Rpgs

Nowhere Kingdom, and Public Play

In Nowhere Kingdom, the players take the role of a council of advisors and gentry charged with suggesting policies and proposals to the ruling Demons of the Kingdom. Thankfully, these demons are not evil; just mildly cruel, mostly bored, and they only get to rule the Kingdom for a year — their price for overthrowing the previous tyrant. As the game progresses, random problems land on the council-table and the council-members must all come up with proposals to solve them.

Noumenon, and Exploration

Noumenon is an RPG…and frankly, that’s almost all I’m prepared to say categorically about it. Noumenon is a system designed to facilitate an exploration of a surreal dream. Characters wake up as the insect-like Sarcophagi trapped within the Silhouette Rouge, and they barely have time to look around before they are approached by a well-dressed three-eyed elephant-headed being who guides them to a sweeping staircase with only thirty-three steps that reaches all the way up and out of a hundred-story-high cavern.

Do Not Read This Journal, and Chain Letters

Do Not Read This Journal is a horror journaling RPG, but I hesitate to call it a Solo experience. Certainly, the process of journaling in the game is akin to other Solo RPGs, along with its cards and oracles. The significant difference is, once you have finished your journaling — your “turn,” as it were — you tuck the rules into the first page of the journal and pass it on to someone else.

Hero Quest, and Legacy

Hero Quest is the best game ever made. The best thing about Hero Quest is the gold. Every quest grants your characters gold that can be used to acquire cracking equipment that improves your character’s chances at surviving their next quest. Okay, but is Hero Quest really an RPG? Perhaps, perhaps not. If it is, it certainly leans heavily into the strategy-board game side of RPGs, similar to the RPG-like Gloomhaven or Betrayal at House on the Hill.

Demon Crawl - Gothic, and Realtime Combat

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, and Timing the Action

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, and FKR

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.

Orichalcum, and Map Makers

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?, and Goblins

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, and Quitting

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.