Games to explore alternate, possible, or post-scarcity futures.
Games of rebellion and transgression.
Games of acceptance and anger.
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.
From May 2022 to November 2023, we published a free 200-word game almost every month – no playtesting, just our best attempts at capturing ideas in game design. The results ranged from game-portraits of specific experiences, to solo and collaborative worldbuilding and journalling games, to straightforward adventure RPGs.
This collection brings together all 17+ games in plain text, HTML, and PDF formats, and includes a detailed commentary track on each game as a US$5 bonus feature.
You should read some of these instead of playing this. Their words are better than mine.
I don't think this is a good game. I don't think this is a good piece of art. I don't want to go into why I made this, or what my precise politics are. None of that matters.
Musical Memories is a GM-less collaborative storytelling and roleplaying game by Julius Hennig inspired by “Hey, This Song Reminds Me Of You” by Lyric Fontanilla that lets you tell and play the story of two or more people looking back at memories of their lives all the way back to the first time they met, all based on music that they listened to together. It was created during the “REVERSE” prompt Game Jam on the Clawhammer Games Discord server.
123 Chimera is the last small experimental game I made for college and the last I'll publish this year, designed to be related in some with the use of the body.
123 Chimera is a small game you can play at those moments you are bored sitting, waiting in a queue, or you can't seem to entertain yourselves. Through the power of observation and simple drawings, create an entirely new creature from nothing and leave it on that place, to show you passage on the world.
Chimeras are the true humans: Non sensical, goofy and uncaring of appearances. ----------------------------------------------------------------------------------------------------------- 123 Quimera es el último pequeño juego experimental que hice para la universidad y el último que publicaré este año, diseñados para relacionarse de alguna manera con el uso del cuerpo.
123 Chimera es un pequeño juego que puedes jugar en esos momentos en los que estás aburrido sentado, esperando en una cola o en los que parece que no puedes entretenerte. A través del poder de la observación y dibujos simples, crea una criatura completamente nueva de la nada y déjala en ese lugar, para que te muestre el paso por el mundo.
Las quimeras son los verdaderos humanos: absurdos, algo ridiculos e indiferentes a las apariencias.
Born To Die is a pamphlet-sized ttrpg by Adam Vass and Will Jobst of the Brain Trust Podcast. Designed on the show in real time, this game allows players to embody shiny happy anthropomorphic animals in a post-human wasteworld, collecting trash and using it to fight their oppressors and banish the spirits of dead cops.
Synanthropes Lite is a very light story game set in a post-human world. Players will each portray a different species of Synanthrope—creatures that evolved to live on humanity's periphery. Together, they will discover a piece of trash that the humans left behind, an Artifact, and wonder just what it really is.
souruāmā is a very personal project to me. I always wanted to create a game that focuses on the struggle to stay true to yourself when the survival of your world rests on your shoulders.
souruāmā is not your typical Mecha Action game. In fact, it isn't even about Mechas. But it could be if you read it that way.
souruāmā isn't about fighting monsters in heroic fights, but you can describe the battles you are fighting in heroic words - and you should. It is so much more fun this way,
Read souruāmā as an inspiration or play it to find out what you would do in the struggle of your Soul against the very Armor that protects you.