I feel like the name Demon Crawl — Gothic does a good job of explaining the tone and style of the game, so I will instead focus on its inspirations. As a table-top strategy RPG, it was inspired in part by action games like Diablo and Doom.
If those sound like strange inspirations for an RPG, I understand the instinct. As I’ve explained before, being inspired by computer games is not exactly uncommon among RPGs, but the kind of inspiration that Demon Crawl has taken from Diablo and Doom is not exclusively their tone or setting.
Paradox Perfect is, quote: “the improv comedy sci-fi TTRPG of absolute absurdity and chronological chaos! Generate a bizarre Utopian future, roleplay even stranger time-travelers to defend it, and embark on an adventure through history to save the timeline from alteration - before your past, present, and future change along with it!” Paradox Perfect uses the standard die rolling mechanics of a Forged in the Dark game; rolling d6s and calling 1-3 a miss, 4-5 a hit with a complication, and 6 a straight success.
Revels in the Heavenly Hall is, quote: “a game of violence without dice, powered by autonomy and collaboration in a one-shot framework that lets you sketch out a battlemap, arrange fighters on it one by one and then smash them into one another with reckless abandon. Its aim is to simulate tactics — not only good tactics, but awful ones too; ones that you would be ashamed to have thought of in a setting where the stakes are high and the story hinged on you being good at much of anything.
Playing the part of exiled citizens from a distant empire, the players of Orichalcum do not play “characters.” Not really. Instead, they take turns in randomly selecting five “pillars” — important aspects of their lost culture — and drawing them on a map of the empire’s land. The exiles describe their memories of said pillar, and then draw their own version on their own land, explaining the differences between the original and the hollow imitation.
Goblins? is an RPG. In it, you play as a goblin.
It is not unique.
In recent years the prevalence of Goblin-focused RPGs has exploded. There’s Goblins in Shadow, Noblesse Goblige, Gobs of Gobs, Hannukah Goblins, The Goblin Warrens, Goblin Country, You are 100 Goblins, Now Go Save the World, Goblins and Grimoires, I’ll be Taking That, All the Kings Goblins, Journey through Goblinland, Those Little Bastards, We Gank at Midnight, Goblin Market, Disgusting Little Freaks, Stacks of Goblins, GOB, Goblin Karting, and Three Goblins in a Trenchcoat; and that’s certainly not all of them.
I Have Gone This Far is a Solo Journaling RPG played with a deck of cards, a falling-block tower, and a means of recording your story. It uses the Wretched and Alone SRD, a system for creating bleak journaling games with established win and loss states. In I Have Gone This Far, You play the part of a charlatan and con-artist who has beguiled the locals into believing that you know something of demons.
Mausritter is a rules-light fantasy sword-and-whiskers game inspired by any number of similar stories, including Mouse Guard, Brambly Hedge, The Rescuers, etc. It combines a lot of rules and ideas from many games I’ve mentioned here, including the character creation method from Into the Odd, inventory management from Knave, layouts from Mothership, and other concepts from places like Goblin Punch, Moonhop, and Last Grasp Grimoire.
Stats are the simple three of Strength, Dexterity, and Will.
Highwinds is a space opera RPG, with elements of fantasy thrown in for good measure. The game encourages you to “Take the role of resourceful heroes on the edge of space and fight pirates, save people from killer robots, and explore ancient vaults locked in astral space.”
Focused on combat, the game only has four stats for its characters: Accuracy, Dodge, Initiative, and Toughness. You pick your skills, your talents, your equipment, and off you go to swash your buckle across the stars.
Powered by FATE Accelerated, Iron Edda Accelerated is a Norse-mythology inspired Mecha-RPG about warriors fighting alongside the bones of dead giants and metal monsters. Ragnarok has come to the land, and the evil dwarves are sending their mechanical constructs to destroy everything you hold dear. How will you survive the coming cataclysm?
You have a lot of choices: perhaps the most overt answer is “by binding my soul to the bones of an ancient giant and go Kaiju it up,” but that’s only one option.
Session Zero is a card-based solo character creation game. It is, in short, a quick and easy journaling game to build a creative backstory. You draw at least five playing cards from a shuffled deck, and based on the prompts you write out significant moments in your character’s history before the beginning of the game.
It’s called Session Zero, because that’s what a session zero is. As a gaming term, session zero is, natch, what comes before the first session.