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Tabletop Roleplaying Games

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World of Darkness
32 players
Tabletop Roleplaying Games

World of Darkness

English
Universal
World of Darkness is a shared-universe brand of gothic horror tabletop RPGs created by Mark Rein-Hagen and launched by White Wolf Publishing in 1991 with Vampire: The Masquerade, whose rulebook coined the term "Gothic-Punk" to describe the whole project's look and feel. Over the following four years the line expanded into a family of games sharing the same Storyteller System and the same continuity - Werewolf: The Apocalypse (1992), Mage: The Ascension (1993), Wraith: The Oblivion (1994), and Changeling: The Dreaming (1995) - plus historical spin-offs exploring the same monsters in earlier centuries.  That original 13-year continuity closed out in 2004 with a scripted apocalyptic finale, the same year White Wolf launched a rebooted, standalone line on a new streamlined engine, later renamed Chronicles of Darkness in 2015 to keep it distinct from the original. Ownership of the brand has passed from White Wolf (1991-2006) to CCP Games (2006-2015) to Paradox Interactive (2015-present); today Onyx Path Publishing, staffed largely by former White Wolf developers, continues both the classic 20th Anniversary lines and Chronicles of Darkness, while Paradox's modern flagship 5th-edition titles - Vampire: The Masquerade, Werewolf: The Apocalypse, Hunter: The Reckoning - are published mainly through Renegade Game Studios.

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GATEWAY RPG: The Free Rules Lite d20 Game System
1 players
Tabletop Roleplaying Games

GATEWAY RPG: The Free Rules Lite d20 Game System

Beginner-friendly
High-Fantasy
Get your table playing in minutes, not hours.   GATEWAY RPG is a free, rules-lite d20 system built for zero-prep adventures, sudden one-shots, and seamless intro sessions. Familiar 5E-style mechanics with all the bloat stripped out, so you can run any genre instantly: neon-soaked cyberpunk streets, grit-filled noir alleys, high fantasy, cosmic horror, and everything in between. The Definitive Edition is now the main book. This is the complete, current version of GATEWAY RPG: updated core rules, solo play, a starter bestiary, and homebrew variants, character sheets all combined into one source. New artwork, professional layout, and everything players and GMs need in a single 132 page PDF. Want the history? Every older version of the rulebook, spanning 2017 to 2026, is bundled in the Legacy Zip below for collectors and the curious. Download the complete PDF bundle. AI Disclosure: This Enhanced Edition of Gateway RPG features some AI-generated artwork and layout assistance. The rules were still hand written by me and human proofread/playtested since 2017. As a one-man passion project with $0 budget, and $0 revenue gain from this game, this edition utilizes AI imagery only to provide a visually richer and cohesive experience while keeping the game entirely FREE. The original Classic Edition from 2017, featuring human-created artwork, is included as a bonus in the download files. However, if you are only looking for a gaming experience completely free of AI-generated assets, the standalone Classic Edition can be found exclusively on its own dedicated product page at https://gatewayrpg.itch.io/gateway-rpg-classic-edition. What’s Inside? Definitive Edition (Main Book): The complete game in one volume. Updated rules, solo play engine, starter bestiary, and homebrew variants. Legacy Zipfile (2017-2026): Every prior version of the rulebook, character sheet, supplement preserved as released. For archivists, returning players, and anyone who wants to see how the game evolved. Core Rules: The streamlined engine for players and Game Masters, in both English and Spanish (Reglas en Español). Character Sheets: Multiple Printable and Form Fillable Character Sheets Ready-to-Play Content: Pregenerated characters and one-shot adventure modules spanning multiple genres. Jump straight into the action. Player's Toolkit: Printable and form-fillable character sheets, a one-page quick reference guide, and the d20 Oracle for solo play. Starter Bestiary: 25 adversaries across 11 settings, from High Fantasy to Space Opera to Lovecraftian Horror. Homebrew Variants: Over 20 pages of optional mechanics, including Spark of Heroism (Inspiration), Pushing for Success (partial success), and genre modifiers for Survival and Cosmic Horror. Pocket Character Sheets: Compact sheets designed for portability. Solo Play Quickstart Zine: A portable, zine-style guide for on-the-go solo adventures. NEW: Android Player Companion App Character Builder: Create custom characters or select from 30 curated pre-mades. Pocket Rules: Quickly search core mechanics and references on the fly. Sheet-Integrated Dice: Roll checks directly from your sheet. Solo Engine: Built-in oracle for quick, on-the-go solo adventures. https://play.google.com/store/apps/details?id=com.aistudio.gatewayrpg.app Designer's Note: GATEWAY RPG grew out of a personal passion for tabletop gaming. Back in 2015, I discovered S. John Ross’s classic 1993 game, Risus: The Anything RPG. It was free, modular, ultra-flexible, and simple to pick up, but as I played more TTRPG's like DND5e, I missed the iconic d20 and the drama of critical hits and misses. I created GATEWAY RPG to capture that same beginner-friendly spirit while bringing back the thrill of the twenty-sided die and being able to use it for any setting. Whether you are running quick one-shots, playing standalone adventures, diving into solo sessions, or modularly introducing advanced rules as your group learns, GATEWAY adapts seamlessly to your table. GATEWAY RPG and Aurican's Lair are a Not-For-Profit Tabletop Roleplaying Game publisher.

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Ouroboros: Age of Drowning
Tabletop Roleplaying Games

Ouroboros: Age of Drowning

English
Horror
Ouroboros: Age of Drowning is an original tabletop roleplaying game with its own setting and unique narrative-focused dice-pool system. Set in a dystopian world after the Meteor Fall, Ouroboros: Age of Drowning combines mystery, forbidden Alchemy, and surreal horror. The technocratic Clockwork Faction enforces a victorian New Order from its industrious Domed Cities, while rising seas consume the world beyond. As members of a League, you make discoveries in a world where Reality is unstable. Investigate strange phenomena, confront Factions with competing agendas, and encounter Aetherika, spirits, folklore made real, and horrors from the Otherworld. Venture into Dreamscapes, where Surreality blurs the boundary between worlds, and confront the Dark Thoughts within yourself as your Shadow grows. The game uses a dice-pool system designed around Traits, Specializations, and Focuses, giving characters different ways to approach problems rather than reducing them to a handful of broad attributes. Investigation, social maneuvering, survival, combat, occult practices, Dreamscapes, and forbidden Alchemy are all handled through the same core system.

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SHRINES – A Dark Pilgrimage RPG
Tabletop Roleplaying Games

SHRINES – A Dark Pilgrimage RPG

English
German
SHRINES – A Dark Pilgrimage RPG is a classless dark fantasy tabletop roleplaying game about dangerous pilgrimages through wounded worlds. It combines tactical D6-pool combat, exploration, escalating threats and character growth through Domains with a strong focus on consequence, discovery and gaining knowledge. Description SHRINES – A Dark Pilgrimage RPG is a dark fantasy tabletop roleplaying game in which the players take the roles of the Marked, pilgrims bound to mysterious Shrines and sent into regions scarred by ancient wounds, broken beliefs and hostile forces. The game combines tactical combat with exploration and narrative decision-making while keeping bookkeeping deliberately light. Its core system uses pools of six-sided dice, with characters defined without traditional classes. Instead, they develop through their qualities, talents, maneuvers, equipment and Domains - powerful influences that shape abilities, vulnerabilities and interactions with the world. Shrines form the anchors of every pilgrimage. They provide safety, progression and a place to return to, because death is not the end. When a pilgrimage fails, the Marked may return to their bound Shrine, but failure still carries consequences. Lost Essence, Burden and an increasingly dangerous world ensure that reformation never makes defeat meaningless. Exploration is built around regions, locations and Instances rather than long quest lists. Players uncover Lore, discover competing factions and decide how deeply they are willing to involve themselves in conflicts that rarely offer a simple distinction between good and evil. At the same time, Regional Escalation causes the world to react to the actions and failures of the Marked, making prolonged expeditions increasingly dangerous. SHRINES is designed around the idea of fair cruelty: the world is harsh, combat can be deadly and mistakes matter, but danger is meant to be readable and consequences understandable rather than arbitrary. The game can be played with a group or as a solo pilgrimage. Its free introductory series, SHRINES: INITIATION, guides players step by step through the core ideas of the system across four connected episodes, gradually introducing exploration, combat, navigation, escalation and the consequences of failure. It leads directly into FIRST FRAGMENT, the upcoming Quickstart release, which expands SHRINES into a broader playable region with additional rules, characters, locations, monsters and a complete pilgrimage to undertake.

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ChaosWood RPG
Tabletop Roleplaying Games

ChaosWood RPG

English
Indie
ChaosWood: Forsaken Tombs is a tabletop role-playing game that consists of a set of core rules, two starting adventures, and all the tools needed to create your own adventure. A fast-paced, perilous experience, set in an immersive dark fantasy world brought to life through rich art and evocative components awaits you!

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Trophy
4 players
Tabletop Roleplaying Games

Trophy

English
Horror
Trophy is a collection of collaborative storytelling games about doomed and desperate treasure-hunters entering a haunted forest that doesn’t want them there. The games explore the physical, mental, and emotional descent of the treasure-hunters as they move deeper and deeper into the forest, encountering ancient ruins, terrible monstrosities, and the greatest horror of all: themselves. Games rooted in Trophy are built around characters willing to push their luck. The character are often desperate, with something driving them to continue against all odds. The system itself encourages risk taking, so if your game isn’t about risks or characters who push themselves, then Trophy might not be the best foundation. Trophy is also about decline. Characters tend to degrade over time, or have some precious resource that they’re gradually losing (or a negative resource that they’re gaining). If your game is about characters becoming more and more powerful, then you might want to try a different system. There are two versions of the game: Trophy Dark and Trophy Gold. Trophy Dark is designed for single session play, while Trophy Gold is designed for longer campaigns.

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Shadow of the Demon Lord
6 players
Tabletop Roleplaying Games

Shadow of the Demon Lord

High-Fantasy
English
Shadow of the Demon Lord is a grim dark-fantasy tabletop roleplaying game set during the last, doomed years before an apocalypse, designed by Robert J. Schwalb and published by his own studio, Schwalb Entertainment, in 2015 following a Kickstarter campaign.  It builds a d20-based system deliberately stripped of the modifier-stacking common to games in its weight class, replacing most situational bonuses and penalties with a single abstracted mechanic. Schwalb later returned to the same core system for a lighter, more traditional-fantasy spinoff, Shadow of the Weird Wizard, released via Kickstarter in 2023. Description Characters begin as ordinary commoners rather than destined heroes, in a world where the Demon Lord's return is already underway and survival - not glory - is the realistic goal of most adventures. The Game Master (GM) runs a setting that leans hard into body horror, corruption, and creeping dread, and the game states its demands plainly.  Characters can and do die, sanity can crack under the weight of what they witness, and doing what's necessary to survive can leave a permanent, mechanical stain on a character's soul. It's built for a table that wants D&D-adjacent fantasy combat without D&D's heroic framing - closer in spirit to grimdark fiction than epic fantasy, with character death treated as a real and fairly common outcome rather than an exception.

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Arkham Horror: The Roleplaying Game
Tabletop Roleplaying Games

Arkham Horror: The Roleplaying Game

English
Horror
Arkham Horror: The Roleplaying Game is a cosmic horror tabletop roleplaying game about investigators in 1920s New England, published by Edge Studio, the roleplaying arm of Asmodee, together with Fantasy Flight Games. The Core Rulebook, a 256-page hardcover, reached stores in November 2024 and includes the full rules, a guide to Arkham, Massachusetts and the surrounding Miskatonic River Valley, a chapter on the Ancient Ones and their servants, and a complete adventure, "Terror at the Tick-Tock Club". A beginner-focused boxed set, Welcome to Promise, was announced for July 2026 and moves the action to a town in 1920s Louisiana. The game shares its setting with Fantasy Flight Games' Arkham Horror line of board, card and dice games, but runs on its own engine, the Dynamic Pool System (DPS). Description Players take on investigators drawn from eight pulp-inspired archetypes, who look into strange events, track down occult clues and face things the human mind isn't built to understand. The Game Master runs scenes of conversation, exploration and, occasionally, violence, with dread building through the investigators' own sanity and health pools rather than through a separate monster roster alone. The game asks for a fiction-first table. Rolls are made in the open, clues aren't locked behind dice, and the GM is expected to say yes to creative ideas rather than send players back to their sheets. It is a game where failure can wreck a character's mind or body, and the rulebook includes advice on setting up a safe table and checking in about sensitive themes beforehand.

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PIRATE BORG
2 groups 11 players
Tabletop Roleplaying Games

PIRATE BORG

English
Rules-light
Pirate Borg is a rules-light, art-heavy tabletop roleplaying game of swashbuckling horror in a dark, supernatural Caribbean, written and illustrated by Luke Stratton under the Limithron label and published by Free League Publishing through its Free League Workshop sublabel. It is based on MÖRK BORG, and it is described as complete and compatible with that game.  The system is based on MÖRK BORG, and it is a sibling to CY_BORG, a Free League Workshop title. Description Players take on pirates, whether cursed sailors, marked captains or fugitives, in a setting called the Dark Caribbean where history, fantasy, horror and rum meet. The Game Master (GM) runs scenes of fighting undead crews, hunting for treasure and sailing between islands, and the book includes a sandbox adventure to start with. The game asks a table for a certain tone. It is grim, loud and rough, and characters are fragile, so a group that wants a balanced fight each session will find it unforgiving. It suits groups that enjoy fast play, heavy atmosphere and a GM comfortable with improvising from tables.

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Warhammer 40,000 Roleplay: Rogue Trader
Tabletop Roleplaying Games

Warhammer 40,000 Roleplay: Rogue Trader

English
Complex
Rogue Trader is a science fiction tabletop roleplaying game of exploration, trade and profit at the edge of the Imperium of Man, set in the Warhammer 40,000 universe and published by Fantasy Flight Games in 2009. Ross Watson was its lead designer. Players take on a Rogue Trader, a ship captain licensed to trade and explore beyond the Imperium's borders, and the crew who serve them. It is the second of five independently playable Warhammer 40,000 Roleplay games from Fantasy Flight, which ran from Dark Heresy (2008) to Only War (2012). A limited release sold out at Gen Con 2009, with a wider store release in October 2009. Fantasy Flight lost the Warhammer 40,000 licence, and official support ended in September 2016. The system directly evolved from Dark Heresy, the first game in the Warhammer 40,000 Roleplay line, and it was succeeded by Wrath & Glory. Description Players take on an explorer's dynasty: the Rogue Trader, the officers and specialists who crew their ship, and the retinue that follows them. The Game Master (GM) runs voyages into uncharted space, deals with alien species and hostile worlds, and the party earns a fortune doing it. The career paths include Arch-Militant, Navigator, Explorator and Void-master, and sourcebooks add alien player characters such as Kroot, Ork and Dark Eldar. The game asks a table to run a business as well as a crew. The rules cover interplanetary trade, ship operation, travel and combat, and a group that enjoys managing a ship, a fortune and their reputation will get more out of it than one that wants a single dungeon crawl. The 41st Millennium is a grim setting, and the book does not soften it.

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Invisible Sun
Tabletop Roleplaying Games

Invisible Sun

English
Complex
Invisible Sun is a surreal occult tabletop roleplaying game of hidden magic and multidimensional mysteries, designed by Monte Cook and published by Monte Cook Games in 2018. It was announced at Gen Con in August 2016 as a single black cube containing everything needed to play, with an expected price of around $200, and backer fulfilment was planned for November 2017. The Black Cube set holds four hardcover books, a tarot-like Sooth Deck, a Path of Suns game board and about 1,000 cards. The system is based on the Cypher System, modified to simplify the maths and allow more complex characters and less predictable magic. Description Players take on vislae, wielders of magic, in the Actuality, a multidimensional universe of worlds arranged in the Path of Suns. Our world is called Shadow, and play centres on Satyrine, a surreal city under the Indigo Sun that has been devastated by a war few remember. The Game Master (GM) runs investigations into the mysteries of reality, from forgotten demons to the secrets behind the war, and the characters belong to one of four magical orders or are apostates. The game asks a table for a lot of effort and money. The Black Cube is expensive and has been hard to find, a reviewer questioned how much of the appeal comes from presentation and price, and Forbes called it "a dense game that rewards in-depth meditation on character". It suits groups who want strange, atmospheric magic and are comfortable reading a lot of material.

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Ironsworn
Tabletop Roleplaying Games

Ironsworn

English
Rules-light
Ironsworn is a low-fantasy tabletop roleplaying game of perilous quests in the Ironlands, a Norse-inspired frontier, designed by Shawn Tomkin with illustrations by Joshua Meehan. It was released in 2018 by Tomkin Press, and Modiphius Entertainment also publishes it. The game is built for solo, co-op and guided play, and its rules were designed for refereeless play. The Digital Edition is a free download that includes a rulebook of about 270 pages, a play kit and printable asset cards. It won the 2019 Gold ENNIE for Best Free Game/Product, and Forbes named it a top RPG product of 2022 and a leading fantasy solo RPG. It has been translated into German (System Matters, 2021) and French (500 Nuances de Geek, 2024). The system loosely evolved from Powered by the Apocalypse, and it was followed by the science fiction sequel Ironsworn: Starforged (2022). Description Players take on a lone hero or a small group in the Ironlands, with vows that drive each quest, whether it is protecting a village or hunting a monster. Players assign points to five stats (edge, heart, iron, shadow and wits) and track health, spirit and supply. In guided play a Game Master (GM) moderates, in co-op play players work together without a GM, and in solo play one player controls a lone character. The game asks a table to tell the story as well as roll for it. Results often have mechanical effects, but the players work out the narrative outcome, and oracle tables answer questions and generate story details. One reviewer praised the elegant mechanics but found progression "a little stingy", and another criticised the stock-photo-heavy rulebook. It suits solo players and groups without a GM.

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