A long-form role-playing game of light drama, sunny adventures and good-hearted nostalgia. Players take the role of their characters in two different time periods: as teenagers in late 90s living out an unforgettable adventure and as adults 30 years later, coming back to the same place and realizing the adventure is not over.
Very cool concept of narrative time jumps between the two adventures.
Players: GM + 3 to 5 players
Length: around 3 hours per session (around 7 to 8 sessions).
A cool tabletop role-playing game about sharing dreamspace with other players around the table! Complete with cards and rules to guide player actions (a various assortment of Moves). Character archetypes are available, so are tips and rules for Guides (Guides are light GMs).
Players: 2 to 6 players (can be run with or without a GM)
An improvisational tabletop role-playing game about a group remembering the journey that brought them here and how they and the world changed. Three-act structure (each contains a rise and a fall), very inspirational art.
Players: 2 to 6 players (GM-less)
A tasty dark fantasy descent into the infinite depth of the earth. Claustrophobic and horror vibes. Magic exists, technology is limited. Descend into the depth, what could possibly go wrong?
Players: unspecified, GM + 2 to 5 players
A lighthearted and wholesome GM-less storytelling game about playing as adventurers who just crawled to the end of a dungeon and defeated the boss - we start play as we create the characters, briefly remark on the boss and our relationships and then create the loot, then look at our inventory, leave some stuff we don't want behind and proceed to the escape and epilogue.
Players: 3 to 6 (no GM, just a facilitator)
Parselings is a modern deck-building role-playing game about using collaborative word magic. The world is close to our own, but with a major difference for some - in this world, words have, for some, literal power. Parsecytes, swarms of ravenous ink-like parasitic organisms, have emerged into the world causing irreversible changes to society and our ecosystem.
Incredibly inspirational art, seems like a fantastic alternative system to our D&D sessions that focuses more on teamwork and role-play and less on mechanical problem solving.
The Infer Memorial Station is an introductory module (one-shot pilot) to introduce players to Parselings. You have no idea you're a Parseling, but the events that will unfold on the subway are about to change that.
Players: 2 to 6 players
Length: 1 to 2 hours
A low-prep tabletop role-playing game about robbing a train to Hell as a group of Desperados. An allegorical Western rendition of the Honey Heist system. A bunch of tables for easier improvisation and character building as well as GM tables.
Players: GM + 2 to 6 players
An incredibly cool-looking mini-system for running blood-pumping fast-paced it-was-planned-all-along heists. One GM and a handful of players choose their role, crew and equipment.
Players: 2 to ... 5?
An interesting system-agnostic horror adventure about the freezing cold of a moon terraforming project and the group that just arrived. Multiple hooks.
Players: unspecified, 2 to 6-ish
A city-building game that generates both a city and a set of its historical events and other things that changed it for better or for worse. The result is not really a small-scale story that each player could fully relate to, but it can be used in the context of a bigger story in other creative endeavors.
Players: 1 to 4 players
Length: around 2 hours, depending on the size of your settlement
A mini-adventure made for DURF, but can be adapted to most systems. A break from dungeon crawling, focusing on NPC interaction and mystery-solving.
Somewhere in the countryside stands The Perpetual Broth. The inn prides itself on its namesake, a soup that has been cooking for almost twenty years. The soup is constantly topped up with new ingredients, giving it its signature taste. But yesterday evening Julie, the kitchen help, disappeared, and this morning a guest woke up with his skin rose-scented and covered in thorns. Milo the innkeeper asks the PCs to find out what is going on.
Players: 2 to 5 (or more)
Additional items: printed pop-up house
A collection of 15 very inspiring adventures that can be adapted to pretty much any TTRPG system.
Funky little four-page zine about playing in a rodent band. A hack of Honey Heist, but you're rodents! Requires a little bit of prep (especially from the player side) and a lot of improvisation, but seems incredibly wholesome and fun.
Players: GM + 2 to 6 players
A GM-less role-playing and drawing game about going to a psychic school. Attend the class, test your connection, prepare and perform a reading.
Players: 2 to a lot
XCOM-inspired map-crawl TTRPG about a task force exploring an alien-related plot. Contains several ideas for the grid of encounters, but will probably require a good bit of additional prep for the GM.
Players: unspecified, 2 to 6
A GM-less immersive sci-fi experience. The players take on the roles of the crew of a cargo ship along in dark space. One of them is a murderer, can you solve the mystery before the life support fails?
Players: 5 players
Length: 30 minutes of setup and about an hour of play
A complex urban fantasy tabletop RPG about playing as intrepid reporters in 1920s prohibition-era New York that has just discovered magic. A ton of prompts and world elements. Each session plays out as a single issue of the newspaper. Together, players will build rumors and leads, gather evidence, and turn facts into news articles.
Players: 2 to around 5
Tarot-based GM-less storytelling game about a sinister organisation investigating a supernatural anomaly (SCP, Control vibes). Twist: players play the team, not an individual player, lessening the burden of imagining a character, so this one might be interesting.
Players: 2 to 5
A funny and wholesome baking role-playing game. Yes, a baking competition RPG.
Players: GM + 3 to ... 13 (!?)
Length: 30 minutes to 2 hours
A tabletop RPG about surviving against the odds. You are a survivor, one of the handful of babies born from The Children of the Flowers, a doomsday cult. You're hidden away in the virtually untouched city of Eldorado Springs, Colorado. Includes a set of possible adventures.
Players: GM + 2 to 5 players
An in-depth (252 pages!) game about a group of survivors in a spaceship, running from the scene of humanity's destruction. The main vibe is pressure on the characters; the focus is drama, intrigue and action. Includes two settings, but one can create their own. The GM doesn't push a specific plot - the game is more of a conversation.
Players: there are 12 playbooks ("classes"), but the standard 2 to 6 players is probably plenty
A rather dark role-playing game about exploring dangerous dreamscapes and encountering dark creatures. Plenty of art and tables for inspiration.
Players: separate ways of play for 2, 3, 4+ players.
A GM-less system in which all players control a primary character each as well as one part of the world!
However, as this is a tiny bit unfinished, we'd have to figure out a mechanic to finish the story/session, but it shouldn't be that hard.
Players: 3 to 5.
A beautifully-illustrated role-playing game about the story of a group intertwined in an inevitable prophecy. GM or no GM, a bunch of tables for inspiration.
Players: 3 to 6
Time: 2 to 4 hours
Additional items: two decks of either tarot or normal cards, tokens
A cool role-playing game in which the now-dead rogues use their memories to change and recall how they have died. Very interesting concept because the players are supposed to contradict the GM and modify stories. A cool game for telling a story of a heist gone horribly wrong (as the game ends when all players meet their doom).
Players: 2 to 4, can probably stretch to 5 to create more chaos.
Not an epic fantasy adventure, not wholesome nor horrifying. Instead a game about fighting for what's yours, a slice-of-life drama about oppression.
Seems like it's not for the inexperienced or the fantasy adventurer groups.
Players: 3 to 7