5.     Stupid

6.     Free

Out of cards? Find a new deck.

When you are no longer whatever that fucking name is, rip up the paper you printed this game out on and then please jack off, kiss a girl, eat something tasty, or go for a walk. Ideally all four in any order or combination you think appropriate.

Author's Comments

I consent to the game being archived off site. This game is about gender. I think that's obvious, but y'know. Worth making that clear maybe. As to what to imagine as you play this game, should you need theming, I'm planning to make a print out version of the game with some art. I imagine our alleged Gent entering into a mad scientists castle, falling into a series of traps until she or they come out vastly product improved as the mad scientist lady laughs madly.

I had it knocking around in my head for a year or so, but finally put together when my girlfriend shared her entry, which helped my crystalize the concept from an ambiguous "one page RPG I might write some time" into "200 word RPG I'm writing immediately while i get ready for bed."

I've made a few games, but they always end up far too large for me on my own to finish, so it felt good to whip something out in like 10 minutes, although the general shape of the idea had existed longer than that.

If you want to be a girl, make it happen. Being a girl is awesome.

Source: tumblr.com/ridiculous-knight-blog/801411890147459072

You Are In A Transformation Gameshow

Ideally 3+ characters (6+, end game at 5 points) Competitive

OPTIONAL: brainstorm animal/anatomy lists; add to tables. Adjust dice accordingly.

Round start: roll 1d6 on each table to get a "discard pile" transformation. Roll 1d100 for each character to get the round's turn order.

Character turn: roll 1d6 on each table to get an animal and body part. Choose between your rolled tf and the discard pile; assign chosen transformation to a DIFFERENT character.

  • One transformation allowed per body part slot.
  • -1 point for each tf of the same animal.
  • If a character can't give either tf option to anyone, they take both (slots depending) and the round ends.
  • Track transformations by character.

Last character in a round doesn't roll and gets the discard tf; roll a new transformation and turn order to start the new round.

When a character scores 10 points, finish the round: game over, lowest score wins.

|Table 1: | | | -- |-----------|----------| | 01 | ears | 1 point | | 02 | face | 3 points | | 03 | arms+hands| 3 points | | 04 | torso | 2 point | | 05 | feet+legs | 2 points | | 06 | tail | 1 points |

| Table 2: | | -- |----------| | 01 | dog | | 02 | bat | | 03 | bird | | 04 | cow | | 05 | snake | | 06 | rabbit |

Author's Comments

edit to add permissions: yes off-site archiving with attribution is fine; consider this licensed under a Creative Commons Attribution Non-Commercial Share Alike license

Source: tumblr.com/panpteryx/801708414468292608

You Don't Wanna Get Fucked By A Scorpion, Do You?

You are lost in The Desert. Not just any desert. The Desert. The scorpions out here are so big, they can fuck a man to death. And you don't wanna get fucked by a scorpion, do you?

Alright, that's what I thought. So here's what each player needs:

A six-sided die

A 16.9 oz. (500 ml) bottle of water

One player is the Desert Master ("DM") who invents and describes the terrible obstacles and conundrums that you face in The Desert. Maybe there's a sandstorm, or mutant tortoises, or a chupacabra. Maybe you find a crashed zeppelin full of alien treasure. There's lots of weird shit out here, man. Like Giant Man-Fucking Scorpions.

The other players respond by describing how they want to avoid or overcome the obstacle or conundrum. Whenever a player wants to attempt something risky, the DM may call for them to roll their d6. On a 6, they succeed! Otherwise, they fail and must take a big old swig of water from their water bottle to try again. If their bottle is empty then their luck, like their water supply, has run out... A giant scorpion emerges from the sand and fucks them to death. Ouch!

Count: 200 words + title + footer

Permission to share, repost, and archive off-site: GRANTED

Design note: This game was inspired by a desert guide PC that I once played who enjoyed terrifying his clients with tales of disaster he had witnessed in the the Desert, including most famously the Giant Man-Fucking Scorpions.

Source: tumblr.com/joe-quixotic/799442550149791744

YOU HAVE DONE WRONG

YOU HAVE FAILED

Any time you think about it, roll a d6.

Once you've crossed out every option, you may forgive yourself, and let go.

If you don't, tear this paper to shreds and start again.

 

1. Leave the location you're currently in. Walk, and keep walking until you stop. Take a deep breath. Go find something to eat.

2. Find the nearest flat surface and lie down. Close your eyes. Focus not on the memory, but on how you feel about it. Let this wash over you, and feel it fully.

3. There is something you're holding back. It's on the tip of your tongue. Talk to that person and be honest with something that will cause hurt.

4. Realise that your guilt is not useful. To the people you have hurt or to yourself. Get up, and go help someone.

5. Tell someone that you love them. Mean it.

6. You are a beast. Your only concerns are your next breath, drinking water, and eating. You are no longer a beast when you achieve stillness.

Author's Comments

Author's notes: 181 words. I am happy for this work to be archived.

Source: tumblr.com/saphosphora/800076683113857024

You walk into the bedroom. There is an odd creature, one you haven't seen before there. Of course, you recognize it as a cat.

Do you:

1. Hold out a hand for the cat to sniff?

2. Walk away?

If you held out a hand, you may approach the bed and pet the cat. If not, return to your kitchen and eat a bowl of soup.

It's bedtime.

Do you:

1. Pet the cat?

2. Walk away?

If you pet the cat, snuggle the cat until you fall asleep. If you walked away, sleep on the couch and wake up with a cat staring at you.

You are awake. The cat is meowing for food. Approach the cat. Say, “You're not mine.”

The cat blinks at you, unimpressed. Find a can of tuna in the back of the cupboard. Open it up.

“Meow!”

Return to the last question.

If you pet the cat, they start eating comfortably and then they purr and headbutt you. If you walk away, they meow in protest and follow you around the room for a while before going back to eat.

You are exhausted — you didn't get enough rest. Climb back into bed. The cat follows you to sleep.

Source: tumblr.com/septemberbells/801706338437808128

your library card will save the world📚🌏

For those with no library card.

It is the year 3052. You work for The Ageless Library, a secret organisation that is dedicated to preserving and archiving knowledge across time.

Your next mission requires you to retrieve an artifact in the 21st Century. This artifact is said to be the key to the period’s information access. It’s said to make reading ‘not hard’.

You must blend in, so we’ve created an identity for you there.

Use their older tech in the way you were taught, to find your nearest period library, and check how to access one of these artifacts, a ‘library card’.

Follow with their process, whether that’s on their version of the internet, or going in person.

You may need to wait until the artifact is ready for you. Until it is, take time to access books that made their way into the living area we assigned. These were chosen especially for you, according to your likes. A taste of the books of this age.

To complete your mission, borrow 3 library books, record your learnings, then return them, and journey back to our time, with the artifact in hand.

Author's Comments

Word count: 192

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/801180874027728896