Fatal Tomb

A brutal, rules-light pulp sword and sorcery tabletop role-playing game.

Overview

Fatal Tomb is a brutal, rules‑light pulp sword and sorcery tabletop role‑playing game. Explore forgotten tombs, dark dungeons, ruined kingdoms, monster‑infested wildernesses, and strange worlds beyond the Black Gates. Battle ancient beasts, uncover lost treasures, and survive perilous journeys into the unknown. Designed for both solo and group play, Fatal Tomb emphasises fast character creation, deadly combat, minimal preparation, and simple mechanics that stay out of the way of adventure. All you need to play is a pencil, some paper, and a handful of dice.

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Other entries

Advanced Dungeons & Dragons Second Edition
Tabletop Roleplaying Games

Advanced Dungeons & Dragons Second Edition

High-Fantasy
English
Wizards of the Coast
Advanced Dungeons & Dragons Second Edition (AD&D 2E) is a fantasy tabletop roleplaying game of heroic adventure, published by TSR in 1989 and designed mainly by David "Zeb" Cook. Work began in 1987 with a small TSR team led by Cook, and Steve Winter and Cook redeveloped the edition after Gary Gygax, who wrote the first edition, left TSR in 1985. The Player's Handbook and Dungeon Master's Guide sold over 400,000 copies in their first year, though lifetime sales fell short of the first edition, and the Dungeon Master's Guide won Origins and Gamer's Choice awards. TSR re-released the core books in 1995 with new covers, art and layouts, and the line was succeeded by Dungeons & Dragons 3rd Edition in 2000, which was revised into Dungeons & Dragons 3.5. The system directly evolved from Advanced Dungeons & Dragons First Edition (1977). It was designed to work with first edition rules, but its information was streamlined and clarified. Description Players take on adventurers drawn from a set of races and classes, and the Dungeon Master (DM) runs dungeons, wilderness and, in later years, whole settings. The edition shifted the game's feel from 1960s and 1970s sword and sorcery to medieval history and mythology, and it stressed heroic roleplaying and teamwork. Demons and devils were removed by name and renamed tanar'ri and baatezu. The second edition grew far beyond a single fantasy world. TSR added settings such as Ravenloft (horror), Spelljammer (science fiction) and Dark Sun (apocalyptic), each with its own rules supplements. The game asks a table to keep a few tables and a fair amount of arithmetic, and the many optional rules mean the DM should decide what is in play at the start of a campaign.

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MysticRemora
Tools & Platforms

MysticRemora

English
Free
Universal
MysticRemora is a free, evidence-backed directory that helps tabletop players find local game stores, card shops, board game stores, game cafés, and places to play across the United States and Canada. Players can search by store name, city, ZIP, or postal code and browse stores by game or category, including Dungeons & Dragons, Magic, Pokémon, Warhammer, and board games.

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Kids on Bikes Second Edition
Tabletop Roleplaying Games

Kids on Bikes Second Edition

Beginner-friendly
English
Rules-light
Kids on Bikes is a nostalgic tabletop roleplaying game about ordinary people in a small town facing strange and powerful forces they cannot fully understand, designed by Jonathan Gilmour and Doug Levandowski and published by Renegade Game Studios. The first edition was funded on Kickstarter in November 2017, raising $93,471 from 3,069 backers, and published by Hunters Books in partnership with Renegade, which handled sales and marketing, with a release planned for May 2018. A second edition was funded on Kickstarter in 2022, raising $182,049 from 2,793 backers. The game won the 2019 Gold ENNIE Award for Best Family Game, and its Strange Adventures! Volume Two won the same award in 2020. The system is the basis of Teens in Space and Kids on Brooms, with a further game, Kids in Capes, forthcoming. Description Players take on the kids and adults of a small American town, who are brought together by a mystery in the manner of Stranger Things and E.T. The town is built by the table, and players and the Game Master (GM) answer questions about its landmarks and local sports mascot to produce a place with its own rumours and relationships. The game can be set in any decade of the last century or the present day. The game asks a table to build the setting together, and to accept that the characters are ordinary. The kids are not heroes, and even the optional powered character costs the story something. It suits groups who like character drama and shared worldbuilding more than tactics, and the sample module sets the story in Point Pleasant, New Jersey.

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