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This Year's Registered Games

This page will be updated once a week (usually on the weekend) with the latest registered games submitted that week.

In order of submission:

The Aegis Project
John Wick

An Epic Science Fiction Game from the Author of Legend of the Five Rings, 7th Sea and Houses of the Blooded.

In the middle of the 30th Century, the discovery of interstellar travel allowed mankind to spread its reach to the stars. At the end of the 40th Century, mankind had its first contact with alien life. By the beginning of the 50th Century, mankind was an endangered species.
- Ubamé Vills, The Rise and Fall of Humanity

Inspired by a request to make a “gritty 80’s mech game,” The Aegis Project includes rules for three very different different eras spanning five centuries. Three different settings with distinct feels and rules.

The First Era

Mankind develops "Aegis Armor" to defend itself against an alien enemy bent on human extinction.

The Second Era

A brutal civil war divides mankind threatening everything he has gained.

The Third Era

A dark covert war against an AI enemy who will either uplift man or destroy him.

When you run out of food, when you run out of bullets, when you run out of bandages, all you have left is hope. Kill a man’s hope and you win the war.
- Taven Shaval, Rebellion Leader of Olume V Colony

$5.00 PDF
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Becoming Heroes
W. Austin Bookheimer, Kit La Touche, John LeBoeuf-Little

Becoming Heroes is a game of heroic fantasy, in the tradition of The Lord of the Rings or Star Wars, or Garth Nix’s Abhorsen series. Characters have great powers and greater destinies, but walk a narrow line. As Norman Mailer said, “Ultimately a hero is a man who would argue with the gods, and so awakens devils to contest his vision. The more a man can achieve, the more he may be certain that the devil will inhabit a part of his creation.” Good and evil in the world are reflections of each other.

$15.00 Hardcopy
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Courtesans: A roleplaying game of sex and society
Ian Warner

Courtesans is a sister game to Tough Justice. Set broadly in the same period it follows the fortunes of the ladies of the Demi Monde, influencing society through their sexuality and their scheming. This is a semi-adversarial, group-oriented story game uniquely suited to forum-play and play-by post Adult content and themes.

$18.58 Hardcopy, $9.99 PDF
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Early Dark Role-Playing Game
Calvin Johns, Travis Rinehart, Chuck Wendig

Early Dark is a world rife with human conflict, fearsome natures, and uncertain magicks. Millennia ago, kingdoms and empires witnessed the birth of a new power, a magick capable of controlling time, shifting continents, realigning the very stars. Through three generations of war, great Weavers wrought all forms of ill against nature, pitting mighty civilizations against one another before their own kind died out, taking the power of the Loom with them.

Centuries of migration and lost learning followed, and the world went about settling the chaos and hemming the ruptures left by the Weavers. Humans, left to their own devices, went on building new civilizations and new empires oblivious to the past. In time, those who craved magick found secrets of an earlier age hidden deep within the earth. Their grasping thrust the world around the Hara Sea into war again. It is at the very end of this war that the events of Early Dark take place.

Ours is a world of magick, yes, but not a world of fantasy. Our goal in designing the societies of the Hara Sea was to invoke a world populated with realistic human minds and ecologies. What would societies with dark, uncanny magick really look like? How would this magick work and who would believe in it?

Most importantly, where would heroes come from in such a world and how would they live? The Early Dark Role-Playing Game centers on these heroes, characters created and controlled by you, the players. The lives of heroes are both mythic and mundane, and Early Dark hopes to capture both the common and the cosmic sides of a world where morning fog lingers late, and dark falls early.

  • For Players: Take multiple actions per turn, Creativity and strategy count, Characters of any age and background, Gain levels by earning epithets and titles, Play-along online campaign with Prizes!
  • For GMs: Original d10 system, Endless monster customization, A world reminiscent of history but totally unique, Easy battle-recording system built in, Play-along online campaign with Prizes!
$19.00 PDF
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Do: Pilgrims of the Flying Temple
Daniel Solis

Do: Pilgrims of the Flying Temple is a slapstick fantasy storytelling game inspired by "Avatar: The Last Airbender" and "The Little Prince." In a universe full of troubles, the Pilgrims of the Flying Temple fly to the rescue... and get into their own trouble along the way.

$25.00 Hardcopy
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Void Vultures
Josh Roby

Void Vultures is a fast-paced, tactical game of killing space monsters and taking their space stuff. It is powered by the Rülsleit system, a pick-up-and-play set of simple rules. Void Vultures plays in three to four hours for three to seven players.

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Dungeon World Basic
Sage LaTorra and Adam Koebel

Based on the Apocalypse World ruleset, Dungeon World is a game of fantasy adventure in the tradition of D&D. It marries modern design and classic D&D.

$5.00 PDF
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Tools of Ignorance
clash bowley

The Tools of Ignorance are the mask, pads, and shin guards a catcher wears to protect themselves from injury. It is also a roleplaying game about baseball players and their lives - how they work as a team and what makes a team successful.

Unlike in most roleplaying games, the characters in ToI don't face combat, or terrors in the night, or magic. Instead they have to fight their battles in the ritualized form of baseball, where they give everything they have to catch a ball, risk career ending injury to block a runner, choose whether to take performance enhancing drugs to prolong their career, or fade away into a footnote.

There's a full-on baseball simulation in ToI, covering everything in the game with flexible, extensible rules. You can create a team, create players, play out a game, a series, or a season. There are rules for deciding games with one roll, if you don't want to play everything out.

Ballplayers have lives off the field as well , - marriages, divorces, cheating, children, prying reporters, and everything that comes with an immensely well-paying but intensely high pressure career.

$13.00 Hardcopy, $5.00 PDF
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clash bowley and Albert Bailey

Outremer is an alt-historical game, set in a world where the crusader states have lasted into the 16th century. This game can be played with or without magic as desired. If you want magic, there are nine Paths of Power, flying carpets, Djinn, Kabbalah, Sufi mystics, Half-angels, and the power of the archangels. Along with 3 major religions with various sects, political games, espionage, and war, it's a terrific setting for gaming.

The 11 nations of Outremer - Acre, Aleppo, Antioch, Aqaba, Armenia, Ascalon, cyprus, Damascus, Edessa, Homs, jerusalem, Rhodes, and Tripoli - have managed to survive into the mid 16th century by balancing opposition, trade, and banding together when needed. After 500 years, they have evolved a modus vivendi which allows - if not peace, then a tradition of getting along without cutting their own throats.

Creating your Association first allows you to make your characters with already existing ties, resources, and support, and if the players make the Association, it allows the GM to see what you all are interested in.

$25.50 Hardcopy, $10.00 PDF
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Perfect Unrevised
Joe Mcdaldno

Perfect, Unrevised is a game about criminals within a Dystopian society. It’s about what makes them tick, the crimes they commit, the goals they strive for, and the persecution they may well face.

You’ll like this game if: you want to fight the man (but understand that it might hurt), you adore the rebel spirit, you like intensely antagonistic games, you want to tell stories about mindfucking hypnotists, you want to tell stories about secret societies, you want a rigidly-structured game.

$22.00 Hardcopy, $10.00 PDF
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The Agency (Revised)
Matt Machell

1960s London

A world of red telephone boxes, Union Jack waistcoats, velvet jackets, the Beatles, eccentrics, Hippies, the Cold War and miniskirts. All filmed at strange angles and in far too many primary colours.

Never to be considered an accurate portrayal of the period; this is a world where spies can be famous, where an umbrella is a deadly weapon, and where this message will self destruct... This is the world of The Agency; where groovy agents battle sinister supernatural forces.

$23.22 Hardcopy, $10.00 PDF
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Spookybeans: The Gothic Comics RPG
James Carpio and Ben Morgan

Spookybeans is the roleplaying game of dark, quirky, off-the-wall, somewhat macabre gothic toons.

Inspired by the worlds of:

  • Serena Valentino
  • Jhonen Vasquez
  • Voltaire
  • Roman Dirge
  • Ted Naifeh
  • Charles Addams
  • Edward Gorey
  • Tim Burton
  • and many others


  • Fast, simple system
  • Create characters in two minutes or less
  • Use any kind of dice you want
  • Mechanics designed to keep players engaged (even when it's not their turn)

From now on, every day is Halloween...

$9.95 PDF
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Ben Lehman

Clover is a game about an adventurous five year old girl and her life and her friends. Her name is Clover.

$1.00 or more donation
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On the Ecology of the Mud Dragon
Ben Lehman

On the Ecology of the Mud Dragon is a game about stupid little dragons and their stupid little adventures, in the spirit of the old Dragon Magazine backup features and other fantasy-comedy comix. It’s easy to learn, takes only about an hour to play, and is totally hilarious.

$18.00 Hardcopy, sliding scale PDF
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Ben Lehman

Your Beloved has been kidnapped by monsters! Only you, the hero, can rescue her!

Warning: this game may be a trap.

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The Trouble with Rose
Todd Zircher

The Trouble with Rose is a GMless story telling RPG/parlor game where players use dominoes and cards to create character driven scenes. Players score points for acting in character and trying to achieve their secret agenda. The 'winner' gains narrative control of the epilogue.

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Per Fischer

The game comes complete with four player characters and can be played in two hours. It includes a very easy game system that helps push the shared fiction in unexpected directions. There is brief advice for both the players and the facilitator how to play.

Crossroads is inspired by the TV series The Booth at the End by Chris Kubasik. The game is on the official selection at Fastaval 2012, the biggest Danish gaming convention.

$10.33 Hardcopy and PDF
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Pickets & Blinds: Telling Stories of Murder in the American Townscape
Kevin Allen Jr.

Pickets & Blinds is a game for 3-5 players taking as long to play as watching a feature-length film. It's not a video game, it doesn't have a board, and it doesn't need any dice. Instead the action of the game is focused on the straightforward act of each player telling a story.

You make up these stories as you go. There's no scripts, no direction, and no net; just what you invent and imagine and improvise.

You'll also need a deck of playing cards. These are used to help inspire your tales by suggesting over 500 story leads that you can freely incorporate into your narration. A simple card game (similar to "memory") is woven into the fabric of the game that enables players to pace their stories, offers rewards for narrating an exciting story, and makes determining winners and losers an objective, impartial act.

$16.00 Hardcopy, $10.00 PDF
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Ben Robbins

Microscope is a fractal role-playing game of epic histories. Want to explore a history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.

You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That's normal in Microscope.

You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.

Mock chronological order.
Defy time and space.
Build worlds and destroy them.

$19.99 Hardcopy, $9.99 PDF
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Brennan Taylor and Brian Engard

Bulldogs! is sci-fi that kicks ass!

Who could be desperate enough to sign his life away for five long years? Desperate enough to take a job hauling volatile and hazardous cargo to the most dangerous places in the galaxy? Planets where the very air is a corrosive acid. Planets where the locals might cut your throat just so they can turn you into a nice steak. Planets where petty thugs and warlords are engaged in constant running gun battles and you're just as likely to catch a blaster shot in the skull as get a signed delivery manifest.

You are, that's who. Welcome to Bulldogs!

Bulldogs! is a high action space adventure. Bulldogs! is about freebooting ruffians flying from planet to planet causing trouble. Bulldogs! is about far future technology--sci-fi movie technology that probably wouldn't work given what we know about the universe today, but who cares? Bulldogs! is about blasters and faster-than-light travel. Bulldogs! is about hopping from planet to planet and running into a vast variety of weird aliens. Bulldogs! is about being shot at and pissing off powerful locals only to flee just in time. Bulldogs! is about starship dogfights and ambushes by space pirates in rarely traveled star lanes.

$40.00 Hardcopy, $10.00 PDF
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Kingdom of Nothing
Jeff Himmelman

Once upon a time, great monsters of grey glass and granite rose up into existence all across the world. They tore and gnawed and gnashed their way through the dirt and bedrock until their roots were buried deep within the earth. They sucked the life from the surrounding land.

Their sinews coursed with cement and rusted metal, their veins pumped sewage. They choked the air when they inhaled into steam-filled lungs; and when they exhaled, only smog and fire escaped. With a thousand limbs they reached up and scraped the sky.

As years passed and these horrors grew and grew beyond all reason, pieces of them died and fell away. Most of the time, they would cannibalize their dead extremities and grow new ones in their place. Sometimes, though, these places were left to rot.

It was in these dead places that ghosts came to live; in the shadows and tunnels of the urban nightmare. In the Forgotten Places. These ghosts inhabit a world most have never seen. It exists in disharmony with the reality we've come know, at once overlapping and contradicting it. It exists in the shadows and back alleys and tunnels of the urban landscape; in abandoned train stations and condemned buildings. Great rotting palaces lie within these places, vast labyrinths within the tunnels of the city.

Kingdom of Nothing is a game about people who've lost everything, and their struggle to crawl their way back out of the cracks through which they've slipped. In it, players take on the role of a forgotten person. Something happened to them that was so horribly traumatic it brought their lives crashing down and forced them onto the street and into homelessness. A mysterious force called the Nothing has eaten their memories and manifested their fears as twisted monsters that threaten to destroy them.

Through the course of the game, they come to grips with the thing that destroyed their lives and regain their memories piece by piece. Players at the table collaborate to create your character's backstory as you collaborate to create theirs. Throughout the course of the game, players discover the intense drama that led their character to get lost in the Nothing.

$15.00 Hardcopy, $7.50 PDF
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Star Run
Clayton J. Callahan

A space opera role playing game set in a galaxy of high adventure! Players take on the role of interstellar mercenaries, star traders and other science fiction adventurers. Rules are simple, fast moving and FUN!

$15.00 Hardcopy
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Mystic Empyrean
D. Brad Talton Jr.

"No need to Justify. No need to Explain. We are as we are. Such is Becoming."

Empyrean lies in ruins. Covered by the devouring fog of Aether, it is only a matter of time before the world dies without the sustaining power of Grand Cornerstone. As an Eidolon--an immortal force of nature--your path is clear. Find the lost fragments of Grand Cornerstone and rebuild the world according to your own design.

Mystic Empyrean is a roleplaying game of social character development, creation, and puzzle solving. Players must work together to rebuild the world from a few tattered remains, and then explore their own creations in order to find more pieces of the world.

The player characters, Eidolons, are beings of immense power, granted a body of pure life energy and formed by the desires and designs of their hearts. Eidolons develop new powers based upon their personalities. To be consumed by greed will give an Eidolon the power to create gold with a touch. To be fearful and furtive will grant the power to dissolve into shadow. Traits develop based upon how characters are role-played, rather than the assignment of experience or gaining of levels. This means that Eidolons will gain powers that reflect their actions and desires.

In Empyrean, the game builds itself as you play. No GM is responsible for creating encounters in advance of the game. Instead, players use the tools presented in the game guide, as well as their own imaginations, to create an adventure that is wholly unique for every group.

$14.99 PDF
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Infinity Dungeon
D. Brad Talton Jr.

Infinity Dungeon is a game of bizarre characters, ridiculous dungeons, and unmatched storytelling fun. This lightweight storytelling game can be played by roleplayers and non-roleplayers alike, and is a great way to introduce friends and family to the world of storytelling games. In Infinity Dungeon, each player is given a character class, such as cowboy, space ranger, rock superstar, or evil overlord. Together, this ragtag bunch must descend into the depths of Infinity Dungeon and conquer the insane deathtraps within, often by using unconventional planning and whatever random tools they can scrape together along the way.

$4.99 PDF
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Anima Prime: Steambots and Megaswords
Christian Griffen

Fight for love and vengeance.
Wield megaswords and magic guns.
Battle on top of airships.
Summon powerful eidolons.
Walk between dimensions.
And that's just the beginning.

Anima Prime is a fast-paced, spontaneous roleplaying game inspired by the Final Fantasy series of video games as well as Avatar: The Last Airbender and other animated shows and movies.

The game combines narrative freedom in character scenes and combat maneuvers with elemental powers, Soulbound Weapons, and the summoning of Eidolons to allow you to create your own stories and action scenes rivaling those usually seen in video game cut scenes and anime battles. A flexible goal system lets you infuse any fight with meaningful story decision points and unlimited tactical options.

The full text of Anima Prime is available completely for free under a Creative Commons license.

$20.00 Hardcopy, $10 PDF, FREE text
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Argyle & Crew
Benjamin Gerber

Argyle & Crew is a free wheeling system powered by imagination. Rather than a character sheet like a traditional RPG, your character and it’s attributes are all based on a sock puppet, or in Skcos lingo, a Soppet. Each Soppet has several unique qualities which allow it to do extraordinary things!

Argyle & Crew is great game for children as young as 4 years old. Short scenarios and active participation keep things lively! Useful as a learning tool not just for gaming, but for life lessons, Argyle & Crew can easily be used in a classroom setting. Professionals working on counseling children can find this game equally useful for indirectly or directly exploring past experiences and future anxieties. Use the additional rules for older children or adults and expand the game from a fun, play driven activity to a fully developed RPG, using the One-Shot RPG system.

$9.00 Hardcopy, $2.99 PDF
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Macabre Tales
Cynthia Celeste Miller

Macabre Tales is the dominoes-based RPG of Lovecraftian horror that strips out the "contributions" of later authors and focuses solely on what Lovecraft himself created. Spectrum Games, known for accurate emulation of various genres in their products, offers a brand new take on role-playing in the terrifying and abhorrent world of Howard Phillips Lovecraft. Will you emerge from the experience unscathed? Or will your mind snap in the wake of all the hidden abominations that lurk in the shadows, just out of sight of humankind?

$19.99 Hardcopy, $14.99 PDF
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Horror Show: A Multi-Genre Horror RPG
Brendan Davis, William Butler

Enter the world of cinematic terror with this frightening new addition to the Network System. Horror Show is perfect for one-shot adventures, and great for full length campaigns.


  • A flexible and light-weight system
  • Versatile rules for creature design
  • Dozens of skills and occupations
  • Game mechanics for emulating horror
  • A scalable and open approach that allows for different styles of play
$19.99 Hardcopy, $9.99 PDF
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Honor + Intrigue: A Swashbuckling RPG
Chris Rutkowksy

Honor + Intrigue is a new, standalone game from Basic Action Games. Inspired as much by Hollywood as by history, Honor + Intrigue pays homage to the swashbucklers of the silver screen as well as great works such as those of Dumas and Sabatini. Game Masters should feel free to use history as a source of inspiration, not a restriction. True to its inspiration, Honor + Intrigue plays fast and cinematic, leaving the focus on drama and action unfolding.

$29.99 Hardcopy, $14.99 PDF
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Story Engine Plus Edition
Brett M. Bernstein (based on the original work by Christian Aldridge)

One of the first games to truly handle roleplaying as a story game, it was the first set of rules that was "scene-based" -- an idea that has become more and more popular as story games escape the confines of "round-based" rules. Story Engine also further evolved the mechanics of "adjective-based" characters.

This updated edition of the original ground-breaking Story Engine universal rules uses different elements of a character to contribute to the story—even flaws and foibles. Collaborate to tell a story of the characters. Pool resources to work as a group to solve conflicts. Narrate the outcome of whole scenes based on success.

$22.95 Hardcopy, $9.95 PDF
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Peter C. Spahn and Brett M. Bernstein

The Stormrift is open! The Invasion has decimated earth -- now is the time for heroes!

The alien Korr have come, crippling the once-mighty global superpowers and leaving the Earth defenseless. Tanks have stopped moving and planes stay grounded. Now, a horde of bioengineered, alien war-machines sweeps across the countryside, killing everything.

But there is still hope. Pockets of resistance have begun to gather and fight the invaders. Outnumbered and outgunned, they need your help. Do you have what it takes to close the stormrifts and halt the invasion of Earth?

$27.95 Hardcopy, $9.95 PDF
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Chronicles of Skin
Sebastian Hickey

Chronicles of Skin is a game of scribbling and storytelling.

Using cards and a pencil, you and your friends will tell a story, recording it on paper with doodles and glyphs.

It's for 3-5 players, takes 90 minutes to play and fits in your pocket.

Explore heroes, villains and tragic war in a world apart from your everyday norm! A luxurious set of bespoke cards and a full-colour glossy rules booklet.

Chronicles of Skin was funded by a highly successful campaign on Indie-Go-Go.

$20.00 Hardcopy
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Modern Havok: Bongolesia
Mike Renegar, Ed Teixeira, Andrew J Lucas

Modern Havok: Bongolesia. The Modern Havok: Bongolesia boxed set is a scenario boxed set in a fictional country in Africa created by Michael Murphy.

Designed for our 15mm modern miniatures line, these rules are a "tongue-in-cheek" way to play African Wars. The boxed set contains 48 miniatures and a PDF scenario. You get 21 African Military, 21 African Militia, 4 Mercs/Contractors, one Hostage, and one Government Agent.

The PDF has four starting scenarios with such themes as arms deals, disrupting scammers, and ransoms...

About Modern Havok: Modern Havok is a fast-paced set of skirmish rules for modern urban warfare. Designed for our 15mm modern miniatures line, these rules are based on the award-winning Chain Reaction system by Two Hour Wargames.

$4.99 PDF
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