Free RPG Games

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Patchwork Universe

November 1st, 2005

“We are all patchwork, and so shapeless and diverse in composition that each bit, each moment, plays its own game.”
~ Michel de Montaigne

Patchwork Universe is an online storytelling and roleplaying shared universe experiment, created by author Rhiannon Lassiter in association with a team of writers, roleplayers and game designers from around the world. It is an exercise in co-operative storytelling taking advantage of a variety of internet utilities to link and branch storylines across a group of widely variant locations and involving characters with disparate abilities, intentions and paradigms.

“Once upon a time a group of entities who called themselves Gods discovered or created an area of space they could control. To this place they brought small patches from a variety of worlds, each chosen for one particular person who had caught the interest of the Gods. Over time, more segments of worlds were brought to the patchwork and some of the original patches vanished, while others remained for long enough to discover some of the secrets of the universe. It was proven that time, space, and even death were all under the control of the Gods but their purposes in creating the patchwork remained a mystery.” ~ The Patchwork History

Patchwork had a beta-test phase in 24 and was officially launched in July 25. To find out more about the game please read the starting information. To join the game for free please fill in the signup form. Once your form has been submitted you will be emailed by a member of the current team of gamesmasters to discuss your character and then registered on the forums by the webmaster with your own character and patch.

“The patchwork today is reasonably peaceful, although travellers are less inclined to small talk, since most are occupied in furthering their own aims and ambitions. New patches are appearing at a considerable rate and although seasoned travellers will often stop to give some advice to newcomers, this can come at a price… Those attempting to understand the current divine agenda have proposed a number of names for this age. Is it the age of aliens, or of cats, or perhaps the beginning of a second age of heroes? There appear to be shifting alliances among the Gods and while some appear to be taking a back seat, others are increasing their activity. As always in the patchwork, the future is uncertain.” ~ The Patchwork Today

Stand Off!

November 1st, 2005

Stand Off! is a high-stakes, high-impact game of Soviet super spies caught in a trap. The players each begin with guns pointed at each other and the nerve-wracking task of finding the traitor without getting shot first. This game could almost be compared to an intense, high-stakes version of Clue. Stand Off! is an entry in the November 25 Ronny Awards contest sponsored by Adept Press.

Pressure… it?s something we all deal with. Sometimes it drives us insane. Sometimes it drives us to succeed. In Stand Off! it drives us to kill.

What this game is about.

This game is about tension, pressure, stress all boiled down into a single, high-impact event. Set in the 198?s at the height of the Cold War, the players and their characters are slammed into a high-stakes situation where the tension mounts with each passing second. The object of the game is very simple: Live!

What the characters do.

The characters in this game are all Soviet super-spies stationed in and around the Texas research facilities during the 198?s. The Soviet Union was beginning to collapse and Premier Gorbachev ordered that the secret American plans for the U.S. Star Wars program to be stolen at any costs. Anyone who retrieved this information would be handsomely rewarded. The characters in this game are highly trained, crack spies who are the best the Union of Soviet Socialist Republics have to offer. There was no doubt at the Kremlin that this group of spies would accomplish their mission. They were the nonpareil. Until something went wrong. The game begins where it went wrong.

What the players do.

The players in Stand Off! must take on the persona of their character. You are the spy you play. To begin, each player will be given a stack of tokens. These tokens are the currency the players use to add Facts to the Situation. Players take turns adding Facts hopefully convincing the other players that they are not at fault for what went wrong. The Moderator (or GM) for Stand Off! ensures that the tension level is constantly on the rise, and that the pressure put on the players and characters is intense and tangible.

Qbrain

October 23rd, 2005

http://qbrain.randomnonsense.com/

Did you ever stumble on one of your own friend’s blogs and find out that they’re way more/less interesting than you ever imagined? Here’s one of mine. Let’s send him a thousand readers so he thinks he’s cool. Better yet, let’s send him a thousand e-mails telling him. Or just check out the blog – it’s surprisingly interesting.

TAGS Star Wars

October 18th, 2005

Here’s my Star Wars RPG based on the unnamed Neverwhere system – which I’ve dubbed ‘TAGS’ – the Action Game System because it’s ‘Star Wars style’ action orientated and because descriptive ‘tags’ which describe characters also indicate what they can and can’t do.

Characters begin with one ‘background’ which provides a starting point for tags, skills and equipment. Players then select 6 tags and 4 levels of skills based on a brief one-two paragraph description of the character.

Action resolution is 1D1+applicable tags (and skills, equipment etc.) verses the opponents roll – or rarely, a static difficulty number. The winner of the roll decides what happens. The players should never know how many ‘hits’ they can take, instead the Narrator describes the effects (which become temporary tags) of the wounds they suffer.

Unlike most role-playing games, a Star Wars character in this game is neatly described in one or sometimes two paragraphs. From this brief pr?cis, the player will select six descriptive words or phrases, which we?ll refer to as tags from hereon in, that are used to encapsulate the characters main abilities, characteristics or traits. Additionally, the player can choose 4 levels of skills and a ?background? to round out his character; the background is something of a ?meta? tag which carries with it some bonuses and sometimes a penalty or two.

The easiest way to begin is to think about the type of character you?d like to play then choose a background or make up one of your own with the Narrator?s assistance. Most backgrounds come with one or more free tags which don?t count against your limit of 6 initial tags so it?s often best to start here.

Once you have a descriptive paragraph or two, underline the words or phrases that take your fancy. It?s likely that there?ll be more than 6 tags that you?d like to choose but limit it to 6 and keep the others in mind for future character development.

John Laviolette

October 16th, 2005

John Laviolette has lived in many places while growing up, but has settled in California. He grew up watching ‘5s and ‘6s sci-fi, reading swords & sorcery fiction, and studying surrealism, occultism, and historical cultures; this has had a profound impact on his roleplaying game designs.

When not working on RPG design, John composes music for his experimental music project kristal marimba lounge and writes lyrics for the ridiculously huge project known as Interr'bang Cartel. He also occasionally does tech support.

Projects

The Court of 9 Chambers
Icerunner
Empedocles

Sphear

October 16th, 2005

SPHEAR: the greatest sci-fi/horror/action roleplaying game of all time.

Characters in this roleplaying game are everyday folks forced to deal with a very unusual situation: invaders from another world (perhaps another dimension altogether) have settled in the town. Their malevolent intent: to steal human corpses and use them as slave labor on the invaders’ home world.

Your job is to fight back and save the town?or at least, get revenge on those alien bastards.

eXpendables

October 16th, 2005

When everything goes to hell, you’re the first ones they call, because the Intergalactic government doesn’t have to pay you or worry about what happens if you die. You’re eXpendable.

Note: I am aware that this is quick and dirty looking: it was written in three hours while at work while on some funky meds for a bad head cold/flu. Despite being very rough, it is a serious attempt.

Expendables are skilled convicts serving out their sentences by performing highly dangerous missions in return for the Galactic Republic coummuting their sentence. The unfortunate truth is that Expendables rarely survive long enough to benefit from this commution, but those who choose this course do so because the short life of an Expendable is of better quality than any length of life in prison and for the chance at an early parole (if they survive that long).

Very few petty criminals ever take on the role of an Expendable because the chance at freedom and likelihood of death when compared to their total sentence is not worth it; instead, most Expendables are hardened criminals looking at extensive sentences that would otherwise be served out in brutal prison camps for a lifetime or more.

Expendables take five-year service comittments to the program. 1 in 1 does not survive that time. At the end of their service, should they survive, their record is cleared and their time is considered served. They are allowed to return to society as a full citizen of the Galactic Republic and are given a soldier’s pension. Expendables who die in the line of duty can expect any immediate family to be adequately compensated for services rendered.

It should be noted that of those criminals who survive the service, few return to criminal activity. Most are hired by the Republic to serve as part of crack military or intelligence teams.

Starblade Echoes

October 14th, 2005

A space fantasy in the line of Rom the Spaceknight- superhuman heroes struggle to save mankind against aliens- while at the same time, who will save mankind from itself?

Starblade Echoes is a space opera/fantasy, inspired by comics such as Rom the Spaceknight, the various Ultraman manga series, and anime like Tekkaman or Tekkaman Blade. The players take the roles of Spaceknights, undertaking missions from High Command to protect the people and planets of United Human Space from the Ningar. One player takes the role of gamemaster (GM), who creates the missions, as well as the other characters who the Spaceknights encounter on their travels.

3:16

October 14th, 2005

3:16 is a SF game for the October ‘Ronnies’. It uses the terms ‘Cosmos’ and ‘Fight’. It is in the style of Aliens, Starship Troopers, WH4K, etc. and the players are all members of the doomed 3:16th Expeditionary Force sent from Terra to conquer the cosmos.

Vrakkkk-kkkk-kkkkk. Corporal Tollman?s Energy Cannon converted the group of huddling creatures into a cloud of swirling space dust. Vrakkkk-kkkk-kkkkk. Another group, and another, and another. The cannon?s gunnery computer was beeping into Tollman?s earphones at a rapid tempo. These little green bastards were getting murdered. The Kill Counter on top of the cannon increased by the millisecond. Impassively counting the carnage. The rhythmic beeping was trance-like and hypnotic.

Vra-wheeeeeeee. The energy beam sheared off, missing the target and detonating a pile of rocks instead. Suddenly, from all around little green men started to race closer and closer. Tollman?s mind flashed back to a time long before?

She was maybe 1 and they?d been playing The Game. In The Game you went into this really dark cave. All the other kids were already in there and they had sticks and stones. They poked, prodded, bashed and frightened you while you tried to make it to the back of the cave. You had to get there, overcoming your fear and panic, and grab some moss, slick and wet to touch, from the very furthermost cave wall. Then you had to run over the wet floor of the cave avoiding the tripping feet and thrown rocks to break out free into the light.

If you did that then they let you join their gang. It had taken Tollman five or six attempts to get to the back of that cave. But when she did she had learned not to panic or be frightened even when the unexpected happened. She was cool under pressure and had learnt to keep it simple. It was something that had served her well in the Force too.

Never panic, it?ll get you dead.

Back to the present Tollman lowered the cannon and swept a series of ravening beams of energy through the fast-approaching hordes. They fell into clouds of dust. Motes drifting intricately through the alien atmosphere of this hell-hole of a planet.

Vrakkkk-kkkk-kkkkk. The last little green bastard evaporated into a cloud of constituent atoms. The Kill Counter stopped at 97. The tip of the cannon was glowing white hot and the whine of the cooling fans was the only sound left.

Sergeant Brand looked over the top of the trench, ?Corporal, status??

?All Clear, Sergeant. A series of trenches ahead and then we?re done here. After that,? she paused, ?it?s not so clear.?

Brand nodded at the Lieutenant next to him in the trench. The first hurdle had been cleared.

Fight Sphere

October 14th, 2005

The Sphere is the size of a large city. From its surface can be seen an eternal night sky above and a flat never ending desert below. No one knows where the Sphere is. No one knows who built it. No one knows why it exists. No one knows how they got there.

Every inhabitant of the sphere was plucked from their former lives and woke up here. Some survive, some die. No one leaves. On the sphere there is no government and there are no rules. A select few are different.

These few wake up with a weapon beside them and a digital display device embedded in their left hand. The device constantly cycles a sequence of names and faces. The sequence ends with a simple phrase, “Kill or Be Killed…” These few are called “Gladiators.” No one is really sure what happens to the last one standing, maybe you’ll find out.

This is a game about playing Gladiators, people plucked from their former lives and forced to kill each other for an unknown prize. Unfortunately, it’s not that simple. A lot more people than the Gladiators have been snatched from their former lives and forced to live on The Sphere. These people have formed their own gangs, tribes, governments and other communities and come with all the complications of everyday human life.

One of the design goals of Fight Sphere is to focus the game on the Gladiators’ interactions with these communities. The more the character’s engage with the situations and conflicts found among these people the greater their chances of surviving Gladiatorial Encounters.

The primary influences on this game are the films Series 7, Cube and Escape From New York. Episodic television series such as The Fugitive and The Hulk are also major influences. The mechanics borrow heavily from the games The Pool, Trollbabe, My Life With Master and The Farm.