
Vendor: Planet Smasher Games
Type: Role Playing
Price:
12.00
The Crawling Chaos is a zero-prep roleplaying game that lets you invent short macabre tales of weird horror in which a lone narrator is drawn into a web of esoteric and obscure mysteries until their curiosity leads them to an eldritch doom. Play with 2-5 players, or by yourself with the included solo rules.
The Crawling Chaos inverts the traditional format of roleplaying games. There is but a single player character – the narrator – against whom the other players, acting as the world and the incidental characters, throw incidents, accidents and unpleasantnesses in an attempt to propel them towards an inevitable and grisly doom.
The conversation begins with the Narrator describing their present situation, one Architect takes an Action to disturb that situation with an incident, the narrator reacts to that intrusion, another architect takes an action to drive the story on further, and go on, towards the revelation of The Awful Truth.
The narrator speaks in first-person, and may only react to characters, threats, and incidents. The architects speak in third-person, and may only describe and control elements external to the narrator.
The conversation continues, eroding the narrator’s Pools, until they find themselves at Mortal Risk, and one architect successfully consummates a final Eldritch Doom and speaks the Final Word.
"Mike Hutchinson's THE CRAWLING CHAOS tackles many perennial game design challenges at once — the multiplayer solo game, the Lovecraftian story game that feels like a Lovecraft story, the mechanization of story beats — in a small but powerful package. Players, designers, and Lovecraftians can all find something meaty in this deceptively slim and simple RPG." -- Kenneth Hite, designer of Trail of Cthulhu, Night's Black Agents, Vampire: the Masquerade (5th ed) and more.
"I am really digging it. Love a one-player, many-GM setup, and it feels like it's giving me a window into someone else's head, which is my fav kind of zine." -- Nathan D. Paoletta, designer of World Wide Wrestling, Imp of the Perverse, and RPG Design Zine.
"Mike Hutchinson is one of the most innovative designers around, and he’s turned his eye on Cthulhu Mythos role playing. This looks like a ton of fun, in which the players don’t investigate the horror, they inflict it." -- Gav Thorpe, designer of Inquisitor, Warhammer 40,000, Judge Dredd, Zeo Genesis and more.
"This game has mechanics that send traditional roleplaying, er, roles, base over apex." -- Tabletop Sentinel
Herein lies a demonstration of the solo gameplay of The Crawling Chaos, so that you might see the game mechanics in action. The solo mode shares most of the mechanics with group gameplay, so should give you a good sense of both. Watch it here:

Vendor: Yokaiihime
Type: Role Playing
Price:
15.00
This is a TTRPG scenario in a homebrew setting, The Great City of Verus, designed to be used in conjunction with the 5th Edition D&D Core Rules set and is aimed at a party of Level 3 characters. It’s beginner-friendly with a focus on roleplay and suitable for a group of 3-5 players plus one Game Master!
Its A5 size and 40 pages, fully illustrated and written by me with 0 use of AI! Every copy comes with a download for maps, tokens and a free PDF!
There has been a rumour of a new dragon lair in the cliffs near the Great City of Verus, and their minions, a group of Kobolds, are running rampant around the Festival of the Divine Judge!
The Kobolds worship a mighty dragon and seek to appease it! Treats and trinkets from the festival are going missing, cheating to win fairground prizes, scaring children, pulling sticks of seafood straight from the grill. It is causing disruption and spoiling the fun for everyone!
If you find any, you will not let them rain on your parade! This is the Festival of the Divine Judge, and you are here to have a
good time! Prepare to eat greasy street food, lose your last gold piece on tests of strength and, hopefully, not run into any problems along the way.

Vendor: Evil Hat
Type: Role Playing
Price:
29.99
Blades in the Dark: Deep Cuts is a 128-page expansion for the Blades in the Dark roleplaying game — containing a treasure trove of lore, setting material, and alternative mechanics John Harper developed over the years for use in Blades campaigns.
The Limited Edition of Deep Cuts is a lustrous 6" x 9" matte hardcover with spot varnish accents featuring an alternate cover & endpapers, plus two ribbon bookmarks.
The lore goes deeper, your crew cuts harder in this exciting expansion for Blades in the Dark – available in print for the first time!
Outside, Blades in the Dark: Deep Cuts features the high quality, premium quality you’ve come to expect from Evil Hat: a gorgeous matte hardcover with spot-varnish finishing touches, a comfy and portable 6″x9″ format, and a clean, crisp layout for maximum readability.
Inside this 128-page expansion you’ll find intriguing new details about the scheming city of Doskvol, including:
Plus “catalysts” — world-shaking events that expand and alter the setting of the game, providing new avenues for intrigue and adventure!
Deep Cuts also includes new rules and new ways of doing things, such as:
The whole book is packed with tons of lore, gameable details, plug-and-play systems, GM tools, crew opportunities, and new artwork to take your Blades in the Dark games to the next level.

Vendor: Evil Hat
Type: Role Playing
Price:
19.99
Blades in the Dark: Deep Cuts is a 128-page expansion for the Blades in the Dark roleplaying game — containing a treasure trove of lore, setting material, and alternative mechanics John Harper developed over the years for use in Blades campaigns.
The lore goes deeper, your crew cuts harder in this exciting expansion for Blades in the Dark – available in print for the first time!
Outside, Blades in the Dark: Deep Cuts features the high quality, premium quality you’ve come to expect from Evil Hat: a gorgeous matte hardcover with spot-varnish finishing touches, a comfy and portable 6″x9″ format, and a clean, crisp layout for maximum readability.
Inside this 128-page expansion you’ll find intriguing new details about the scheming city of Doskvol, including:
Plus “catalysts” — world-shaking events that expand and alter the setting of the game, providing new avenues for intrigue and adventure!
Deep Cuts also includes new rules and new ways of doing things, such as:
The whole book is packed with tons of lore, gameable details, plug-and-play systems, GM tools, crew opportunities, and new artwork to take your Blades in the Dark games to the next level.

Vendor: Melsonian Arts Council
Type: Role Playing
Price:
30.00
Swyvers is a tabletop role-playing game about bastards. You and your gang of criminals scarper through heists and sewers, stalk through the filth of The Smoke and, if you’re lucky, you’ll make it out with a few extra shillings. The whole of this city is your filthy, sickly oyster.
Swyvers is a light-weight set of rules married to a full set of tools and tables for running a game in the chaotic sprawl of The Smoke, its many districts and The Midden. What a city it is — corrupt officials, looming war, rogue sorcerors, monsters below and nobs above. Violence rests as thick as the smog, nothing is sacred and it’s always bloody raining.
The Smoke is the greatest city in the world, the beating heart of an empire. It is filthy and sprawling like a burst pustule left open to weep besides the iron-grey sea. It does have a name, but only the nobs and learned-readers know it.
Beneath slumbers The Midden – the interconnected passages of built-over streets, basements, tombs and hidden lairs where criminals lurk, beasts squat and lost wealth resides. An enterprising fellow with a sledgehammer can traverse in any direction they please – not that they’ll like what they find. It is rife with corpse-thieves, cellar-breakers and enterprising businessmen shunned in sunlit places.
The rich of The Smoke honour their dead with elaborate crypts, whose morose edifices encroach ever further into the slums – the trap-smiths of The Smoke do fine business from their craft, and the fences keep the money flowing thanks to enterprising tomb robbers.
Every group of swyvers will have their very own Smoke. The GM starts a campaign by generating the city, starting from a core of districts: the Royal Gaol, the Palace, the Mayoral District and the Docks. From there they follow along swyvers' generation tables to flesh out and, potentially, endlessly expand their rotten city.
You will have a unique engine for running your own Swyvers games. In the book you will find procedures for building hideouts, generating heists, investing in properties (both legitimate and illicit), installing bizarre prosthetic tools, engaging fences, picking up odd jobs just to pay the bills, bribing officials, and dealing with demonic forces for personal gain.

Vendor: Renegade Game Studio
Type: Role Playing
Price:
29.99
Gather your superhero squad and discover your powers with Kids in Capes!
Remember the days of flipping open comics to enjoy the latest adventure from your favorite superhero? Now all the wonder and excitement of heroic adventures can be yours as you discover that you too can run faster than a speeding bullet, become one with the night, and learn that with great power comes great responsibility!
Kids in Capes is a brand-new spin-off roleplaying game of the ENnie award-winning Kids on Bikes! This new game updates the classic rules that Kids on Bikes fans love, while offering a chance for players to explore the world of superheroes along with their friends!
Features
At a Glance

Vendor: Thieves of Time
Type: Role Playing
Price:
36.00
By Graham Walmsley
In the far reaches of the galaxy is a bleak region of space, dominated by a golden scar-like object known as the Glitch. This is where the Extracsa conglomerate has sent you, until you leave, die or lose your mind.
Cosmic Dark is a game of weird space horror, from the award-winning designer of Cthulhu Dark. It's set in a universe in which life, technology and reality become twisted and wrong.
There's no character creation or set-up: you'll start playing straight away, making characters and worlds as you go. This book also contains Cosmic Dark's streamlined rules, six surreal and disturbing scenarios, plus a guide to writing your own stories of space horror.

Vendor: stickyhunter
Type: Role Playing
Price:
20.00
What We Found Beyond The Stars is a GMless Roleplaying Game about cooperation and discovery on alien worlds. There is no combat, though dangerous situations may arise.
You are a small research crew, sent out to the stars as part of the Studies of Proactive Panspermia of Celestial Bodies for the Cosmic Alliance.
Through unity, we persevere. Through perseverance, we learn.
Played with a standard set of 7 polyhedral dice and a 78 card Tarot deck.
There are a total of 11 skills that you can use as you conduct your expedition, each having their own uses for particular tasks: Astrophysics, Biology, Bioscience, Chemistry, Engineering, Geology, Linguistics, Medical, Nanotechnology, Navigation, and Robotics.
As an Event is pulled, 2d8 are rolled to determine how long this task is focused on. (alternatively a d20 is used to count down on) Each day, each crewmate rolls one of the corresponding skills found with the drawn card's text.
Tests that a cosmonaut performs are done with 3 main dice:
Skill tests are done against a sliding scale of progress. Having proficiency in any particular Skill will give you a greater chance of completing a task completely.
If you fall short of your key performance indicators, it doesn't mean outright failure. It reflects poorly on your crew, with the task not being completed optimally or simply abandoned for more pressing issues.
If you complete a task with 4 or more successes, each cosmonaut is granted a singular reroll for one skill test for the duration of the next task, taking the higher roll of the two.
Each cosmonaut brings with them a dark truth. From forged qualification paperwork to the cause of tragedy on your last expedition, from being a doppelgänger to being an alien in the facade of being human. These twists are revealed throughout your expedition.
Once your cosmonauts are ready, you collectively find the celestial body you will be exploring. This covers the type of star system you find yourself in, alongside the basic features the celestial body has.
With each card drawn the world before you is fleshed out. From the landscape itself to ecosystems. Each suit has a different focus.
This suit focuses on the ship in orbit, and the internal happenings of the crew. When these cards are drawn there are minimal trips to the celestial bodies surface, the crew instead performing maintenance of the ship and getting downtime on the mission.
This suit focuses on exploring the wider world, and finding remnants of life. When these cards are drawn the crew finds natural—sometimes strange—features on the celestial bodies surface, the dregs of past life and geographical history.
This suit focuses on the technological advancements you stumble upon, and deciphering the hardware and culture left behind. When these cards are drawn the crew spends time analysing the history of those who once called this place home.
This suit focuses on exploring parts of the celestial bodies ecosystem. When these cards are drawn the crew may be setting up camp, or finding local flora and fauna, these encounters tend to be with life that doesn't have the capacity to communicate verbally.
This suit focuses on a singular larger issue or encounters. When these cards are drawn dangerous events may happen. Each card in the Major Arcana acts as a climaxing event, with the final major card that is drawn being the breaking point for the mission's conclusion.
Once the expedition concludes, all the cosmonauts talk to come to a consenus about what is happening here, piecing together a final report for the Cosmic Alliance.
No AI was used in the creation of this TTRPG

Vendor: stickyhunter
Type: Role Playing
Price:
8.00
A spacewalk gone awry; and an ever thinning chance of survival.
You are an astronaut outside the safety of your ship. While on a spacewalk, you free floated. The cable tasked with tethering you to the ship snapped. Your oxygen is depleting, and the cold of space is seeping into your suit. In any other circumstance you would be doomed to a slow, painful death, yet there is a chance you will survive. Every 20 minutes, the space station you were once attached to completes an orbit of your home planet, and passes by you once more. Your crewmates must take the small chance they have to save you and bring you back on board. To safety. To home.
This is a game of dire circumstances, of desperation and hope. Also one that is, in part, set in reality.
The Edge of Survival is played using a D100. Each round, as your vitals dwindle in the rigours of space, you take actions relying on your suit, your ability to calculate your position, and your sheer determination, trading off that which is essential for your survival for the slim chance of making it back aboard your mother vessel.

Vendor: Thieves of Time
Type: Role Playing
Price:
28.00
By Graham Walmsley
PUT THE HORROR BACK INTO YOUR GAMES.
Many Cthulhu games feel the same. You shoot cultists. You do rituals. You unearth a buried god that's like every other god you've dug up. This book shows you how to make your games new and horrifying: by stealing from H. P. Lovecraft.
Stealing Cthulhu shows how to:
Steal stories, giving you new scenarios taken straight from Lovecraft's work.
Steal plots, explaining the secrets behind Lovecraft's stories and how to use them in your own scenarios.
Steal creatures, with a guide to Lovecraft's best creatures, showing how to use them in new and terrifying ways.
Stealing Cthulhu also contains Cthulhu Dark, a complete, rules-light roleplaying game.

Vendor: Nikita Lapkov
Type: Role Playing
Price:
15.00
BLESSED BE THE DAY OF THE EMPEROR'S LANDING.
BLESSED BE THE 300 YEARS OF HIS FAIR RULE.
BLESSED BE THE RADIANT EMPIRE.
Play as a subversion team in a highly organised political resistance movement. Against you is a massive military government and its mysterious ruler.
Riot the people. Destroy the infrastructure. Smash the Guilds against each other. Use the Emperor’s past against him. Find unexpected allies.
Inside you will find:

Vendor: Black Armada
Type: Role Playing
Price:
7.50
You play a group of Teachers at a magical school, the Blackborow Academy.
You are all friends and fought on the front lines of a war against the Shattered 15-20 years ago. Now you look after the next generation and hope they don’t ever go what you went through.
Shepherd the next generation of teenage magicians whilst fighting back an old evil, the Shattered, confronting your past and evading the School Governors.
The first rule of the Blackborow Academy – protect the students. This is your fight, not theirs.
Teaching at the Academy can be tough. You are caught between a group of teenagers with magical talent, hormones and little control, a group of School Governors who are out of touch, out of empathy and out to shut the Academy down and the resurgence of the Shattered.
Luckily you are doing it with a bunch of the best people you know. Your oldest friends. Of course, old friends come with complicated feelings and a complicated past and this year is the year it will all come back to haunt you.
You will need paper/index cards and something to write with and a way of tracking tokens.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
It was an exciting day today. My witch got trapped in the cellar by a spell gone wrong. I had to rescue her all by myself! Of course, while I was pondering how to rescue her I made sure to drink the puddle of cream that somehow got spilled in the kitchen. Waste not, want not.
Familiar Friends is a cozy, chilled game to explore the magical life of witch’s familiars.
Familiar Friends can be played solo or with a small group.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
A solo journaling game of snacking and mapping.
BLORP.
You have lived down here in the dark since time unremembered. Or at least, any who might remember are no longer around to tell the tale. You prey on the weak, the dead and the already dying. You consume them, and carry their remains inside you. This is your tale.
Very possibly the only game where you get to play a Gelatinous Cube.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
This is a game for 2-5 players, based on the Lovecraftesque system.
You are a fearless and seasoned team of TV ghosthunters. A blend of investigators, psychics, parapsychologists, camera crew, sceptics, a cool presenter and maybe even the occasional exorcist. This is a haunted location and it doesn’t know what is about to hit it!
Ghost Hunt Live! is a game about a TV show hunting for ghosts and finding the stories of the people they once were. You will play one main character, The Psychic, and rotate this and other roles around the play group until the full story of the haunting is revealed.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
It is the year 2050. The world is in chaos and life is pain. But there is still entertainment: the popular TV show Gladiators is on its fifth reboot. Of course, the show has changed since its original launch. The Gladiators now sport chainsaws and spiked maces, the events have become markedly weirder and more brutal, and John and Ulrika have been replaced by an AI chatbot. But some things haven’t changed: there are still over the top hairdos, cheesy rock music chants, and contenders are still clamouring to compete to win a holiday in Barbados.
Contenders! Ready! Gladiators! Ready! 3… 2… 1…

Vendor: Black Armada
Type: Role Playing
Price:
7.50
A long time ago, your ancestors did something very, very bad. Something unforgivable, which is yet to be pardoned or forgot. Now a curse rests upon your community.
It seeps into your life with insidious, creeping irregularity, never letting you relax or experience normality. A supernatural evil that has darkened your family tree for centuries. But no more. You have decided to break the curse, any way that you can.
There will be consequences.
------------------------------------------
Created by J.K. Wish and Joshua Fox for #DuetJam.

Vendor: Black Armada
Type: Role Playing
Price:
10.00
Imposters is a game about a found family of weirdos who don't fit into human society. Imposters focuses on the absurdity of "normal" human life; the comedy and pathos of characters who don't know how to be normal; and the friendship and support those characters can find in each others' company.
The game is inspired by imposter syndrome and how many of us experience the feeling that we don't really belong where we are. In Imposters, you really don't belong: you're secretly a robot, a ghost, a vampire or a time traveller. The world around you doesn't make sense and constantly trips you up. Fortunately you have friends in the same position who support you.
Imposters is about that experience of a world that isn't made for you, the ways in which the human world doesn't really make all that much sense, and the ways in which you can support each other through it. It has a vibe similar to What We Do In The Shadows, Being Human, Ghosts and (for those with long memories) Third Rock From The Sun. You can play it as a straight drama or with more of a sitcom feel, or perhaps blend the two together.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
Even though I usually love the Summer, I always find myself longing for the bite of Autumn. I want mist, leaves that crunch because it is their time and not from drought, blackberry crumble and sharp cool sunshine.
This is a solo journaling game to scratch that itch.
In Not Your Witch you play a person who has recently moved from the city to a small cottage on the edge of a wood. Why you moved is mostly up to you, save that this place was available, you can work remotely and the rent is incredibly cheap. Some might say, suspiciously cheap. You are not here to be anyone's Witch. You are here to do up a run down cottage, live in peace and quiet and maybe save a little money.
Unfortunately the universe has other ideas. Whether it is the familiar who bothers you daily, the locals bringing you both gifts and minor problems or the creature you end up trapping in the; it is pretty clear this place needs a Witch and it has made its choice.
Go on a solo journaling adventure to discover how you are (despite your best intentions) someone's Witch. You will need writing materials and a D6 to play this game.

Vendor: Black Armada
Type: Role Playing
Price:
10.00
Here is a settlement. It is unique and filled with potential. And from this settlement you are going to grow a city.
This is a game about the rise and evolution of a city. You will start with a simple map of a settlement, with its surrounding terrain and a some starting details. Over time you spark its growth, and watch it grow and change over time into a full-fledged city. You will populate it with vibrant cultures, build beautiful buildings and neighbourhoods. You will shape your city with festivals and monuments, wars and revolutions, bounties and catastrophes. With each change, the city will evolve and respond until you have something truly unique.
You’ll need a couple of people (or more), some index cards or a virtual equivalent, and a few hours to play. If you want to, you can play for much longer, until the process of adaptation and change leaves you with a city that has changed utterly.

Vendor: Black Armada
Type: Role Playing
Price:
7.50
Unsolved is a semi-solo investigation game.
You play someone who is interested in investigating a mystery. Maybe you are the friend/family member of a victim, maybe you are a journalist or can’t leave it alone or the cop assigned to a cold case.
Either way you won’t rest until you get answers.
You get answers by asking your friends to play the main characters in the story for an interview. Interviews can be 20 mins or 2 hours, in person, online or over text – up to you and the interviewees to arrange. During the interviews you ask lots of questions, leading questions if you like, write down the answers and build a case to solve the mystery.
That is why this is a semi-solo game. You will generate most of the mystery, you will journal and log your findings, draw conclusions and decide what leads to pursue. You will take all that information and use it to interview suspects, witnesses, experts and similar. Ask people to play these characters, ask them leading question and use their answers to build and solve the mystery.
You will need a d6, a means of taking notes and an insatiable curiosity!

Vendor: Black Armada
Type: Role Playing
Price:
7.50
Have you ever noticed how ice cream vans cluster together? Economists will give you very good reasons for this. But the real reason is: you need to be close to your rivals if you're going to sabotage them.
Whippy Wars is a game of wildly excessive actions in the pursuit of ice cream sales. You play ice cream sellers who will stop at nothing to beat their rivals, deploying everything from extreme marketing, to adulterating their rivals' ice cream with dog poo, to tactical nuclear weapons. It's road runner and coyote if they were both ice cream sellers.
The game ends when the police turn up.
Whippy Wars is a light, fun pickup game, but it is also surprisingly tactical. You choose actions which will undermine your rivals, benefit you and attract the least attention from the cops. You set traps for your opponents carefully chosen to trigger at the right moment (though inevitably they go off at a completely different time). There will be a winner at the end (or at least, someone who lost the least badly).
2-4 players.

Vendor: AetherCorp Games
Type: Role Playing
Price:
22.00
Coiled.Spæce is a lighthearted sci-fi journalling game for 1–4 players who are employed as Harvesters by Æther Corp to Jump® around the universe collecting energy from potentially reluctant sources while spacetime distorts & disintegrates around them.
Characters, space-faring vessels, star systems, and interplanetary objects are all quickly generated by rolling full sets of polyhedral dice & developed through in-play prompts.
Designed as a pick-up-and-play game, players can Harvest energy from one star system in a half-hour sitting & come back later to spend hours exploring more systems to build up their energy stores over time

Vendor: Big Hog Games
Type: Role Playing
Price:
12.00
Soul Cemetery is a solo horror RPG about how media changes us, how media changes with us, and how we change media by interacting with it, told through the lens of replaying a survival horror classic from your childhood.
Soul Cemetery presents you with levels of the fictional video game, each comprised of several scenes that give you prompts or ask you to react. Each scene will be revisited several times, with the answers and reactions to them changing over time as the game (and your past) becomes more clear

Vendor: AetherCorp Games
Type: Role Playing
Price:
22.00
Advanced Double D6 is an OSR/NSR fantasy RPG without the big books.
The Quest Pack includes character, creature & quest sheets and a positioning chart