Tabletop Role Playing Game Reference Sheet

Here's a collection of tabletop rpg's i feel are statistically meaningful. The page is broadly a WIP but is now at least stable enough to show off.

These are games i've heard played on podcasts or have played myself. Some are critical for my design reference for my own games.

I could list dungeons and dragons and pathfinder as i've played them and reference them sometimes, but honestly I do my damndest to neither play nor reference their rules and I would suggest no one else should either.

When I can, I will add: Paranoia, Vampire the masquerade, all out of bubblegum,

Also consider playing games I've made, as listed on my homepage.

Also for your consideration: open source ttrpg resources

Monster of the Week
XFiles, Buffy, Supernatural

I love urban fantasy shit. I love the harm stacking. I fell in love with this rpg because of a podcast but so much of it clicks with me design-wise. Especially harm levels and luck, and it's completely changed how i watch x-files and buffy and everything.

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Masks - A New Generation
Young Justice, teen hero comic books

I have been referencing this one extensively. I like the design direction of shifting labels, influence, and general playbook design.

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Monsterhearts
Teen Wolf, high school secret monster Gossip Girl

everyone knows this one. I'm obsessed with how clean the 4 stat system layout is. Hot and Cold. Volatile and Dark. There's no way to change it to put it in a different environment. Teen drama is of course ruled by attraction and fallout, and the only way to DnD port it is literally the same system but you're all knights.

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Dungeon World
Honestly very DnD dungeon crawler but a little more low fantasy

It's fine. It's really cool for making Spout Lore and using ammo pips for ranged weapons but dice stepping is stupid.

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Fistful of Darkness
Cowboys on Mars

The end of days is coming to your planet. Your Blades trauma is a hellstone mutation, you roll Delving Too Deep when you go in a mineshaft, and the Horsemen of the Apocalypse are soon to show. What a vibe.

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Scum and Villainy
Star Wars and Firefly, space heists

Yet to play, but very fun sounding

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Blades in the Dark
Dishonored but with more ghosts

Seemed complex initially but I just really get it now. Super dope between clocks, stress, resistences, positioning, the whole shebang. I really want to make a Forgotten Realms setting using Blades. I started putting one together with a half flooded city but I just haven't finished it

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Oh Dang! Bigfoot Stole My Car
Shenanigan Road Trip

It's like THE lasers & feelings hack in my mind. Played by McElroys and Unexplored Places pod

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Super Normal
Superman Clark Kenting

You play as superheroes trying to disguise themselves. Low rolls are good, but use more D6's when you're trying to do something subtle.

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Get Out Of Doge
You play as Doggos and Puppers

I think they played this on Dungeons and Daddies but whatever. Be cute. Reference memes. Bork.

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The Witch is Dead
It feels like edgy disney to me

Play as weak familiars trying to revive your witch. Also i think on D and Daddies

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4 sherlocks and a vampire
Improv detectiving

You solve a mystery by rolling a d6 and if you get a 6 you're a vampire (secretly). I played once when i was less than sober.

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Trophy
Tomb of Horror, or like The Mummy

You roll light and dark dice to resolve, but dark dice increase your Ruin, and if your Ruin maxes you get possessed by the malevolent location you're graverobbing.

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Fiasco
It's like Monaco What's Yours Is Mine as improv

This one i've never been able to sit people down to play. There's a prompt set for like every movie ever, you roll to see if your beloved character learns absolutely nothing or perhaps experiences a fate worse than death. I made like a hack of it here for ease of use, and the use of dice as tokens still rattles around my brain for design.

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FATE
Finally we can mechanize personality traits

On the one hand, attributes are like THE way to indicate something about a character/situation is resolution relevant. Where systems will be like well, the character sheet does say strong so I guess you can lift a heavy item - Fate will be like "SUPER MUSCLES - 3 USES". It uses the -1, 0, +1 dice for an extreme bell curve that I don't care for.

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Dogs in the Vineyard
Kind of wild west/frontier town vibe. Religious sheriffs in over your head.

dice are used together to match opposing dice values. Number of dice used is how good the outcome goes

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Dread
Feels bad i'll tell ya that

One shared jenga tower. You're in a highly dangerous and tense environment and you have to pull blocks to survive. A benchmark of good design.

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The Wretched
You're the environmental storytelling journal skeleton

So this is like a self-run Dread. I read through Wretched and Alone: Echoes which is pretty directly a ttrpg version of silent hill. Really cool system to journal how you resolve a challenge, which many also requiring dread's tower pull, with some card stacking for specific bad ends.

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Second Guess
Vibe

So i've only looked at this one via Ride For... as it seems like a straightforward dice version of Wretched and Alone

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I Have the High Ground
Cowboy shootout but any setting

Rock Paper Scissors dueling game. Used in the Unexplored Places podcast.

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Anamnesis
Very cool way of playing Tarot

A solo journaling game about regaining your memory. Used in the Unexplored Places podcast.

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Name
Vibe

Content

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