Free RPG Games

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Excalibur: The Complete Guide

April 26th, 2008

The world of Albion is in despair. Evils arise from the dark corners of the world. Orcs and goblins pour out of their lairs in endless droves. Dragons and great beasts of untold terror stir from their underground caverns. But bastions of civilization, defended by stout champions of great courage, stand against this dark tide. Will you join and help in this age of need, an age in need of heroes?

Excalibur is a fantasy RPG where players take the role of heroes in the world of Albion, fighting against (or for) the darkness. From knights in shining armor to arcanists unleashing magical devastation, players can assume the role of any hero. Excalibur is based on the Adventurer RPG by Joe Pruitt. It should be played by a group of about four (4) people and one GM (Game Master).

Description

I finally remembered to submit this to 1km1kt. It has been a long time. Be on the lookout for the expansion set… coming soon.

DESIGNER’S NOTE
Game Masters; feel free to exercise your creative freedom within the world of Excalibur. If not for Mr. Pruitt’s permission to allow me to use his creation (Adventurer RPG), Excalibur may have never been created. So, from one RPG player to another, I wish you good luck on your adventures into Albion. May your minds bring you into the uncharted areas of your imagination!

-B.G. Selidio Tan

A Funny Thing Happened

April 26th, 2008

A Funny Thing Happened is a game designed to fill in the blanks in journeys. To detail the intereactions and minor foibles that whilst not central to an epic plot can still occur on any journey.

It is also intended to be playable whilst on a journey. Players take it in turns to describe the story with a dice based bidding mechanism to control conflict resolution.

You can play A Funny Thing Happened as a stand alone game or as a filler for your ongoing campaign to explain what acutally happened in the 2 week long trip that your GM glossed over in a sentence.

Introduction
This game is the culmination to two ideas having a head on
collision in my brain. Thankfully no one was injured but the
resulting fusion of ideas is what you hold in you hands. To
understand the concept it’s easier to explain each of the core
ideas in turn.

The first idea : Travelling in a Game
At certain points in any narrative the protagonists will be at point A and the next major piece of the plot will take part at point B.

At which point you may hear the immortal lines ‘The journey was uneventful’. These words have always felt wrong to me, no journey is ever truly uneventful, something will happen. The traveller will if nothing else have some time to think, maybe read a book.

A better phrase is ‘Nothing important to the plot happens’ but this then reveals the man behind the curtain and unsuspends the disbelief. Of course you could reach for the handy dandy ‘Random Encounter Tables’ but this again is just a fancy way of saying ‘Nothing important to the plot happens’.
Or you could play it out, tell the story of the journey. But whilst this story is real it is, as I may have entioned, not important to the plot. So the telling of it is less vital. It doesn’t require everyone of a regular play group to be there. Or character sheets, or books and it could even be done without the GM. Everyone knows that nothing major will happen, no one will dice, no one will get any new super power (Feat whatever). But maybe some of the characters will get to actually talk and some role-playing might happen.

The second idea : Gaming while travelling
The second idea occurred because at the same time as having the first idea I was thinking about the 7 hours train journey I had ahead. This got me thinking, as I was thinking about travelling and gaming, that it would be nice to have a storytelling game that would be easy to play while travelling. Or in other situations where all the regular paraphernalia of gaming might not be easily used. For instance in a drinking establishment.

With this thought in mind I had a constraint for my journey telling game. It should require as little as possible, finally coming down to the concept of each player needing only a pocket full of dice. Any dice, from the lowly four sider to the twenty sided dice of power. It’s all good.

The Usual Suspects

April 26th, 2008

One player plays as playboy billionaire James Bloodfang, whom has journeyed to his fathers castle with his four friends in order to discover who killed him. In this tale of suspense and thrills five players will be trapped in the same castle. three are innocent, and Jason must find out the fourth.

The Usual Suspects
A scary ass game by Robbie Cousineau
Its midnight. Theodore lay on your bed as you hear creaks and groans throughout the mansion. He hears a knock on his door. Theodore stands up and answers the door. He gasps as a a loud shot is heard and blood splatters across his bed.

That Morning. The police investigated your fathers mansion fully and found no murder weapon. Only a pure silver bullet casing. Your fathers will read as following: In order for you to inherit the family fortune and position, you and four friends must stay the night in your fathers mansion.
Determined to get your payday and office. You collect your friends and walk up the creaky steps of Bloodfang mansion…

Introduction

You play as James Bloodfang. Your father was brutally murdered last night, devils night. Your lawyer has said that in order to inherit a dime, your father decided you had to stay a night in the mansion. You have been told that your allowed to bring four friends. Explore the mansion and avoid whatever ended up killing your father. One player is the killer, whose goal is to murder everybody by setting and activating the many traps placed around the mansion.

Ghosts haunt, Plants talk, Skeletons….break dance? Prepare to be scared so bad you won’t even be able to say a good thing about it!

(This game requires 5 people and a GM)

d100 (System Core)

April 26th, 2008

d100 is a rules-light, semi-generic (biased towards modern horror/fantasy) RPG rules set with a self-contained determination system. Combat is VERY bloody yet fast-paced. The design idea was to have a flexible system that fits the “System in a Can” parameters, yet was able to be developed within 24 hours.

Immortalis the RPG

April 26th, 2008

A 24 hour RPG by Cliff Billing
Yorkshire, UK
(From 10:00 26th March to 05:44 27th March, 2008)

Immortalis’ is a game set in the current day, but it is a world very different from our own. Colonies and space stations dot the Solar System and the first steps to other stars are about to be taken. You play an Immortal, either part of the public face of the Council of Immortals or hidden amongst the masses. Either way, you work to guide humanity and stop the insidious influence of the Dark Summoners. Dark Summoners are people who can summon entities from the Rift and use them to control mortals like puppets.

Immortals have been around since the dawn of man. In ancient times they were the heroes of myth. However, during Roman times a Council was formed and Immortals decided to let normal mortals define the shape of the world to come. Immortals retreated from sight.

The plan worked well for 2000 years. In secret Immortals worked to limit the damage done by the Dark Summoners. However, the numbers of Dark Summoners grew until the conflict engulfed the world in war in the late 19th century. Secrecy was no longer possible and after the victory of the Immortals and their mortal allies, the Council of Immortals decided to take on a guiding role in the world. It was a Golden Time of art and science and it took humanity into space.

The game uses a fairly simple set of rules and you’ll need up to 5d6 for each player and the GM.

INTRODUCTION
In case you had already guessed ‘Immortalis’ is the latin word for immortal and that is what the player characters are.

First of all you should probably be an experienced GM or player. I will not be explaining about what roleplaying is, define many common roleplaying terms or include a lot of the other things you find written at the start of many rpgs. Consequently, you should probably already know that stuff and have done it all before.

These rules may be copied or printed freely, so long as I’m given credit. However, they may not be sold or used for profit by anyone but me.

WHAT DO YOU NEED?
You’ll need up to 5d6 for the GM and each player. I’ve also included a character sheet at the end.

THE SETTING
This game is set in an alternate version of the current day. There are colonies on several moons and planets in the Solar System and fusion-powered ships ply the space lanes between. Some believe that the first step between the stars has been taken. We first ventured into space in the 1905, ten years after the Great War.

Where Have You Been?

April 26th, 2008

I’ve gotten emails from some of our readers who have noticed that we’ve been a little slow getting the latest submissions on the site. That’s mostly my fault, but I’m here to tell you that there’s a good reason! You may not have noticed, but 1KM1KT has recently undergone a major change in it’s structure. It’s been a long road, but we’ve finally put everything in place.

We’ve recoded and reworked the site to make it faster and easier to navigate and have finally installed some software that will allow some of members of our community to moderate the submission and approval process. We’re hoping the additional manpower will speed things up and keep this site running smoothly. If you’re interested in the job, please let me know.

With that in mind, if you’re waiting to see your work posted please give us a little more time. We’re hoping to have everything caught up in the next few days.

Thanks for your patience and support!

Kpachoapmee

April 25th, 2008

KRASNOARMEETS is a submission for the November Ronnies. It’s an RPG/minis hybrid centering on the unglamorous southern flank of the Battle of Stalingrad in the autumn of 1943.

It is the autumn of 1942. In the Hero City of Stalingrad, heroic Red Army defenders are battling for their lives against the fascist hordes who have invaded Mother Russia. Street to street and house to house, the hard-bitten Soviet soldiers fight with the desperate ferocity of madmen.

You are not one of them. You are a new arrival on the scene, one of a huge number of Red Army troops moved into position along the banks of the Don river, northwest of Stalingrad, in recent weeks. Everybody knows that you’re here for the big push. When winter stars to set in and the ground freezes hard, Marshal Zhukov will order you and your mates forward to smash the thinly-defended German lines and trap the Hitlerites in the city. For right now, though, the rains continue to pour down, turning the yellow earth into mud. This horrible mud. And because idleness in soldiers is a recipe for trouble, and because Comrade Stalin wants to keep the fascists on their toes, you have to go out on patrol in it.

DIP-Styx

April 22nd, 2008

A 24 Hour RPG done on April 20/April 21, 2008 (7 pm to 6 pm), in which the PCs play ordinary people who must investigate and face down creatures of darkness. The DIP-Styx system was designed to encourage Develop in Play character creation style and to be friendly to beginning gamers.

DIP-Styx

An introductory RPG for the 24 Hour RPG Project
Written by Timothy Dedeaux
Begun Sunday night, April 20, 2008 around 7:00 pm
Ended Monday, April 21, 2008 around ??
Premise/idea: one non-roleplayer who’d tried roleplaying and hadn’t fallen in love with it told me the hardest part was character creation. Cross-referencing this in my mind with what I’d read years ago on the old Rec.Games.frp.Advocacy group about Design at Start vs. Develop in Play styles, I decided to write an RPG to emphasize the DIP side of things, and perhaps help new roleplayers get over the “character creation” hurdle. Develop in Play is abbreviated “DIP,” and thus the “DIP” part of the name. The “Styx” part comes from the setting. For the record, this is designed for an at least somewhat experienced GM to use to introduce new players, not to be easy-access for a group of total newbies.

For thousands of years, Charon guarded the entrance to the underworld, protecting us from the things that go bump in the night. But now, he’s gone missing, and creatures are slowly breaking free, and it falls to ordinary people to stop them. Ghosts, vampires, werewolves, and strange spirits must be put to rest, and only you can do it: are you up to the task?.
The game begins with a group of relatively ordinary people (the player characters, perhaps with a few NPCs around for flavoring) finding themselves in a strange situation. They have to figure out what’s going on and how to stop the creature. Ultimately, the game is a game of investigative horror, though the horror can be run anywhere from G-rated, funny cartoon monsters to Unrated disturbing things. The characters may find themselves chasing ghosts through old, haunted mansions, seeking lost children in the dream world, chasing a vampire through the slums where he preys on prostitutes, Jack the Ripper style, or hunting (and being hunted by) a werewolf on a country estate.

StarCadets

January 25th, 2008

This game is Free! Really! Give copies to your friends! (Written: Apr-17-1998)
Printing Instructions: This is an PDF document. Just load and print.
Needed materials: 6-sided dice, paper, writing tools, and 2 or more players.

Bring Out Your Gods

January 25th, 2008

Bring Out Your Gods is an RPG set in the ancient world, spanning from China to Greece to Rome to Egypt. It’s a world where the gods have started to appear, as men and women with animal heads. These people are the new gods, entering a new world. Each has godly powers and must decide between being a devil or a saint, a beggar or a king.

Bring Out Your Gods uses a dice system that’s quite simple: roll d6s equal to your appropriate stat and count successes (any rolls that are four or above) and then compare those to the difficulty rating.

So what will it be? A holy god, saving the weak, or a devil in disguise, crushing all who oppose them? Will you be king, and lead armadas to your whim, or will you be a loner, simply wandering and committing your godly will whenever you see fit?

Gods

The players are gods. New gods, gods who on day simply awoke with a new head, the head of a beast. These gods are superhuman in everyway, but they are not true gods. They do not come born with the great godly powers that the old gods have. They are only better than a human in every way, shape, and form.

Governments quickly accepted the existence of these gods, but there is still a mystery about them. Kings and Pharaohs fear them for their powers, for their ability to uproot them. The people see them as either enemies, especially to the gods who simply ravage the country side for the hell of it, or they see them as saviors, for those who heal the wounded and feed the hungry.

You can be any of these things: a savior or a devil, a king or a beggar. But you are surely at least a god.