Free RPG Games

Welcome to 1KM1KT, the largest collection of free rpg games online! Please take a moment to subscribe to our mailing list and check out our RSS feed. We offer freely downloadable rpg games to our readers and accept submissions of all kinds. Please check out some of our reader's latest work below.

Ironwood Media Review of E-RPG

January 27th, 2007

I received this email from Willie Santana of Ironwood Media. If you would be interested in writing a review of their product for a free copy of the game, please let me know.

Thanks,

Keeton

Hi all, I first let me say that I have enjoyed reading your blogs for the past few months.

I am one of the founding members (sounds more impressive than it is) of Ironwood Omnimedia Company. We created the E-RPG system and we are ready to fully release the Fantasy Sagas (shortly).

Now, I was wondering if you’d like to get a crack at our game before we release it. No holds barred; good or bad (we hope is good) we want to hear your criticism and hopefully you’ll tell your readers about it.

I look forward to your response.

Regards,

Willie Santana, MGRM
Chief Operations Officer
Ironwwood Omnimedia Company, LLC

Iliamna Unknown

December 23rd, 2006

Having launched Undead, a successful game, the software engineers take vacation in Alaska. They travel up the Kvichak River in winter to Lake Iliamna. On the lake, they set up camp and search for the Iliamna monster, nessy of the north. Unknown to the engineers, the code in Undead has opened a tunnel to the spirit world. There is no going back.

This short two page game is Bryan Hansel’s entry for the Undead Software Engineers in Alaska Challenge. In addition to using Undead Software Engineers, it also uses the Iliamna lake monster and the Denaina Athabascan language.

And everything is resolved via the Hand Game, a traditional native game from the area the game is set. What more do you need in a game?

Santa vs. the Hippies

December 19th, 2006

In Santa versus the Hippies, you play an elf charged with the job of reinstating the Christmas Spirit of a commune of Hippies. It uses a non-traditional system for combat, which is actually quite non-violent. Despite the apparent ridiculousness of the game, it does include some adult themes. This game was originally planned to be a 24 hour rpg, and it may or may not be one. This is also my first attempt at a completed game. I realize having completed the game, that it would probably make a better goofy war game than a goofy rpg, but regardless, here it is. So, if you are looking for a quality rpg, try again. If you are looking for a goofy, novelty Christmas themed game, come on in.

An emergency decree has been issued by Santa. Hippies have formed a commune in South Dakota and began amassing followers. This particular group of Hippies has become so anti-establishment, they no longer celebrate Christmas. Your mission is to sneak into the commune and remind the Hippies of the joy of Christmas.

The Elves

You are an elite tactical elf trained in the arts of Merry and Cheer. You have 4 joy bringing attacks in your arsenal. Elves move exceptionally quickly and can always escape from Hippies.

Your stats are: Cheer, Merry and Christmas Spirit

Starting points: 8 in Christmas Spirit, 5 to be used however between Cheer and Merry

Your attacks are: Toys, Candy Cane Gun, Dancing and Caroling (group attack)

The Hippies

Hippies have 4 hippie attacks. Hippies will always attack an Elf, when they see one.

Hippie stats: Buzz, Rebellion, Christmas Spirit

Starting points: 3 in Buzz, 4 in Rebellion, 200 in Christmas Spirit

Hippies? attacks: Mumbling, Ranting, Daze and Chanting (group attack)

Knights of Camelot RPG

November 8th, 2006

Knights of Camelot is a card – based tabletop rpg. Other rpgs like Dungeons and Dragons have all the expensive books and materials that you need to have to play. Not KOC. When I was thinking of an rpg to create I thought to myself, what games do I like? Well KOC might not be a super famous rpg like D&D, but it is still an awesome adventure that you can get with only a few bucks. It may be cheap to buy, but it is not cheaply made. I have devoted endless hours thinking about the features of this game. Well, I hope you enjoy this majestic game.

Statistics

In KOC there are five “statistics” (also known as stats or even attributes) which every player character has. These are:

  • Body – this represents the toughness, endurance, stamina, and strength of the character. A character with a high Body will have greater resistance to poison, starvation, and physical damage. It does not necessarily imply physical bulk. Many crafts are covered here.
  • Dexterity – the characters hand-eye co-ordination, agility, balance, and speed of reaction. In short, anything physical that is not covered by Body.
  • Knowledge – how much the character knows, both general knowledge and specific. Usually, but not necessarily, implies a measure of intelligence.
  • Aura – the strength of the character’s will and personality. Characters with high aura can be commanding, charming, intimidating, any / all of the above. Used in many social situations.
  • Weapon Skill – the characters general ability in combat, be it close-combat, unarmed or accuracy with a ranged weapon.

You choose your stats by dividing 2 points between them. All stats must be at least 2 and no more than 6.

Round Table RPG

November 6th, 2006

This is a playing card based rpg. All you need is a notebook, pencil, cards, and this rulebook. This is pretty much a never ending game… well only if you don’t die. In Round Table, every skill is based upon a stat, and replaces it when making checks. If you do not have the skill, use the basic attribute score instead. For example if I have Knowledge 4 and Herb Lore 6, then I can test my herbal knowledge at level 6 but other subjects at level 4.

Statistics

In Round Table there are five “statistics” (also known as stats or even attributes) which every player character has. These are:

  • Body – this represents the toughness, endurance, stamina, and strength of the character. A character with a high Body will have greater resistance to poison, starvation, and physical damage. It does not necessarily imply physical bulk. Many crafts are covered here.
  • Dexterity- the characters hand-eye co-ordination, agility, balance, and speed of reaction. In short, anything physical that is not covered by Body.
  • Knowledge- how much the character knows, both general knowledge and specific. Usually, but not necessarily, implies a measure of intelligence.
  • Aura – the strength of the character’s will and personality. Characters with high aura can be commanding, charming, intimidating, any / all of the above. Used in many social situations.
  • Weapon Skill (no suit) – the characters general ability in combat, be it close-combat, unarmed or accuracy with a ranged weapon.

You choose your stats by dividing 2 points between them. All stats must be at least 2 and no more than 6.

Dead… and Back

October 31st, 2006

Dead and Back is a game of survival in the face of the supernatural. It uses a dice pool system of resolution, a wound chart tracking how quickly you can run, and lets you push yourself to the limit – at the risk of turning on the other survivors. Combat is based on the power of your weapon versus the resistance of the enemy. Single zombies will go down with one or two shots, but there are rules for entire hordes as well. Furthermore, a simple set of guidelines are in place for designing your own creatures and running horror in general.

This first PDF contains only the rules. Additions to be released at a later date (hopefully soon), but until then, these rules should be flexible enough to handle whatever horror your care to throw at your players.

My envisioned setting revolves around a movement project to create undead super-soldiers to combat an alien invasion that goes horribly wrong. The players will be stuck between fundamentalist government enclaves, wastelands full of nano-tech zombies, and alien controlled zones patrolled by demonic power-armor.

Don’t forget: aim for the head.

A Lesson In Zombie Psychology

“We’ll be safe here for a few minutes. At least long enough to catch our breath.”

For a long while, we said nothing, the only sound our breathing, and then even that seemed to subside. It was as quiet as death, except for the fact that death itself was moaning and crawling around out there, somewhere beyond the door we were hiding behind. I tried for some conversation, my voice weak against the silence. “So what did you do before all this?”

“Painted houses.”

“Just houses?”

“Yeah.”

“Was business good?”

“It was getting better, now its getting worse.”

“Supernatural infestation tends to do that.” I replied with a weak smile.

“I just wish I knew what type of zombies they were?”

“There’s different types? What is this- Caskin’ Robins- 31 flavors of undead?

“No, no, its just a matter of where did they come from, and why are we so scared?”

“Were scared because a few hundred corpses are roaming the city trying to be come acquainted with our vital organs ? and as for me, I not quite done using them.’

‘Is that really it? They’re slow, dumb ? flammable. We can out think them, out run them and easily destroy them. If you watch they’re stiff jointed gait for a while, they’re almost comical.’

‘Zombies are something deeper than just trying to kill us. They are man’s pathos, our shadow. A necromantic curse that robs someone of their individuality and free thought shows just how much we value our minds, the only thing truly unique about us. Or perhaps they’re a reflection of us grasping something in sciences best left untouched, and showing how truly susceptible we are to folly. An unknown disease shows how a species that can touch the heavens with rockets is still not untouchable’

We’ve got brains, something they can only crave.’

Every endeavor of man is based on his brain ? memory really, and the lessons we have picked up over life, and through books, the centuries. Zombies are entropy, the antibrain. They’re inevitable. Empires fall, places change.’

Ultimately they are relentless. Demons can be excised with prayer and a little holy water, vampires are held at bay with a cross, the sphinx destroys itself if you guess it’s riddle. Given a lull in the fighting, soldiers of opposing armies would gladly swap cigarettes, and when the battle is on, a 6 ton tank can be stopped with a well placed beer bottle full of gasoline. Zombies, can not be stopped, a nightmare we can not awaken from and thus the downfall of all dreamers.”

“Wow. Thats really deep. I mean college dissertation material.”

“Unless of course they really are just nothing more than walking corpses. Then they can just be stopped with a shotgun to the head.”

“Could you take your hat off for a moment. I want to see if any chunks are missing from your cranium.”

RPG Laboratory: Free Tools for Role Playing Game Developers

October 26th, 2006

The makers of 1KM1KT are proud to present the launch of our sister website, RPG Laboratory!

1KM1KT is all about free RPG games. We publish them online, we promote them, and we even have a forum for developers to chat back and forth. This is great, but we’ve come to realize that we’re really missing out on one of the coolest aspects of role playing – development.

RPG Laboratory is geared specifically for this aspect of gaming. So much so we felt a new site was in order (plus it gets old looking at that same orc picture day in and day out).

With RPG Laboratory, you own and maintain your own section of the website where you can write campaign material, flesh out game mechanics, or talk about your project. It’s yours to work on and yours to control with as little or as much assistance as you want.

Open Source

Role playing games are for sharing. A lot of people have already invented the wheel, and the same is true with RPGs. RPG Laboratory is based on the open source philosophy quickly becoming popular in the software industry that promotes idea sharing and community improvement. Unless you’re planning to make a profit, the work you find on RPG Laboratory is OK to use in your own creation. It can be modified to suit your needs or used as-is.

It’s Free

One of the things that’s made 1KM1KT so popular is that we don’t charge for anything. The same goes with RPG Laboratory. Show your support for 1KM1KT and sign up for an account now. We need as much feedback as possible, so please let us know what you think.

Gangland

October 16th, 2006

A simple system of a percentile roll against the combination of a stat and skill is used. You can design your own guns, cars are free form, and a number of optional rules are provided. There is no setting per say, but there are a few suggestions in the added work.

Please, give me some feedback! The original version of the rules have been sitting on my website for three years and I still don’t know if they’re any good. Admittedly, they are more of a test of my page layout skills than of an original system, but this is a format I want to use more in the future. Its my hope to do this professionally sometime in the near future, so its your chance to help an aspiring author. Even if you don’t have any suggestions I am always interested to hear about others experience with my games.

For an unofficial variation of these rules, check out “The Chosen” by Alex Windsor.

Basic Mechanics

This game relies on the use of 1 sided dice ? up to a half dozen at a time for some weapon damage rolls ? though only two per player are truly needed. Optionally, a number of d6s can be used for the damage of weapons to reduce the lethality of the game.

Most of the actions in the game are accomplished by rolling percentile dice (D%). This is done by rolling 2d1 (two ten sided dice), counting one as the tens column, and the other as the ones column. For example, if I roll a red die, and a blue die, calling the red one the tens, and get outcomes of 4 and 5 respectively, the end result is 45%. If both dice come up zero, then the result is 1%.

The Zombie Plan

October 3rd, 2006

In The Zombie Plan, you play normal people dealing with a zombie attack. After the first turn, the group will have found shelter from the zombies – and one of you will be dead.

Death means you keep playing – only now you’re a zombie and your goal is to turn everyone else into zombies while the survivors try to kill you.

It’s based on the Romero rules of zombies: If you die (in any way), you’ll turn into a zombie. If you’re bitten, you’ll turn into one. If you’re bitten and die, you’ll turn into one that much faster. Your characters don’t know any of this at the start of the game.

All you need to decide before the game starts is whether the zombies are fast or slow.

The game’s set wherever you’re playing the game – and whatever you can see around you right now is allowed to be described as being in the game.

Your character has the same first name as you. Your character’s occupation is something that you have done at some point in your life. Aside from that, your character doesn’t need to have any similarities to you at all. You don’t need to tell any of the other players this information until it comes up in the game.

With rules for betrayal, solo heroics, and player vs. player conflict, The Zombie Plan is a 3 page RPG designed to played wherever you are with just the coins in your pockets.

Describing what happens

The game?s set wherever we?re playing the game – and whatever you can see around you right now is allowed to be described as being in the game. Choose the player to start describing things.

Women go before men, characters with more Life goes before ones with less. If there?s a tie, the younger person goes first. Starting player, take hold of that “Ball”. You explain why your character is here, describe the arrival of the first zombie(s) and describes how you react to that. Then flip all of your Life coins, and pass the Ball (and the turn) to the person on your left.

NB: For this first phase, every time the Ball passes hands, the person who was just speaking flips all their Life coins.

Next player, describe how your character reacts to the situation and then pass their turn to the person on your left – unless… … Other players, at any time you can point your finger at the talking player, and take the Ball (and the right to speak) from them. Just remember that everyone has to have a turn in this first phase before you can have a second go.

Once everyone?s flipped all their coins, look at who has Heads on the coin with the highest value. They become the first zombie. If there?s a tie, only the tying players keep narrating (and flipping their coins at the end of their narration) until one player is left.

NB: All that coin flipping was just for this set-up phase. You won?t need to do that again as you keep on describing stuff.

“Let it ride”: The key to this is that everyone?s got to abide by the stuff people have previously described. If the place you?re sheltering in has been completely cleared of zombies, for instance, then no-one should narrate a zombie ‘just happening’ to pop up to bite someone inside the shelter. What?s done is done.

Myriad

October 3rd, 2006

Ever wanted to write your own RPG but not known how to start? Myriad is a rules-light modular role-playing system that can be adapted to any genre and setting. Myriad is not an RPG in its own right, moreover it is a toolbox with which to construct the game of your dreams. Inside you will find a complete simple system that, in its purest form, can be picked up and played in a matter of minutes and a whole host of tips and tricks to help you twist it to your own evil schemes. You will also find a veritable cornucopia of optional rules, resources and modules to slot in as you require them. Just select the ingredients you like and discard the ones you don’t. Best of all, you can use Myriad in your own projects free of charge!

What IS Myriad?

Myriad is a free-usage RPG system. By free usage, we mean that anyone is free not only to play the game but also to write additional material for it, create their own games based around it, even to reprint the text included herein to your heart’s delight. You can give your products away for free or sell them in whatever form you desire, it really is that open. However Myriad is not a complete RPG in its own right; some assembly is required. We’ve made this very easy for you with plenty of notes and examples but if you are new to the hobby Myriad may not be for you.