Games to explore alternate, possible, or post-scarcity futures.
Games of rebellion and transgression.
Games of acceptance and anger.
Planétes is a micro language-learning tabletop role-playing game (TTRPG) created by Alessia Caviglia and Camilla Zamboni, which will be published in the peer-reviewed volume "Roll for Learning" for ETC Press (forthcoming in 2024). It was created with the goal of exploring how TTRPGs could encourage and structure interaction in the target language, and which affordances of TTRPGs are most effective in fostering language learning.
Move Quietly and Tend Things is a story-game for 2-5 players. It's been written to be welcoming to people who have never played TTRPGs before and are unfamiliar with the form. You don't need a game-master, and you can sit down and play it immediately without anyone preparing anything, simply by reading the text together.
Originally designed as an experimental exhibition catalog, Playing the Grid is an invitation to explore a city or town and notice things with fresh eyes.
SubUrbana is a world that is entirely suburban. There is no densely packed downtown. There are no high rises. There are nested streets, and fences. There are shopping malls and fast food drive-thrus. There are some highways. All the trappings of American Suburban Life.
Foreverhorse is a story game of an infinite spirit and its communications with humanity over infinite time. It is a succinct and simple engine to support telling quick stories (30-45 minutes) for one-shots or ongoing sagas. To play, you need 12 six-sided dice (12d6) and 2-6 players.
The Dead Mall Blues is an asynchronous mapmaking game for 1-3 players in which players tell the story of a Midwestern town by charting the changes of the local mall. Each player takes turns making the map of the mall during their time period, finding moments that intersect through the years.
Gathering Storm told the tale of life after the occupation, an analogue of community rebuilding after colonisation in Kenya, while exterior powers still hold great sway over food production. For Origins, I thought about how these power dynamics play out in Geneva, home of a plethora of multinational organisations and international bodies. The game became an abstraction of international relations, of capital reaching out across the world, and how that influence is felt in communities. The players think about those effects through the microcosm of one community, and one Authority. Origins is a tale of resistance and making change.
Written and drawn by the VEX Ventnor Exchange Spoken Word Collective, 2024
For this project David Blandy worked with members of VEX on the Isle of Wight to imagine a distant world, and create stories and poetry from within that imagined culture.
Supported using public funding by Arts Council England
Other people on itch.io have created hundreds of wonderful things about alterhumans. I want to help bring them appreciation, and make them easier to find. This page is a collection of collections. In the collections below, I carefully curate and review each thing I add, with content warnings as needed. I also list some collections curated by other people.
In Beauty the Forge, you play as a dwarf who creates assistive devices for various types of fantasy beings. Each tarot card acts as a drawing prompt. The screenshots provided are my results of playing a round of the game. I would recommend this game if you want to practice drawing a wide array of characters with different needs and styles, or if you just wanna play a drawing game with your friends.
Viva la QueerBar is a slice-of-life story game about a queer bar (or queer café) and the team who runs it. It's a game about the pleasures and struggles of being part of a queer community.
Whether as a fantasy medieval tavern, a cyberpunk underground club, a real-world gay bar in a historical setting, an intergalactic queer bar on a spaceship, or anything else you can think of – the QueerBar lives wherever you want it to.
Hot Coffee is a trait supplement for FIST: ULTRA EDITION that adds 6 new traits in the vein of the base game's SEDUCE trait; a collection of traits that allows characters to have "private retreats" with characters that want to Get With them.
Despite the name, Hot Coffee is an intimacy mod more than it's a sex mod, and all of the traits involve fading to black and do not require anything sexual. Outside of a few uses of the word "fuck", this supplement is entirely SFW, leaving the level of engagement up to the group.
Deadly Weapons is about power, gender, desire, trauma, and hope. It is set in an urban fantasy world very similar to our own, but where underneath the surface Demons prowl and Avatars hunt. Players will create these Avatars, girls who one day had a gun arrive in their possession. A gun that cries in their dreams and never leaves their side. A gun which whispers in their ear that they must hunt and kill Demons. Demons are all around the Avatars, existing as classmates, bosses, or even romantic interests. But whether an Avatar fires their gun is up to them.
Waxworm is a game about legacies, survival, spite, love, and reclaiming a world taken from you by others. It is also a rule-light solarpunk tabletop role-playing game set in a world covered in water and broken concrete spires baking in the sun, and named for the questionable theory that waxworm moths might be well on their way to one day digesting plastics. Players may find themselves helping regrow broken communities adrift on the waves. They may also find that they are adrift themselves, searching for a community in which they can grow.
A semi-cooperative storytelling game for four players.
NB: this game is focused on creativity and free-form storytelling; those who love games such as Microscope or have interests such as devised theatre will feel at home here, but there may be quite a bit of getting used to the style of play for those newer to creative challenges.
Three of Swords is a short zine about disability that features old recoloured illustrations, repurposed medical diagrams, and poetry about living in and loving a disabled body.
Why Necromancy Doesn't Exist is a fantasy Micro-RPG about magic, taxonomy, and petty academic disagreements. If you like making arguments for the sake of making arguments, compiling evidence to support a clearly ridiculous claim, or having in-depth discussions about fake things that don't matter -- well, that's what this game is about.