Everything on this page is currently in a public playtest. Please feel free to download, read and play these games! I don't make anything publicly available until I'm confident that it's fundamentally workable, but nothing here is finished. Fun not guaranteed - yet.
Imp Alpha Playtest Draft 1.6 - 36-page PDF containing the current rules, blank sheets, and a Quickstart Play Chapter The Master of the Yard, including 6 pregenerated characters, a monster, and instructions for getting started. 12 Mb.
- Cleaned up some rules language
- Added The Master of the Yard scenario, a set of characters brought together by the rise of a monster in 1836 Baltimore. Per the introduction:
The Baltimore and Ohio Railroad, the first of the modern effort to connect the continent, is busily building new routes. The rail yards of Baltimore are going full swing, and the company has brought an experienced railway foreman from England to oversee the timely connection to Harper’s Ferry, opening the tracks to business with the Winchester and Potomac railroad.
As the yards have become more productive, however, things have begun to happen. Disappearances. Mutilations. Men who formerly spent their wages freely are now seen only in the brief hours between shifts, covered in soot and barely keeping their eyes open.
The Dramatis Personae of this Chapter all have a connection of some kind to the B&O rail yards, people there, or the business of the railroad - and the terrible things that have begun to happen there.
About The Game
The Imp of the Perverse is set in an 1830’s Gothic America where monsters are real. One player takes on the role of the Editor, who creates monsters and sets the stage for the rest of the players, who take on period-appropriate Dramatis Personae, to fight against the horrors that stalk the night. All Dramatis Personae are people who have an Imp of the Perverse on their own shoulders, impelling them to commit terrible deeds. Only by fighting those who have given in to their own Imps, and literally transformed into creatures of the night, can these people gain redemption and reject their Imp - but the struggle itself continually tempts them to embrace their perversity and become damned themselves.
The core mechanic of the game is a simple d6-based system that represents the tension between Perversity and Humanity. While the odds are in Perversity's favor, it is certainly possible for a character to fight for regaining their full Humanity, and end their story free of their Imp. However, if and when a Dramatis Persona finally falls to the Imp, they become the new Editor, and prepare their fallen character as the new target of the hunt.
This game is designed around an episodic structure, wherein each Chapter of play is one-three sessions of face-to-play play. It's easily able to accommodate rotating attendance, with players dropping in and out of individual Chapters, but it also rewards long-term play with the same characters (if they make it that long).
One More Thing Playtest Draft 1.1 - 15-page PDF containing current rules and playsheets. 2 Mb.
- Two players (though it could be played in teams)
- Shortform (an hour or less to play)
- System centers on both players creating and revealing clues drawn from earlier scenes of the game, and then trying to arrange for the conclusion you want based on the clues available
About The Game
One More Thing is a two-player game inspired by the classic TV detective Columbo. One player is the Detective, and the other is the Murderer. The game is not about whether the Detective figures out the crime, but rather how they go about proving that the Murderer did it. The Murderer never gets away with it, but they can effect how they are perceived and how strong the Detective's case is in the end.
This playtest draft was made possible by my patrons. Join them here for just $1 a month!
RPG Vice First Look - 12-page PDF optimized for tablet/screen reading.
About The Game
RPG Vice is a frenetic crime drama RPG set in a Hollywood version of the Roppongi nightlife district in Tokyo.
A hack of Gregor Hutton's Remember Tomorrow, RPG Vice follows the intersecting paths of the Kings and the Factions of Roppongi as they indulge in their vices and try to get not what they need, but what they want.
Do they make it big or make it out before they burn out?