Tumblr 200-Word RPGs 2025

This page is an archive of entries into an informal 200-word RPG game jam conducted via Tumblr throughout November of 2025. All entries are the property of their respective authors, and are included in this collection by the gracious permission.

Note: some author's comments have been edited to omit word count confirmations, archival permissions, and other administrivia.

Thread: https://www.tumblr.com/200-word-rpgs/798990804755611648/

Table of Contents

220 word EVIL rpg

(Archives OK)

A game for 1.

You are an evil game editor. First, find a 200 word RPG. You must add 20 words anywhere in order to ruin the game. To choose how you will ruin the game, roll 1d66 on the following table.

This game is bad because it is:

11: Physically hazardous 12: Emotionally hazardous 13: Morally objectionable 14: Illegal 15: Illegal (Physics) 16: Illegal (Robotics) 21: Impossible to play 22: Impossible to read 23: Impossible to interpret 24: Overly blasphemous 25: Overly pious 26: Overwhelmingly stinky 31: Overwhelmingly slimy 32: Not a game 33: Not an RPG 34: Sentient 35: Annoying 36: Tedious 41: Hard to schedule 42: Too difficult 43: Too easy 44: Too expensive 45: Radioactive 46: Emotionally unstable 51: Overly plagiaristic 52: Not plagiaristic enough 53: Evil 54: Not evil enough 55: Too expansive 56: Too narrow 61: Socially conservative 62: Fiscally conservative 63: Untruthful 64: Propagandistic 65: Derivative 66: Environmentally destructive

Additionaly, roll 1d6. You can:

1: Change all instances of 1 word to another 2: Change all numbers 3: Change 10 words 4: Change any words to rhyming equivalent (dice -> mice) 5: Change the title & author notes 6: Gain 10 words

Author's Comments

The idea this year was to try and fit a whole d66 table into the word limit (as well as of course fulfill my desires to create stupid meta bullshit, as is the case every year.)

Source: tumblr.com/nyalaholic/799129201388273664

AMARANTH.

an eternal play-by-post RPG.

when you begin: create a group chat or forum. hide it. turn off notifications. you are immortals. one day in real life is one year in the game. define what year the game starts in, and who you were before becoming immortal. characters start with three relationships {important people} and three keepsakes {important items}. keep track of these on paper, alongside the year they were gained. hide this as well.

you can stop playing at any time, but the game never ends.

whenever you forget about the game and remember it again, you may return. read what happened while you were away. select one and write about it: -gain a relationship. -lose a relationship. -any relationship over 50 years old must be lost if possible. -gain a keepsake. -lose a keepsake. -experience a moment of beauty. -experience a moment of melancholy. when you select one, cross it off. once you have crossed off four, reset. respond to another player's actions if possible.

when you return after more than 100 years: lose all relationships. perform the above procedure. select one and write about it: -create a work. {a great project.} -gain a mastery. {a honed skill.}

Author's Comments

AUTHOR'S NOTES:

  • this game is inspired by 'Til Death Do Us Blart, The Game (folk game), 17776, and the tendency of collaborative creative projects to fizzle out (and the thought "what if the fizzle-out was part of the game?")
  • yes, this is the very first game i've finished since last year's 200-word rpg jam (and my second game ever to post to this blog). i uh. i don't have an excuse
  • this RPG is exactly 200 words
  • this RPG is ok to archive
  • EDIT: goddammit i just thought of a really good third option for the 100 year list. you can just pretend that i added "-reinvent your identity" as well (and deleted 3 words elsewhere)

Source: tumblr.com/lobstergames/799165017620676608

Animal Collective: Or how I learned to stop worrying and love the play

 

A game by Omivel

 

You will need: a variety of animal masks, several weirdo’s, and a situation to put yourself in.

 

While you wear an animal mask you have the power to act in accordance with that animal's personality. 

 

You may change into a different mask that is unworn at any time. 

 

When you set down a mask you must declare something that is true about that mask's personality. Address the whole room as you do so.

 

When you notice that another player is not acting according to their mask's personality you may state it outloud and say how they have failed to live up to their nature. Swap masks with them, and then you must perform the task that they were doing but in better accordance to that mask's personality.

 

Play this game while performing some sort of task such as:

 

Getting groceries

Going to work

Crashing a wedding

Visiting an Art Gallery

Robbing a Bank

Dumpster Diving

Attending a Protest  

Having a Picnic

Viewing an Opera

Building a Shed

Having a Potluck

 

Play ends when you are chased off the premises, and perhaps then some.

 

Author's Comments

Please archive.

 

I had surrealism on the mind this year so I made a silly little détournement/culture jaming sort of thing

Source: tumblr.com/omivel/799214118599081984

ANXIETY: TROUBLE IN ALEPH FACILITY

(1 GM, 1+ Players)

Players: Choose your Fixer's Secret Society and Mutant Power. Tell the GM. The GM gives you a Society Mission in secret, and tells you what your Untested Technology is.

Draw 3 cards. Hold them facing away from you, without looking. You can absolutely trust your fellow players to tell you what's in your hand.

The GM describes a Goal from Pal Calculator, and various problems in the way.

Fixers declare a target (person, object, situation, other Fixer) and play cards; when they do, they use the associated skill on that target. This may make things better or worse. Either way, they draw a card.

If a Fixer dies, a clone replaces them.

SKILLS

2: Shooting 3: Shooting 4: Athletics 5: Stealth 6: Computers 7: Wetware 8: Bootlicking 9: Bureaucracy 10: Shooting J: Untested Technology Q: Secret Society (illegal) K: Mutant Power (illegal) A: Complex History (illegal)

SCORING Once the Goal is complete or FUBAR, each Fixer tallies their score:

1 for each time they helped with a card -3 for each death 5 if they completed their Society Mission 5 if the Goal succeeded

Highest score gets a new color jumpsuit. Then, start the next mission.

Author's Comments

OK to archive off-site.

I tried to fit Paranoia into 200 words, though I've never played it. This is the result.

I would say that 200 word RPGs trend toward the slapstick but honestly I think it's just me.

Source: tumblr.com/ringedretrospective/799170011313881089

Anyway I Think It’s Kinda Fucked Up How The Queen Did That To JFK

A Game About Not Killing The President

Materials: at least two players, a GM, notecards, and a number of d6s.

At the beginning of the game, the GM chooses a target and a major event they are participating in. After the target is announced, each player writes down on a face-down notecard what they want to do to that target (that isn’t killing them) during the event. Assume all other characters share your character’s goal. You may only use the euphemism “get them” when referring to your goal.

Whenever a character attempts something the GM deems difficult, roll a d6. On a 4+, they succeed. If it seems especially difficult, they only succeed on a 6+. Any time a character fails a roll, another character may attempt to save it. To do so, they describe their saving action, making a new roll themself, rolling one additional die and taking the lowest result. Any number of characters may attempt to save, rolling an additional die for each failure before them. All characters who attempted a roll share consequences.

Characters start with 2 skills. These grant a +1 to all dice rolls in very specific situations (Climbing Buildings, Reading Ledgers, Talking to Cops, etc.) Up to two skills can apply. Whenever a character successfully saves an ally’s roll, they gain a skill.

Author's Comments

this is a spin on a very specific anti-joke that I ran into the ground a year or so ago. being an anti-joke, it was extremely popular inside my own head and with my dipshit friends and nowhere else.

the goal with this one was hijinks generator 2025. I admit there isn't a very clear endpoint to a given game, but I think that's fine.

first one of these I've done that's actually meant to be played semi-seriously (by which I mean its more than a single dice or logic mechanism), and I'm actually somewhat proud of the fact that I managed to include a rudimentary character progression system within 200 words. you could theoretically take characters from game to game this way.

The first ever character for AITIKFUHTQDTTJFK (only permissible abbreviation) is Jethro Williams, whose tag skills are Catching Snakes and Buying Weed, and who intends to ____ Martha Stewart. we don't know how digging through her trash is going to aid this goal yet. we may never know.

I am okay with this submission being archived

Source: tumblr.com/moon-of-curses/799228794249560064

ARE YOU A MEMBER OF THE PURPLE REVOLUTION?

When you join the game, secretly choose a team: "Revolutionaries" or "Secret Police." Once a week, ask a friend, "Are you a member of the Purple Revolution?" If they say no, show them these rules and ask them to join. (They can refuse to play.) TO END THE GAME AS A REVOLUTIONARY: Attend a dinner with at least three other people whom you believe to be Revolutionaries. At the end of dinner, shout in unison, "The Purple Revolution has begun!" If there are no Secret Police present, everyone present wins. TO END THE GAME AS SECRET POLICE: Attend a dinner where someone shouts, "The Purple Revolution has begun!" Reply with, "Not so fast, rebel scum!" All Revolutionaries present lose. All Secret Police present win. WHEN THE GAME ENDS FOR YOU: If you won, your score is equal to the number of Revolutionaries present. If you lose, you score zero points. Either way, you are now out of the game until someone asks you if you're a member of the Purple Revolution. IF YOU'RE OUT OF THE GAME AND SOME PEOPLE SHOUT THAT THE PURPLE REVOLUTION HAS BEGUN AT THE END OF DINNER: Shout back, "I left that life long ago!"

Author's Comments

Author's Notes:

I hereby grant permission to share, copy, or remix the rules of this game (the rules themselves require it to play).

I hereby grant permission to archive this game off-site.

Source: tumblr.com/capriceandwhimsy/799342843014660096

The Art of Dumpster Wizardry

You are MAGICIANS! You use MAGIC ITEMS to solve problems. Unfortunately, you got these items from the BARGAIN BIN at the MAGIC STORE. The ITEMS are represented with ADJECTIVES and NOUNS. 

One player presents a PROBLEM. Clockwise from them, each player will decide whether or not to solve the PROBLEM with an ITEM. If they do, they create the item by combining an adjective and noun, then argue why it will work. If a majority of players votes it succeeds, that player wins a point. Another player may intercede with their own magic item to attempt to solve the problem better; they get the point if this succeeds. Regardless of success or failure, any introduced magic items will remain for the rest of play. After a round is complete, the next player clockwise presents the next scenario.

To get your ADJECTIVES and NOUNS, roll a D20 12 times, six times for each table.

The adjectives (as 'of [x]'):

  1. Energy
  2. Burning
  3. Shocking
  4. Shrinking
  5. Growth
  6. Seeing
  7. Calling
  8. Feeding
  9. Construction
  10. Protection
  11. Extension
  12. Holding
  13. Healing
  14. Wounding
  15. Stopping
  16. Speed
  17. Weight
  18. Flight
  19. Holiness
  20. Egg

The nouns:

  1. Wand
  2. Sword
  3. Ring
  4. Bow
  5. Orb
  6. Tablet
  7. Axe
  8. Knife
  9. Bowl
  10. Instrument
  11. Hammer
  12. Shield
  13. Rope
  14. Bag
  15. Boots
  16. Charm
  17. Cross
  18. Gem
  19. Lantern
  20. Egg
Author's Comments

Right, well, here's my crack at it. I actually wrote this 8 months ago, but of course couldn't submit it until now. It is exactly 200 words by Google Docs' word counter. I did not playtest it or edit it so I'm not expecting it to be good by any stretch of the imagination; I just wanted to submit it anyway.

I would like this to be archived. If anyone wants to do something with it they have my permission, by dumpster-dive rules (it is my trash, it may be your treasure).

Source: tumblr.com/manorinthewoods/799241630831067136

Bedbug simulator

2+ players

You'll need: graph paper, 8-sided dies, colored pencils or markers

You are bedbugs. Your goal is to bite a human.

Each player assigns a number to the eight directions one can move on a square grid. Each chose a different-colored pencil or marker.

Each player chooses a starting square on one side of an A4 sheet of graph paper. Cross that square. Each player rolls twice and move accordingly by coloring the previous square and crossing the new one.

If you move off a side other than the opposite one, you're not hungry and you peace out.

If a player lands on an already colored square, they have triggered a hazard (house centipede, diatomaceous earth, Beauveria, assassin bug, sticky trap…). If they can't bite a human within five turns, they die. If the square is crossed by another player, both players are affected

You win if you are the first to bite a human or the last bedbug still alive.

Author's Comments

Again inspired by pest-related goings-on in my apartment 😒

Archival is approved

Source: tumblr.com/bossarmadimon/799329790118199296

BETTER CHESS

People have been playing chess for fourteen million years. Unfortunately, it still has not been perfected. Let’s change this.

HEGEMONY

Play this in tournament style, with at least four players. When you win a game, any pieces that were captured are lost forever, but the winner absorbs the loser’s pieces onto their board (IE puts a matching piece of their color on their side) and reorganizes their board setup as they wish. If armies get especially large, use two boards. Play until one player’s army of pieces wins. 

SECRET VICEROY

You no longer inherently lose the game if your king is captured. Instead, each player chooses their opponent’s Secret Viceroy, the power behind the throne who loses you the game if captured. Players do not reveal the Secret Viceroys they have chosen, but they do have to say check whenever the Secret Viceroy is threatened. 

CHESS WITH LORE

Whenever you move a piece, you must state their name and a fact about them (a new one each time). If you ever get a name wrong or break established canon, you lose this piece. If playing Hegemony rules, piece lore carries over to new players.

Author's Comments

196 words. I am okay for this to be archived off-site.

Source: tumblr.com/bellsonggames/799519289498599424

The Big Thing

(For 3 or more players)

Materials: Timer, Pencil & Paper

The Big Thing is happening, and everyone must look their best! Together, players decide what The Big Thing is, and attempt to achieve Best Dressed. (Ideas include: County Fair, Masquerade Ball, or Comic Convention)

Before assembling your looks, remember the ABC's: Affluence, Basic sense, and Creativity. Each player has 20 points to distribute amongst their ABC's. This cannot be changed when you start making FASHION CHOICES.

Players have 3½ minutes to make 8 potential FASION CHOICEs:

- Their BASE LAYER (clothes covering the bulk of their body; tshirts with jeans, dresses, swimsuits) costs 2 Basic

- 2 OUTER LAYERS (extra clothes; jackets, armor, aprons) each choice costs 1 Creativity and 2 Affluence

- 3 ACCESSORIES (bags, hats, scarves) each choice costs 1 Basic, and 2 Affluence and Creativity

- 2 SPECIAL DETAILS (choices made to accentuate their look; unique makeup, hair dye, props) each choice costs 1 Creativity

Leftover points become Vibes. Players take turns describing their looks, then must use their Vibes as votes for other players. The more Vibes you have, the more votes you can cast. The player with the most Vibes after voting is deemed Best Dressed at The Big Thing!

[[ This game is OK'd for offsite archiving ]]

Source: tumblr.com/stars-in-a-jam-jar/799331379615809536

bog + body

a game for 2 players

You are, together, a bog body. One player is the presence of the bog (Bog), and the other, the remaining humanity (Body).

You’ve woken up in a museum, being displayed. Bog wants to get you back to the wetland, Body wants you to find rest in a graveyard. This is a fight to see who will win.

Draw a track with 9 boxes, and place a token on the middle spot. Write ‘Bog’ at one end, and ‘Body’ at the other.

Play 5 rounds of Red or Black, narrating how your influence wins using the stages below. Bog will use the bog powers, Body will use human instincts. When each player wins, move the token one space closer to them.

  1. Leaving the exhibit
  2. Escaping security
  3. Hiding from museumgoers
  4. Getting lost
  5. The Gift Shop

Once you have escaped the museum, whoever the token is closer to on the track has more control over the bog body.

The winning player narrates how the journey from the museum to either the bog or the graveyard goes.

The losing player narrates how the bog/graveyard welcomes the body home.

Author's Comments

word count (including title): 188

I am happy for this to be archived off site

Source: tumblr.com/takataapui/799003024006758400

The Child Returns Changed

3+ players: one Child, plus at least one each of Friendly Animals and Wild Animals, Wild ≥ Friendly

Child: flees to the Forest with a problem or flaw, and will leave (ending the game) once they have learned to overcome it

Friendlies: help the Child whether overtly or in subtle ways, each play the same animals throughout, must work together

Wilds: attack or otherwise impede the Child, may play different animals each scene, may be at odds with each other

Preparation, out of character: The Child publicly declares their problem. The Friendlies together privately brainstorm how the Child might eventually overcome this problem. This is their only chance for private discussion, and if their plans are later thrown off then they will have to improvise.

Gameplay: The Child meets the Friendlies and travels through the Forest, encountering three scenes of conflict with the Wilds. Each scene should demonstrate the Child's problem while also bringing them closer to solving it, the Friendlies making sure to nudge them in that direction. Wilds themselves should be hostile but Wild players should take the hint on how their actions can provide opportunities for the Child to prove themself.

Author's Comments

Please do archive this off-site!

The main inspiration for this game is the 1987 animated series of Sylvanian Families, which I've covered on my site, but I've intentionally been much vaguer about the setting here to let people's imaginations run wild.

Source: tumblr.com/debutniverse/799046055412056064

[Permission to archive offsite granted]

COWS IN A FIELD

You are happy cows in a pasture who are slowly . The pasture forever, seemingly cold. The sun shines on the rolling hills where your cozy adventure begins!

Roll 1d6. Roll it again. Roll it again. Roll it again. DON'T LOOK AT

You are happy cows in a pasture. Someone has come to milk you, carrying a stool and bucket in the sunshine.

    next to

         where is

      hands are

                            my calf

Cold

When it is your turn to be milked, remember what you rolled [YOU DIDN'T LOOK DON'T]

1: Relief. Relief and no other sensation. Relief rolling over you forever as your swollen 2: The hands on your udder remind you of something. Someone? Someone small, and 3: Kick the bucket. Milking is over. Run Someone has come to milk you. Remember what you rolled 4: Sing a song, low and mournful. It changes nothing. The other cows understand. 7: Jump! Over the

         the pasture rolls on

                        eternal

MOO: Tell the other cows an important secret. lie . KICK: encounter threat. When return to peaceful normal. WANDER: Find a in grass. Roll 1d0. Tell it number REMEMBER: the . doubt but when you dream

Source: tumblr.com/clubconsent/799052917522956288

Crotte, la toilette est bouchée!

Jeu pour 2+ joueurs et un paquet de cartes

Désignez un plombier. Le plombier choisit une surface de jeu de son choix. Il brasse les cartes, retourne la première et la place au milieu de la surface de jeu. Placez un étron (un chocolat) dessus.

Jouez une ronde de poker selon les règles de votre choix. Le gagnant peut placer autant de carte que possibles de sa main comme des dominos, en appariant selon la valeur ou le symbole. N'importe quelle carte peut être placée comme un double, mais il doit y avoir au moins une carte normale entre deux "doubles". Les jokers peuvent être placés n'importe où. Refaites une ronde sans les cartes ainsi placées

Le joueur dont une carte atteint la limite de la surface de jeu débouche la toilette et mange le chocolat. S'il n'y a plus assez de cartes pour une ronde ou si deux rondes sont jouées sans placer de carte, le plombier débouche la toilette et mange le chocolat.

Désignez un nouveau plombier et recommencez jusqu'à épuisement des chocolats.

Source: tumblr.com/bossarmadimon/799016642769207296

Deadnames Must Die

A solo-journaling game.

Your deadname has come alive. You must kill it.

Where has it gone to ground? Roll 1d6.

  1. The hospital you were born in
  2. Your childhood home
  3. Your kindergarten
  4. Your primary school
  5. Your parent’s home
  6. Your high school

Roll 4d20 for what items you have.

  1. Gun
  2. Knife
  3. Bow and arrow
  4. Staple gun
  5. Baseball bat
  6. Knuckle Duster
  7. Hankerchief
  8. Thumbtacks
  9. Duct tape
  10. Pressed flowers
  11. Dictionary
  12. Drink bottle
  13. Bluetack
  14. Guillotine
  15. Jam
  16. Ritalin
  17. Car
  18. Pillow
  19. Your Childhood Teddy Bear
  20. Your Birth Certificate

Come up with a plan on how to use your items to kill it.

How does your plan go wrong? Roll 1d4, and expand.

  1. It knows you’re coming
  2. An ally betrays you
  3. Something breaks
  4. Someone unexpected helps your deadname

How do you push through the complication, and come up with something super smart?

It worked. You’ve got it in your sights, finally. How do you deal the killing blow?

What’s the last thing your deadname says? What’s the last thing you say to it, as it dies, leaving you behind?

Author's Comments

Wordcount: 170

I am happy for this game to be archived off site :)

Source: tumblr.com/takataapui/799905658009993216

Die in an Ancient Maze

You Need:

  • 2+ players
  • tarot deck
  • 1d6
  • a shared blank map

Setup:

Remove Death from the deck; deal all players 1 card, return Death to the deck, and shuffle.

Each player creates a character with a name, a brief description, and a Dream (unachievable).

Draw a starting area on your map.

Play:

The party moves together. Players take turns leading the party, once each per round.

On your turn, draw the next area on the map, discard a card from your hand, and describe what you encounter there.

Roll 1d6:

1-2: Conquer

3-4: Bargain

5-6: Escape

As a group, describe how you get through the area based on your roll.

If you Conquered, draw 3 cards to your hand. Bargained, draw 2. Escaped, draw 1.

Play continues with the next leader.

Dying:

If you draw Death, describe how you died.

Reshuffle the deck, adding the discard pile and your hand.

Finally, become part of the Maze. Once per round you may play another card directly from the deck, adding a problem to the area and making the party reroll for the area. If you play Death, the current leader dies.

Continue until all characters die.

Author's Comments

---

Ok to archive to another site.

---

blatantly and obviously inspired by this silly tumblr post: https://www.tumblr.com/glitchlight/799066238908350464?source=share

written during my lunchbreak lmao

i am usually verbose as fuck so this did hurt me a little. nevertheless it was fun.

Source: tumblr.com/equalseleventhirds/799855851200446464

Dollhouse, by neither.nor

A 200 word vent about gender for a doll and 1-4 people.

One participant is the Plaything. She is to accommodate the Players. Others are Players. They keep the Plaything in line.

Track Norms for participants. The Plaything is to follow them. Players may also opt to comply. The Plaything shan’t see this list. Start with:

  1. Don’t argue.
  2. Don’t make anyone uncomfortable.

Each round, the Plaything is to write a word while each Player writes a question. Then, she is to reveal her word. The Players each reveal their question and collectively determine whether the Plaything’s word is a suitable answer, referring to the Norms. If it violates the Norms, or she herself does so during Player discussion (eg. arguing her case), she is to add 1 Stigma.

Roll 1d8. If less than the Plaything’s Stigma, she is Ostracized. Players are appalled at her actions, but continue life without her. She is to consider what she did wrong. She loses.

If the Plaything is not Ostracized, the Players quietly add one Norm and repeat.

If the Plaything ever leaves of her own accord, she is a frigid cunt who can’t take accountability. Everyone loses.

When the Plaything is gone, choose one remaining participant. She is to become the new Plaything.

Author's Comments

This game is basically me working backwards from the second-last line about the Plaything leaving of her own accord, but I ended up liking it enough to post it. I haven't tested it, so I don't think it's necessarily fun, but hey, neither is misogyny. (Hence why there aren't actually any rules for "winning" – nobody wins, but the Plaything loses more.) But that said I do feel good about the tone-setting and social commentary, which is really what I wanted out of this anyways.

Given a bit more space, I would have preferred to give some more (obviously needlessly cruel) guidelines for the Players on what kinds of Norms to add and how to apply them, but the 200 word limit did definitely help to keep things pared down and focused, so I don't really mind. 200 words exactly, not including the title and subtitle.

Feel free to archive this one off-site! You can credit me as neither.nor or mc-cookies, whatever's most convenient for you. And anyone can feel free to share and remix this one if you want :)

To everyone who's ever been a Plaything: I'm sorry, I love you, and you deserve better. All the best.

Source: tumblr.com/mc-cookies/799707185813782528

Duel!

Two players are duelists. Each has two servants. Duelists sit between their servants. Duelists want their foe dead. Servants want to keep their jobs and avoid violence.

Servants secretly and randomly assign 1-4 to their duelist's skills: Firearms: pistols, swift action Fencing: swords, deliberate action Fashion: style, influence Fortitude: composure Duelists choose one and learn its value.

Servants assign 1-4 to their skills: Propriety: etiquette Prudence: subtlety Punctuality: swiftness Proficiency: expertise

Introduce scenes starting with a duelist and going clockwise. Have another player portray NPCs. Duelists' scenes are predetermined:

  • The Insult
  • The Challenge
  • Choosing Weapons
  • Preparations (for each duelist)
  • Duel!

When using skills, roll that many d6s. Clear advantage adds a die. 5-6 are successes. You narrate successes; an opposing player narrates failures. For each 1-2, mark experience. Servants roll and mark secretly for duelists.

When slighted, roll Fortitude to maintain composure.

Characters have 4 health. Regain 1 between scenes. At 0, you die.

Weapons deal 1 damage per success. Parry with Fencing, success for success. Pistols can't be parried.

At 3 experience, choose: Servants: +1 to a skill or gain a duelist skill at 1. Duelists: learn a skill's value or +1 to a skill.

Author's Comments

Archival off-site is okay!

It seems every year I end up making something involving hidden information. I liked the idea of having information hidden from its owner; having to puzzle out your own stats, figuring out if you have better Firearms or better Fencing than your opponent to determine what weapon you want.

Source: tumblr.com/electriceyespots/799404791521525760

Dungeon Divination

Shuffle a deck, lay out a single card to serve at the entrance and ask, “Why come to this place of darkness?”

Place two more cards below it, to the left and right.  The card on the left is the mood of the room; the card on the right determines how many things the room may contain .

As you press deeper in, lay out a second card next to the first, and ask “Where else could I have found what I desire?”

As before, place another card below and to the right to complete the description

As you press on, repeat for the following questions:

“When will I be allowed to leave this place?”

“What is it that keeps me here?”

“At whose bequest am I doing this?”

If no questions remain, but the goal has not been found, press on, have faith.

Once the goal has been achieved, you may ask “What happens now?”

Rooms:

Ace: Treasure

Two: Corridor

Three: Confluence

Four: Death

Five: Vast

Six: Refulgence

Seven: Fauna

Eight: Flora

Nice: Trap

Ten: Puzzle

Jack: Goal, Pleasant

Queen: Goal, Hidden

King: Goal, Desperate

Joker: Empty

Rules: Strange

Moods:

Hearts: Hopeful

Spaces: Gloomy

Diamonds: Opulence

Spaces: Dearth

Author's Comments

Okay to archive

Source: tumblr.com/nucleiclight/799583055747645440

DÆMON OF THE DUNGEON

You have entered the Dungeon to slay its master Dæmon, but lo, you will most likely not return. Only with mountains of corpses shall the great and terrible Dæmon deep below be defeated.

To Fight The Daemon:

With a 1 minute hourglass ready, stand 1 metre away from a wall with a d6 in hand. Flip the hourglass over, and toss the die at the wall. If it bounces off the wall, this is a successful strike! Record the number and repeat as many times as possible until the final sand falls.

Unfortunately, your strikes against the Dæmon may not have availed the world of their corruption. 

Total your rolls together. To defeat the Daemon that commands the depths, a summed mass of 200 is needed.

If you failed to reach that, pass this game unto a friend, so they may follow you and add their rolls to yours. Proceed until one such quester succeeds in finally striking down the Daemon!

But alas! In their moment of triumph, the fell curse swirls, and they shall become the next Dæmon Of The Dungeon! The final tallied score becomes the new target. The cycle continues, the chain unbroken…

Author's Comments

This is this unit's first entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942522908655616

Elf Simulator 5000 (2-4 players)

You are an elf.

Elf lifespan: 700 years. Players roll 3d6. Arrange digits in any order for starting age. Older elves; shorter game.

Round begins. Roll d12. All elves age this number of years.

Players take turns from youngest elf to oldest.

Turn. Roll d12. You concentrate on this Elf Domain in this period of life.

  1. Meditations; oneness with nature
  2. Archery; dextrous combat
  3. Forest exploration; cultivation
  4. Dance; lithe grace; acrobatics
  5. Spellcraft; magical prowess
  6. Social standing; graces
  7. Architecture; legacy
  8. Rich elven history
  9. Epic, lyrical poetry
  10. Musical virtuosity
  11. Ethereal elven beauty
  12. Close relationship with fellow elf

Describe progression within this aspect of elf culture during these years. How did this focus change you? Did you act for yourself or fellow elves? Do you feel connected to elvenkind?

Optional: Roleplay brief scene with another player relating to your elven accomplishments.

Round ends. Share mindful elf group discussion. Develop shared elven lore. Discuss local elf community; its change in response to this round's domains.

Repeat from top of round.

When oldest elf passes age 700, final round begins. The oldest elf dies on their turn.

Author's Comments

I give permission for this work to be archived off-site.

200 words exactly.

In this game you can be a stereotypical fantasy elf - a regular one, not an adventurer - and talk about how cool elves are with your friends. It can be as silly or serious as you like. Made by an elf fan, for elf fans. Pointy ears not optional.

Source: tumblr.com/homestuckreplay/799105397042593792

The Elves Are Flying Ryanair

Requires 2+ players and a working clock.

Characters start at Rovaniemi Airport, midnight local time, 18 December; game ends seven days later. Ingame clock advances one hour for every two minutes of IRL time.

You play an insomniac Christmas elf who must take commercial flights to deliver presents to as many people as possible. (Use Google Flights or similar to find schedules.) You must declare your character's intention to take a flight before its departure time has passed ingame. At departure, roll 1d6; flight is cancelled on 1 and will land 30 minutes late on 2.

No connections shorter than 30 minutes. Scheduled commercial passenger flights only. You may not start planning before the game begins.

Upon landing at an airport, add the population of the nearest metro area to your score, unless an opponent has already done so for that metro area. (If two characters land at the same place and time, whichever player declared their move first claims the points). Highest score by end of game wins.

Players are encouraged to describe in detail what their character is delivering to each city, who is collecting it from the airport, and how they got it through customs.

Author's Comments

AUTHOR'S NOTES

I first extend my sincere apologies for submitting a Christmas-themed entry in early November, as this violates a number of my core principles re: the observation of civic holidays under the Gregorian calendar. I think technically this jam extends a few hours into December for me, but after my bachelor's thesis I never again want the stress of submitting something five hours before a deadline.

This is a heavily simplified version of a ruleset used by me and a few friends to play Jet Lag: The Game simulations over Discord (though in this case the game does not resemble any actual Jet Lag formats). After extensive discussions with similarly autistic people, I still have no idea whether it qualifies as an RPG. At the very least, I can confirm it's precisely 200 words.

The ruleset of The Elves Are Flying Ryanair is released under CC BY 4.0, and I give permission for it to be archived off-site.

Source: tumblr.com/oqmemphis/799512706975760384

Executive Dysfunction Simulator

Equipment: pen and paper, d10s, half a deck of cards (two full suits)

 

You are a human being. For ten days you must:

Feed yourself (thrice daily, Effort 1)

Clean yourself (twice daily, Effort 1)

Clean your surroundings (once daily, Effort 2)

Do something enjoyable (once daily, Effort 0)

 

Each day, do as follows:

For each task, roll a d10 per Effort and take the highest number. 0 isn't 10. Assign this number as the Difficulty for the day. Draw seven cards, shuffling in the discard if needed. To complete a task, play numbered cards (A = 1, face cards aren't numbered) in front of the task so they add up to at least the Difficulty. If the Difficulty of a task is 0, you don't need to play cards to complete it. You may tear non-face cards in half to use them twice, but they are unuseable after. For each instance of a task you fail to complete, increase the effort of any task by 1. Discard unused cards. Start a new day. If you fail to complete all instances of a task three days in a row or you run out of non-face cards, you lose. Hang in there.

Author's Comments

The seasonal depression is hitting me so I made a game about it. An early submission, I may submit more later this month since I'm pretty sure that's not against the rules.

Source: tumblr.com/confusedpaladin/799048435739262976

FACT OR FICTION

(1 Returning Hero, 1 Bard)

Take all Hearts out of a deck. Shuffle them.

The Hero narrates how prowess, guile, and virtue led them, through river, marsh, and mountain, to narrow victory over evil.

The Bard draws five cards from the deck and consults their meaning:

2: The Hero's name is spelled correctly. 3: The Hero's bar tab goes unmentioned. 4: The Hero's weapon gets an epithet. 5: The Hero is attractive. 6: The Hero 7: The Hero gets a love interest. 8: The Hero's successes are not attributed to divine providence. 9: The Hero's bastard child does not appear. 10: The Bard is not written in as a spunky sidekick. J: The Hero is declared a demigod. Q: The Squire, who went mysteriously missing during the quest, goes unmentioned. K: The Hero survives. A: The Hero's actions make things better.

The Bard divides these cards into two piles. The Hero chooses a pile.

The Bard then recounts the tale as they tell it to others. In this telling, all the cards in the pile the Hero chose are true, and all of the ones in the pile they left are false.

Author's Comments

Okay to archive off-site.

I have chosen to not count d66 table numbers in the word count, but to count playing card tables headings. My reasoning for this is that d66 tables, particularly ones broken up like God is Wet's is, are still legible without the numbers, while I feel like this wouldn't be.

Source: tumblr.com/ringedretrospective/799170306136834048

a final act of devotion

This game contains grief and memories. You can always stop playing.

You’re to die soon. You must leave a person devoted to you the secret of your password, so they can inform your online queer friends that you’re dead. This will be their last act of devotion to you.

To create the scavenger hunt that will lead your Devoted to, come up with a location, place, landmark or item you associate with each other the following scenarios:

  • Birth
  • School
  • Faith
  • Loss
  • Community
  • Madness
  • Love
  • Devotion
  • Service
  • Bravery
  • Rest
  • Regret
  • Music
  • Joy
  • Friendship

Arrange these locations, places, landmarks, and items in any order that makes sense to you. The last memory will have your password in full.

Next, write or record a message to your devoted. This is the final words they will hear from you, so make it count. It must:

  • Explain your scavenger hunt & why you tasked them with this last act of devotion
  • What you want them to tell your online queer friends
  • A message for them to keep close to their heart once you are gone
Author's Comments

Word count: 181

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/799357357206487040

FINGERGUNS AT DAWN

You successfully robbed that guy! Now you need to decide what to do with the cash. Roll an Initial Idea.

You also have MAGIC POWERS, activated by pointing a fingergun at someone. You all have one charge left. The person across from you rolls your power, writes it on an index card, and sets that index card facing away from you so that everyone else can see.. 

Starting from the player with the worst vibes, take your turn:

  1. Make a two-three sentence argument for what to do with the cash.
  2. Ask someone what your power is. They can answer as they wish.
  3. (optionally) Use your power if you have the charge to do so,.

The game ends when everyone who is alive agrees on what to do with the money.

D4 MAGIC POWERS:

  1. Your target dies.
  2. Your target agrees with you completely.
  3. Your target gains a new charge.
  4. Completely random effect, roll on this table.

D6 INITIAL IDEAS ON HOW TO USE THE CASH:

  1. Give it to charity.
  2. Start a foodtruck.
  3. Start an upscale restaurant.
  4. Split equally and go our separate ways.
  5. Give me the biggest cut, I did all the work.
  6. Burn it.
Author's Comments

Not counting list numbers, 197 words. Initially you were going to know your powers but no-one else knew, but this way it's funnier.

You have permission to archive this game.

Source: tumblr.com/bellsonggames/800065343155552256

FORAGERS

Three to twenty players will play as ants. One referee maintains the secret hexmap which is their world.

The referee...

  1. Positions: player ants; twice that many CRUMBS (somewhat clustered); any HAZARDS and OBSTACLES; one ANTHILL; any NPC ants.
  2. Adjudicates: player moves. Track pheromones, etc.
  3. Describes: what ants sense. Ants can sense pheromones, see into their hex, and see only whether there is "something" in the three hexes they face.

The players...

  • Write/message their moves to the referee; simultaneously; silently.
  • Moves allowed:
  1. Go either forward, forward-left, or forward-right. Optionally, drop one pheromone (TREASURE, ALARM, or ENNUI) in the hex you are leaving.
  2. Gather a CRUMB from your hex or drop it at the ANTHILL. You may carry one CRUMB.
  3. Scrub all pheromones from your hex.

Also

Players who find other ants may talk to them, but mustn't coordinate actions verbally.

If you enter a hex with a HAZARD: Save on 5+ on 1d6. Otherwise die, dropping ALARM pheromone in this hex and a random neighbour. Drop any CRUMB. Narrate your death.

OBSTACLE hexes can't be entered.

Play continues until all CRUMBS are in the ANTHILL or all ants have perished.

Author's Comments

Feel free to recreate or archive FORAGERS elsewhere.

This game was made by Ben Meadows (Periapt Games), who releases the text to be reused and remixed under a Creative Commons Attribution 4.0 International license: https://creativecommons.org/licenses/by/4.0/

Source: tumblr.com/periaptgames/799500392165736448

GATE-KEEPERS

For 2 Fans and 1 Moderator. Requires one six-sided die.

You are two Fans on a metal forum in the throws of a nasty argument. Each of you are convinced the other is a Poser. To settle your argument, a Moderator has stepped in.

The fans take 30 seconds and find one easily carried non-animate OBJECT and bring it back to the play area. The moderator will roll the die twice to generate two SUFFIXES. The moderator assigns one SUFFIX to a Fan’s OBJECT, and assigns the remaining SUFFIX to the other Fan’s OBJECT.

 

SUFFIXES

1 – core

2 – edge

3 – grind

4 – doom

5 – gaze

6 – death

 

Each Fan is now a passionate defender of their assinged genre, OBJECT-SUFFIX, which is real metal. This genre is defined by a GIMMICK, which the Moderator assigns as they did before with the SUFFIXES.

 

GIMMICK

1 – polyrhythms

2 – satanism

3 – folk-instruments

4 – screaming

5 – lyrical imagery

6 – outfits

 

Each fan gets 1 minute to explain why (based on its GIMMICK) their genre is the only true metal. After each fan has presented their case, the Moderator decides which fan was least convincing, and thus a Poser.

The Poser is banned from the forum.

Source: tumblr.com/henchmaxxing/799253041041833984

GOD IS WET

(2+ players)

You are aspiring God-Eaters, but first you must determine God’s nature. Is God the name given to the culmination of errors in reality? A metaphor for structure, or for kyriarchy? A big man in the sky?

Each God-Eater starts by rolling d66 on the below table to determine what they initially believe about God. Choose one God-Eater to start as Dealer.

Each round, the players collectively roll d66, learning a new aspect of God. The Dealer interprets this; they are not allowed to change their existing beliefs about God, but metaphor is encouraged. The player to the Dealer’s left explains, based on *their* existing beliefs, why the Dealer is wrong, and what it *actually* means that God is, e.g., wet. This continues with the player to their left refuting them in turn, and so on until it would be the Dealer’s turn again. At this point the player to the Dealer’s right becomes the new Dealer. Repeat until bored.

GOD IS…

11: Avian 12: Asleep 13: Banal 14: Chelonian 15: Chewy 16: Creepy

21: Cyclopean 22: Dead 23: Envious 24: Erudite 25: Faceted 26: Flavorful

31: Gargantuan 32: Happy 33: Hungry 34: Incomprehensible 35: Inescapable 36: Intangible

41: Melodramatic 42: Memetic 43: Metallic 44: Microscopic 45: Multicolored 46: Mysterious

51: Poisonous 52: Radiant 53: Spiny 54: Subjective 55: Systemic 56: Technical

61: Thunderous 62: Tricky 63: Unthinking 64: Venomous 65: Well-meaning 66: Wet

Author's Comments

NOTES:

OK to archive off-site.

I made this in the first week of December 2024. The only changes since then are minor wording edits and optimizing the d66 table.

This is 235 words but it's 199 if you don't count the numbers in the d66 table.

This is based on the “rolling to determinine God’s nature” aspect of the original shitpost that led to Eat God. At some point this was left to the wayside in the game proper, with each character having a fairly solid definition of God as the game begins, but i felt it was worth making. In theory one could play this as a prelude to Eat God's character creation, though it has no mechanical impact.

Source: tumblr.com/ringedretrospective/799151504655253504

Grazing Thoughts

a solo journaling game about gently herding your worries

You'll need: Something to write with; one die (d6).

Setup: Think of a worry, anxiety, or intrusive thought. Write it down somewhere. Don't linger on it. Instead: give it a sheep form—draw or describe what the sheep looks like. Name it if you like. Then, roll:

  1. The sheep wanders off. Where does it go and what does it find there?
  2. The sheep naps. What does it dream about?
  3. The sheep eats something new. What's it taste like?
  4. The sheep meets a friend. Who is it and how do they interact?
  5. Weather shifts. How does the sheep respond?
  6. A hiker passes by. What do they notice about your sheep?

Repeat for other thoughts and keep rolling as desired. Each roll, write a few lines. Keep using the prompts or just write about whatever you want, but make sure to keep your focus on the sheep, never the attached thought. Over time, the sheep should stop being worries—they're just sheep doing sheep things.

When you're done, delete/scribble out your initial list of thoughts and step away. The sheep stay, grazing safely in imagination. You don't have to follow them anymore.

Author's Comments

Notes:

  • 200 words exactly.
  • OK to archive off-site.
  • In fact, full permission for anyone to do whatever they want with this, no need to ask or notify me, death to IP.
  • This is the second-ever game I made and it's the second sheep-themed one made in an attempt to distract me from OCD-related ruminating [insert pun about sheep being ruminants].
  • Seeing as this is my Second-Ever Game, I'm by no means a ""Game Designer"", if anyone actually tries and has fun with this, I would love to hear about it; it would make my day. :]
  • OK bye take care I wrote all of this while at work pls slack off at work as much as you can. 🐑

Source: tumblr.com/electric-shoop/799280815560392705

I Got Isekai'd As Villainess And I Don't Even Know Court Etiquette But Surely My Memory As A Horse In My Past Life Would Help

Need:

  • d6
  • A pack of playing cards
  • Designated storyteller (optional)

Setup:

  • Go to https://en.wikipedia.org/wiki/Special:RandomInCategory and enter "Thoroughbred_racehorses" until you get a specific horse. You are a humanoid in some sort of nobility court, but you remember your past life's trivia from this page.
  • You have 4 stats, each symbolized by a suit:

Romance-Heart

Wealth-Diamond

Violence-Spade

Skill-Club

Spread 6 points to your stats (you can have 0 in a stat)

How to play:

  • Have an adventure.
  • Whenever there's a complication, draw a card. You need to use the stat symbolized by the suit to solve the complication. Make a contrived justification for why that stat is necessary and how you'd solve it, then roll d6+stat, success on 4+.
  • Whenever you fail, you gain Ire. When you have 6 Ire, you get kicked out of the country.
  • At any point, you can exchange Ire for either Horsepower or Revolutionary Spirit. Make a justification for why your horse trivia is useful, then either:

Simple reroll: gain Horsepower. When you have 6 Horsepowers, your Instinct takes over, and you run off to live in the wilds.

Reroll with incremental +1: gain Revolutionary Spirit. When you have 6 Revolutionary Spirits, you get executed.

---

Feel free to archive off site.

Design document under cut

Author's Comments

Originally I was planning to make some complicated card-based game about court nonsense, but halfway, I thought, let's just start this year simple.

In case it need clarification:

Getting kicked out of the country, running off to the wild, and getting sent for execution, are game overs. Your character might keep their life but they're out of the game.

Incremental +1: You get +1 in your reroll, and you can keep rerolling again with additional +1 for that check.

Joker count as all suits or something, you're adults, you can make up your own additional rules.

Source: tumblr.com/notsomeoneyouknow/799796260928372736

I KNEW THIS DAY WOULD COME

REQUIREMENTS:

  • many notecards
  • 3+ compatriots

You are a WIZARD. Decide on a MAGICAL NAME.

WIZARDS are known for PROGNOSTICATION. For each other WIZARD playing, secretly write their NAME and one thing you believe they will do onto a notecard. Decide with your fellow WIZARDS whether these should be in-character or out-of-character. These are your PROPHECIES. Your PROPHECIES cannot be identical.

Choose a WIZARD to be the first SEER. The SEER must now describe the current situation the WIZARDS are in.

A WIZARD, at any time, may perform an action. If a majority of WIZARDS agree, that WIZARD becomes the SEER and must now describe the action and at least one way it goes TERRIBLY WRONG.

If a WIZARD performs the action on a PROPHECY bearing their NAME, that PROPHECY's owner may read the title aloud. That WIZARD then places the PROPHECY face-up before themselves and becomes the SEER. If a PROPHECY is performed by a different WIZARD than is named, that PROPHECY's owner must place the PROPHECY face down instead.

The game ends when one WIZARD no longer holds any PROPHECIES, or when all WIZARDS agree. The WIZARD with the most FACE-UP PROPHECIES before them describes their ULTIMATE TRIUMPH.

Author's Comments

Been eyeing this up since 2023 and figured there was no better time than Immediately to try it out. This was about as hard as I thought it would be, but in a way I wasn't prepared for. I know that there's no score or betters or anything, but I hope I did good. The body is exactly 200 words.

I'm particularly proud of the fact that a winning strategy for this is convincingly roleplaying as a wizard for the entire length of the game. There's a bunch of extra stuff I wish I could fit in there, but I hit 200 pretty quickly with just the basics. I guess that's kinda the whole challenge, yeah?

Source: tumblr.com/truepestilence/799501086533795840

I Somehow Condensed the Non-Combat Part of my Untitled TTRPG to 200ish Words for Fun and Practice

Characters

Attributes: Assign d6, d8, d10, & d12 to Might, Agility, Wits, and Resolve.

Traits

One Background: a short phrase to describe your station.

Two Motivations: things you want.

Three Descriptors: adjectives that describe behavior.

Four Skills: verbs that describe what you're good at.

Five Items: useful objects.

Rolls

When you attempt something risky: describe your approach and if needed, Invoke a Trait for Leverage. Leverage justifies why you can do it.

Choose two Attributes. One may be chosen twice but prefer two.

May Invoke one Trait per category, excluding categories used for Leverage. +1 for each.

Help gives +1. Helpers risk Consequences.

GM may Invoke one Trait per category, excluding Traits you’ve Invoked. -1 for each.

GM sets the Target.

  • 7: Easy
  • 10: Moderate
  • 13: Hard
  • Etc.

Roll dice, sum results, and compare to Target.

Miss: Roll < Target. There are Consequences, not always failure.

Hit: Roll ≥ Target. Success without complication.

Crit: Roll ≥ Target + 5. Success with Benefits.

Consequences

Reduced effect.

Die reduced by 2. Cannot be restored without cost. At d0, incapacitated.

Item is lost.

Time.

Attention or ire.

New challenge.

Benefits

Increased effect.

Reduced die restored by 2.

Item is gained.

Time.

Subtlety. 

Another challenge resolved or lessened.

Author's Comments

=====

Available under the CC-BY-NC-SA 4.0 license. Permission is granted to archive this RPG off-site. This RPG may not be used to train AI models.

=====

Very general-purpose, the game adapted is a fantasy skirmish game so the non-fighting part is broad. There are some pretty significant changes - the skirmish RPG has hit points and a metacurrency that didn't really fit, so I made your attribute dice kinda function like hit points here. Also I was originally adapting the subsystem for play-by-post in my text RP discord (I wanted to see if I could get ~400 words to 200), so I removed the GM's ability to veto the traits you invoke. In PBP that would mean more posts and the number of posts in the back-and-forth of a roll is a big limiter on speed.

Source: tumblr.com/thelibraryofthacey/799929981858938880

THE ITCH: A FFXIV Fan?game

There is a parasite in your brain which wants you to redownload Final Fantasy XIV so it can destroy humanity.

Assign 5, 4, 3, 2, 1 to Strength, Agility, Vitality, Intelligence, Mind.

You start with 10 VP.

Roll a d6:

1: You end up talking about FFXIV in an unrelated conversation. (Strength) 2: You're watching raid guides again. (Agility) 3: You don't feel good and you don't know why but FFXIV would fix it. (Vitality) 4: Eorzea needs you. (Intelligence) 5: You miss feeling useful as part of a party. (Mind) 6: You have a bad night with a friend or SO. Lose 1 VP.

An attribute in (parentheses) means "roll a d6, and lose 1 VP if the result is greater than that attribute".

Keep rolling. Each roll is one day. Once you've rolled all six options, the game ends. Life goes on.

Or, if you run out of VP, the game ends, then roll 1d6.

1: The parasite never existed! You live a happy life enriched by FFXIV. 2-5: The parasite is a metaphor for addiction-related cravings. You've relapsed, and live a life which is frankly made worse by FFXIV. 6: The parasite is literal. Humanity is doomed.

Author's Comments

OK to archive off-site. Based on a true story. Slightly embellished.

Source: tumblr.com/ringedretrospective/799243021862469632

Title: Kill Your Neighbor Author: Peter S. Svensson Archive OK! --- Each player comes up with an obnoxious attribute to apply to the awful neighbor.

Example: Takes your parking spot, doesn't clean after dog

Then, each player comes up with a character who is impacted by this terrible person.

Example: Writer living next door, delivery guy who is treated poorly

Each character has to allocate 6 points between their problem solving stances. Practical Improvisational Financial Physical Social Intellectual

Act One: Roleplay how these characters meet and commiserate about their mutual problem.

Act Two: Roleplay how they come up with a plan to humiliate, ruin or kill the awful neighbor.

Act Three: Roleplay how they execute said plan.

When a character attempts something risky, the Narrator may ask a player to roll a d6 then add whichever stance is relevant. The Narrator will pick a target number between 2 and 12 to determine the difficulty of the action. If the total is less than the target number, the character fails. Otherwise, it's a success.

There is no collaboration. Only one player gets to roll.

Once per game, a player may re-roll the dice if they come up with a clever flashback scene explaining how they are skilled at what they are doing.

Source: tumblr.com/peterssvensson/799504005055365120

There are 200 words below this line. Permission to archive is granted.

---

Killing My Love

Your relationship is approaching its end. The metaphor is a downhill race.

---

Choose a trigger:

Shock: 15 Distance and 21 Time. Runner moves twice first round.

Stagnation: 5 Distance and 15 Time.

Opportunity: 10 Distance and 15 Time. Pursuer starts with 3 rerolls.

---

Each chooses Move and rolls opposed 1d6.

Runner:

Sharp Turn: Bring up a slight they forgot but that you always remembered. +3 Distance on win.

Block: Harden your heart. Think about what awaits you. -3 Time on win. -3 Distance on lose.

Flat Out: Tell them how you really feel. +3 Distance, +3 Time on win.

---

Pursuer:

Only 1 reroll per round.

Slipstream: Bring up a time you felt positive and believe they did as well. -Margin Distance on win. -2 Time on lose.

Drift: Offer them something to stay. +Margin Time and -2 Distance on win. +Margin Distance on lose.

Pace: Tell them what they want to hear. Gain a reroll. Then, +Margin Distance and -Margin Time on lose.

---

-2 Time per round.

If Distance >=30, Runner leaves.

If Distance OR Time <=0, roll one last time. Rerolls unlimited. Pursuer wins, Runner stays. If not, they leave.

Briefly discuss your feelings afterwards.

---

There are 200 words above this line.

This is a prototype of a broader concept I may iterate on. You may sense an imbalance towards one of the parties here; think about why that is.

Source: tumblr.com/soma-prime-incarnon/799089867092115456

LAMBDA KNIGHTS

You are a Knight of Lambda. You must travel through Invictus, Greysea, Erebus, and Mount Ar, and defeat Dark Sorcerer Ozymandias.

To create a character, assign +2, +1, 0, -1 to hacking, slashing, scrying, and phrasing. You have 0 wounds. Choose a class and a starting location.

"X ==> Y" means: "Once a scene, when you do X, roll 2d6 and add Y, then look at the next two lines. On a 10+, you get both; on a 7-9, one; on a 6-, neither."

Enter combat with an objective ==> slashing - You're not injured. - You get your objective.

Invoke Heaven's power ==> hacking - Heaven doesn't notice. - There are no unintended side effects.

Peer into the darkness between places ==> scrying - Your next roll gets +1. - Your foreknowledge doesn't shake you.

Talk to an NPC ==> phrasing - They give you a quest with a reward. - You learn about their story.

Rest at a shrine ==> +2 - Reduce wounds by 2. - You may switch the values of two non-wounds stats.

Get injured ==> wounds - Increase wounds by 1, then die if you have 5 wounds. - You're unconscious for this scene.

...There's something other than Lambda. It's in the world, but in you most of all. Good luck.

Author's Comments

OK to archive off-site.

Several of my other 200 word RPGs could be edited further, and aren't, because I like having a natural cadence in my writing. This one, on the other hand, uses something that's almost pseudocode for the sake of brevity.

EDIT: I forgot to give anything resembling an opinion on this. It was a good idea but fundamentally you don't need to do this for brevity outside a 200 word RPG jam.

Source: tumblr.com/ringedretrospective/799731224684937216

Let's just get the Computer to do It

The player(s) open a conversational AI and paste the below prompt, taking turns in a circle deciding what to write in each blank.

Generate a 200-word or less roleplaying game for [X] players. It should evoke [feeling], take place in [setting], and center around [verb]. Include the title, how play progresses, and an ending.

Vote whether you'll attempt to play the game it generates. If not, start over. The group may stop an attempt and start over at any time if it becomes boring. This is called "user error".

The first game completed is declared the winner and receives a soul as reward. If no game is completed, the player who had the most fun wins. (Protip: Roasting the game is also a type of fun.)

Author's Comments

I am okay with having my 200-word RPG archived off-site.

Source: tumblr.com/sideblog-sidehoe/799502522285015040

The Library Leak

The college library's staff have noticed odd things happening lately. Things not being where they should, the occasional weird sound. But there are student complaints of strange lights in the stacks, people being locked in study rooms, & claims they've watched their peers performing real magic. A cursed book has hidden itself amongst the collection & is leaking evil into the books.

What You Need:

A friend

Two six-sided dice

One person is the ghost hunter & the other is the demonic tome. Describe both characters.

The ghost hunter has a spirit detector & a banishing rod. You can use one at a time. Describe both.

The book strikes from hiding and uses a spell to destroy the human body. Describe the spell.

Each turn, decide which item you use & you both roll the d6. A 5-6 is a success & deals 1 point of damage. The monster deals 2 points of damage.  The hunter has 4 hp and the book has 6 hp. Using the spirit detector reduces the monster's attack roll by 1.

If the hunter is defeated, the evil tome will continue to spread its maliciousness to the unsuspecting students. If the book is defeated, the library is free. For now.

Author's Comments

Here's my (maybe first? I might try some more) entry into the 2025 200 Word RPG Game Jam, The Library Leak! It's sitting at 199 words and is a very condensed version of something I was working on before for a an adventure set in a game world I was trying to build, but has stalled for the time being. Anywho, The Library Leak follows a similar structure to my game from last year, Spirit of Adventure. It's rolling a couple of d6s and seeing whose character dies first! It's simple! I would like to have this archived, please. Also, feel free to do whatever you want to with it.

Source: tumblr.com/skredli-the-ogre/799249414474563584

The Littlest PC: A Game for One GM and One Microbe

You are a new species of microbe, a formless blob in the primordial ooze.  Try to survive without losing yourself by becoming another species.  Balance your Extinction and Evolution stats.  They both start at 5.  If either hits 10, you lose!

1: The GM flips a coin.  On heads, introduce a new condition (eg antibiotics, lower oxygen).  On tails, introduce a new environment (eg new host species, dry land).  Roll a d6 to assign a difficulty, 2 to 6.  (Reroll on a 1.)

2. The player may either roll a d6 immediately to attempt to survive or gain a new trait first.  Any trait that clearly applies to the event adds 1 to the roll.  Tie goes to roller.  Failure: +1 Extinction, -1 Evolution.  Success: +1 Evolution, -1 Extinction.

Suggested traits: Flagellate; Photosynthesizing; Extremophile; Infectious; Dormancy; Beneficial/Useful.

3. Repeat.  Traits last between rounds.  For EVERY trait: if the environment changes, +1 Extinction, -1 Evolution; if the condition changes, +1 Evolution, -1 Extinction.  Eg, if you have 5 traits, your Evolution/Extinction changes by 5.

If you successfully complete ten rounds without either Extinction or Evolution hitting 10, you win!  You have survived to the destruction of your planet.  Congratulations!

Author's Comments

[Archiving off-site is welcome.]

This game has been playtested!  Playtesters found it “fun,” “fast,” and “kinda like Plague Inc.”

Recommended setup: a coin and a d6 (or a phone with dice-rolling open), and a notepad (or a phone with notes open).  Notes should include a section for traits and trackers for Rounds, Evolution, and Extinction.  (You can also theoretically track only one of them and lose when it hits 0 or 10.)

It is left deliberately ambiguous whether you can apply traits from previous rounds to the current event, so that that can be decided at the table.  My recommendation is to play with only new traits affecting events in your first couple games while you figure out the scoring and strategy.  Then, once you have the hang of it, try letting traits stack.

To clarify the reasoning on the end-of-round trait shifts: you’re getting hyper-specialized for your environment.  Hyper-specialization causes you to start to speciate if your environment stays the same, but screws you over if your environment changes.

I wrote this during an international flight - I challenged myself to do everything from brainstorming to playtesting to layout all between LAX and Japan (and still have some time to nap).  Finished layout as the flight attendant was telling me to put away my laptop!

This game is lightly inspired by the Honey Heist system and by Spore (2008).

If you want to hack/remix this system/use it as an engine, feel free!  It’s designed to be eminently hackable for 200w RPGs.  Please credit in your author’s notes as based on/a hack of/etc “The Littlest PC, by DropTheMyc Brewery”.

Sharing is also great.  If you share, please again credit DropTheMyc Brewery.

Here is a version laid out for business cards:

[Don't mind the QR code, it's not active yet.]

Source: tumblr.com/dropthemycbrewery/799969103379070976

A Long Way Home

REQUIREMENTS:

  • Pen(cil) and Paper
  • A Tarot Deck (virtual is fine)

 

You are a traveler, embarking on their final trip; to their home. It will be a long journey, and in the end, the you as you know it may not be the one that reaches it.

The way home has eight stops (the colours of light, excluding indigo but including light and dark); these stops can be both physical and metaphorical. A place you visit on your final journey, or a significant event. All that matters is what you take away from it.

At each stop, draw a Tarot Card and interpret it to the best of your ability and interest. Write down the scenes and people of the location, or the nature of the Event. You may draw another card to foster a greater change; add another description and what you've learned from it, and +1 Fate on your sheet

After the 8th Stop, compile all of your changes and your Fate together. And see how you've changed...and how much Fate you've accrued; your future impact, with 0 being just another traveler and 8 being a traveler that will one day, change the very world itself.

—————————

Here's my second stab at this, it's quite fun!! 200 words as well, this. I'm fine with it being archived anywhere as usual

Source: tumblr.com/paradoxdragonpaci/799511948426362880

The Messenger

Needs: 2d6, one inside the other; a bag, esp. worn; a notebook; loose paper; writing implement

The wearer of the bag is a messenger. The notebook is theirs. The loose paper is for the messages they carry.

Roll the 2d6. The outer die is more important than the inner one.

1- The messenger is lost. Jot down information in the notebook to orient yourself. 2- A message is received. Write it down. 3- A message is given. It is no longer of use to you. 4- You are delayed on your journey. Idle the time in your notebook. 5- You are owed a favor. Note this. 6- A message is taken from you. Tear up one of the loose papers you've used.

The game ends when you run out of loose paper, or when you fill your notebook, or when your writing implement fails. Discard any remaining loose paper. If your messages bring right or ruin to the world, if your failures help or hinder, if the world is forever changed by your hands, you alone hold that historic record. If you would like, acquire a distinct writing implement and annotate your notebook. It is your final message.

Author's Comments

Okay to archive offsite. I started with using implements I enjoyed, then found a story that would be interesting to tell with them. I love implicit worldbuilding and characterization, so that found its way into here too.

Source: tumblr.com/tricksterwizardry/799501376394821632

Monster & Fucker

A roleplaying experience for a player and a GM who are comfortable being intimate together. The player plays a humanoid bard who successfully rolled to seduce a monster. The GM plays the dragon, beholder, mindflayer, or other monster the bard inexplicably decided to seduce. The monster can be any distinctly inhuman creature who passes the Harkness Test. The GM should know the monster beforehand and prepare.

First, the player and the GM discuss how the player and monster will communicate. (Do they speak the same language?) Then, the two try to work out the mechanics of the carnal acts they perform. The player only has the official art they can easily find, any knowledge they had prior to deciding to play, and what the GM communicates available to them for this task. The monster is equally clueless about the bard’s more conventional anatomy. Both try to solve this puzzle and enjoy the other’s company.

Once the monsterfucking is done, ask: How much did each character enjoy it? Do the two go their separate ways, or does this become more than a one-night stand (willingly or not on the bard’s end)?

Author's Comments

193 words, according to my word processor. Inspired by seeing enough jokes about bards seducing monsters in tabletop games that I started to wonder what that would be like. Archiving is OK.

Source: tumblr.com/lewdlamia/800065411929587712

MY LIFE AS A TWEENAGE INKLING

You are squids, but you are also kids. Assign 4321 to Squid Skills (Paint, Swim, Sense, Relax) and 4321 to Kid Skills (Fashion, Communication, Combat, Composure).

You are always either in Kid Form (-2 to Squid Skills), Squid Form (-2 to Kid Skills), and Pubescent Hybrid Form (-1 to all skills). You can choose one as a scene starts. As a tween, you do not have perfect control over your form.

Hot squid activities/scenes include: Paintball combat, art class, P.E., loitering, gossip, lunch, urban exploration, back alley, playdate, not-playdate hangout, school club, sex ed.

When taking action: Choose a relevant Skill, and then roll a d6. If the skill is 0 or less roll a d10. 1s always succeed. Rolls under or equal to your Skill succeed. Rolls over your Skill fail, and you change forms and gain 1 XP.

You can roll to change on purpose using Composure or Swim. In this case, success means you transform, and failure means you enter Pubescent Hybrid form and gain 1 XP.

When you have 5 XP, reset to 0. You've learned something important about being a squid-kid; figure out what. Then increase a skill by 1 (max 5).

Author's Comments

OK to archive off-site.

I'm gonna make one of these every day, even if it kills me.

Source: tumblr.com/ringedretrospective/799357952603701248

Necromancer Mafia Hits

2+ players, 1 deck of playing cards.

The government is catching on to your illegal necromancy ring and is sending inspectors to investigate. Luckily, this is a problem you can solve with: more necromancy.

At the start of the game, shuffle, then deal 5 cards to each player; those are their zombies. Clubs are strong, diamonds are fast, spades are toxic, hearts are tough. Whoever most recently watched/played something with a zombie is the first dealer; the position rotates clockwise each turn. Whoever is dealing is not playing.

Each turn, the current dealer plays the top card of the deck and describes the inspector it represents. A player has to play two cards of the same suit or one card of a higher rank to kill them and raise them, adding them to their hand. If no player can beat it, every player must discard a zombie as a distraction.

When a player runs out of cards, the government arrests them. The game ends when the deck runs out (the government runs out of investigation funds) or only one player has cards remaining (they use the ring's resources to flee the country and retire in luxury).

----

This can be archived.

Source: tumblr.com/infimace-blog/799624887492870144

No, No, You've got it all wrong!

3+ players, 1 pen and paper each.

You are investigators solving a murder.

The person who last solved a mystery goes first, Then proceed clockwise.

On your turn, present a piece of evidence and explain what REALLY happened. If no one objects write it down. Do not show the contents to others during the game.

While another player is presenting evidence you may at any point object, explaining why what they said contradicts an earlier piece of evidence presented by another player (not necessarily themselves). The accused then gets a chance to explain why it doesn’t contradict that evidence, after which all players at the table vote on who they believe more. None may abstain. In case of a tie, the accused wins.

The player who loses this vote is discredited, and may no longer present evidence or accuse another player, but can still vote in future accusations. If it was their turn they do not write down the evidence they presented and it cannot be grounds for an accusation.

Play continues in this way until only one investigator still has credibility, at which point they win and use everyone’s notes to explain the true tragic tale of the victim.

Author's Comments

Not including the title, it's 200 words exactly according to the software I used for this.

Oh yes, and I don't mind this being archived offsite.

Source: tumblr.com/enby-dragoon/799039587169271808

Of mice and... dice?

An inadvisable and unethical alteration to dice play.

For each different die each player requires you need:

  • 1 shoe box
  • 1 sheet of paper the exact size of the box
  • 1 live mouse

Players draw as many areas of any shape on each sheet as they wish, then number them from 1 to as high as necessary. Do not tell them what the sheets are for. Line the bottom of the shoe boxes with the sheets, then if necessary each player assigns each box as equivalent to a dice (d4, d6 etc.).

Put a live mouse in each box.

Play your usual preferred tabletop RPG. Whenever a dice roll is called for, the player gently tilts, shakes or turns the relevant box over and back. Then the player to their right looks inside (if this would create a conflict of interest, have the player to the left do it instead). The location of the mouse's tailtip determines the roll. Treat any number impossible to roll with that dice as the worst possible roll.

Author's Comments

Please don't play this! I just wanted to do a stupid pun. Do archive it, though, please :P

Source: tumblr.com/bossarmadimon/799202257157718016

Ogre's Resort

create character: draw three from some playing cards, record values/suits

cards determine Fitness, Knowledge, Charisma in draw order

suits assign traits

Heart: can use stat to fix other's failure

Diamond: +1 coin rewards from stat

Spade: can reroll task with stat once

Club: failures dont count against ogre tolerance

reshuffle deck when all are made

Task: d12, not above stat is success

Run Ogre's Resort

1d12 ogres enter

Ogres want 1d12 things, no repeating

Success on thing: 1 coin

Each ogre tolerates 1d12 failures

Angry ogre breaks amenity and leaves

Resort has these amenities:

Scran: -1 coin reward Meal: Scran + Heat Hotsprings: max 4 ogres, 1d12 tasks until ogre leaves Bathhouse: Hotsprings, but needs heat Board: final, indestructible, +1d12 coin reward Entertainment: worker can only do this until others have done 6 tasks, exponential money rewards per success

Amenity has 1 in 12 chance to break from use

Job tasks

Success: 1d12 task long effect Failure: Character can't do job until 1 ogre is fulfilled

Chopper: Gives heat Barmaid: +1 coin, -1 to all ogre wants Maintenance: fix broken amenity

You can decide ogres want other things!

Example: Seduce Ogre: +3d12 coins

Author's Comments

I am fine with this being archived. This is partially inspired by a bit I was doing where my girlfriend was describing what kind of dream she wanted to have that night and I kept occasionally sneaking in "...and all the other people there are tall chubby ogre women!" and also stuff like Dwarf Fortress and Goblin with a Fat Ass, except this time ogres get their time to shine and theyre tired and sweaty and twice your height. If I had room I'd make a mechanic where coins can be used to fix amenities or even upgrade them but rn theyre just a point counter. Im kinda pulling a Brennan Lee Mulligan because if I were playing this most of it would be focused on flirty ecchi ogre romancing roleplay but theres no real rules for it. I also realized a flaw where if you have a barmaid theres a chance ogres just get up and leave, i guess it can be flavored as them coming in for a quick drink instead of staying the night. Really proud of how robust character creation is even though what tasks are used for what are kinda open-ended.

If someone ends up playing this tell me how it goes

Source: tumblr.com/mallowmaenad/799115385037258752

Paper Space-Race

Players worldbuild factions. For multi-player factions, divide players evenly. Each faction gets a paper. Each round, each player describes a development and rolls 2d6. The result happens after a number of rounds equal to the difference between the development and the roll, subtracting 1. When a development affects another faction, that faction may roll 2d6 to retaliate, describing their response on a matching result. On success, reverse 1 fold on aggressor faction.

Developments:

[2] Sabotage- Tear corner of other faction. [3] Blockade- Tear other faction in half, side-to-side. [4] Puppet- Perform random development on other faction. [5] Espionage- Swap with other faction. [6] Attack- Reverse 1 fold of other faction. [7] Build- Fold 1. [8] New Facility- New paper. [9] Share Knowledge- You and other faction each fold 1, then copy the other faction's fold. [10] Expertise- Fold 2. [11] Innovation- Advance your developments 2 rounds. [12] Rushed Work- Fold 3.

Winning:

Forego a development to test your airplane. Other factions test theirs after all developments. The longest flight wins.

Author's Comments

Off-site use is fine.

This is a game about (mostly) indirect conflict between nations or civilizations. I named it in reference to the space race specifically because of the paper airplanes, but players can agree on different in-world goals to reach to better fit the theme they want. I could imagine this being used in a high-magic setting for "who can develop magic nukes fastest" (ok, maybe still a bit too similar) or in a steampunk setting for "who can develop the first automaton/computer," etc.

This can absolutely be played in a minimalist way, just focusing on the real airplane building, but I feel like the worldbuilding and roleplaying rival factions would probably be a lot of the fun of it.

Source: tumblr.com/indecisive-gm/799304869927403520

Poetry Dungeon—A 200 word RPG

To tell a story, find a poem. Any poem will do—the length of the poem will determine the length of your session. 

Read the title of the poem. Each word will give you a trait for your character.

Number all the nouns, verbs, adjectives, and adverbs in order of when they appear in the poem. Ignore duplicate words. 

Determine the amount of dice you will need to roll to encompass the amount of words—if there are 63 words, you would roll a d6 and a d10, with the d6 representing the 10’s place and the d10 representing the 1’s place (ignore results 64-69). 

Roll your dice whenever the outcome of an action is uncertain or the story has stalled. 

Divine what happens next from the word you rolled—then cross out that word. 

Once per game, you may replace a word with one of your character traits. Describe how your character loses that trait. 

The game ends when all words have been crossed out. 

If you would like to play with friends, each player will choose a different poem from the same author. If a player reaches the end of their poem before the other players, their character exits the story.

Author's Comments

This is my first time participating in this challenge! Hoping to do more before the month ends. I was worried I wouldn't be able to come up with a concept for such a short RPG, but then this idea hit me almost fully-formed in the moments between waking and sleep.

The idea of using a poem as a mechanic is so fun, I may need to turn this into a longer game at some point. So, look out for that, I suppose!

Please archive this game, we love to see preservation efforts around here!

Source: tumblr.com/23dogsinatrenchcoat/799950780873474048

POKEMON TTRPG

You'll Need: 1 GM 1-3 Players the Pokemon Type Matchup Chart (tinyurl.com/mvw2cx4z)

SCENARIO CREATION Fundamentally, a Scenario is two to five non-Normal Types, each with a corresponding Descriptor. Types can and often will be metaphorical. Examples include: Red Dragon - Fire (Breath Weapon), Dragon (Dragon), Flying (Serrated Wings) Masked Disco - Electric (Pounding Music), Bug (Masked Faces), Poison (Spiked Punch), Dark (A Spy Amdist) Eldritch Labyrinth: Ground (Twisting Tunnels), Ghost (Encroaching Madness), Water (Gloom)

The GM describes the scene with the Descriptors, but keeps the Types hidden.

ACTION Decide on an order for players to act in. On their turn, the acting player proposes their action, and states the Type they expect it to have, which can be metaphorical. The group can veto this if the action is obviously out of place (e.g. claiming open and honest communication as Poison type). If they, as an Attacker, choose a type that's 2x effective against a Type in the Scenario, they succeed, and that Type is removed from the Scenario. Its Descriptor remains but has reduced narrative weight. Otherwise, they fail.

Once all Types are removed, the Scenario ends. A new one may begin, or the game may end.

Author's Comments

OK to archive off-site.

The thing about wacky resolution mechanics is that they take a lot of words. This is an attempt to work around that. It is definitely at least a little clumsy.

Source: tumblr.com/ringedretrospective/799606913203683328

Power of the heart: a magical girl RPG

Creating your girl (gender neutral):

Each girl has 4 stats: Heart, Mind, Power, Grace. They range from -1 to +3. To generate each stat, roll 1d3-2.

Choose one Special Power. It can be anything that your GM approves. For example, fire control, super strength or ability to commune with technology.

Choose one Problem your girl has. It can be greed or problems at school or a curse, anything you like.

Doing things:

Ability check is 2d6+stat. If it's 8+, you do it successfully.

Getting hurt:

Each girl has 3 Wounds. Common NPC has 1 Wound. Bosses have 2-6. An attack deals one Wound of damage.

Advancement:

If during the session you at least once meaningfully engaged with your Problem, add 1 to any of your stats. If you meaningfully engaged with other girl's Problem, unlock a new Special Power.

Okay to archive.

Source: tumblr.com/forestsofcernutis/799939489114046464

Professor Hill’s Patent Medicine

For 3+ players.

Each player gets 1+ slips of paper, big enough to write a small phrase on each slip, and 1+ tokens.

Each player writes a problem a person could have on a slip, folds it in half, and puts it into a bowl (or other container). This problem can be as mundane as “baldness” or “bad breath”, or as absurd as “unmagnetized dog”. When each player has written a problem on their slips, play begins.

Round Structure

Taking turns, each player pulls a slip of paper out of the bowl and plays a salesman explaining that their product will solve the problem on the slip. The other players are encouraged to ask questions, including why it’s a problem or issues with the product.

After each player has made a pitch, the round is over and each player gives a token to the other player(s) they thought made the best pitch(es). Then the next round begins.

When there are no slips of paper remaining in the bowl, the game is over and the player with the most tokens is the best salesman.

Author's Comments

Offsite archival OK. Any other sharing or remixing is OK as well; I made this by borrowing from other people's work, so I can't complain if they do it to me.

This borrows somewhat from Baron Munchausen and Dr Magnethands, and from the board game Snake Oil.

This primarily came from the idea of a salesman saying "You there, sir/madam/fellow worker, do you have a problem with your dog not being magnetized?"

(Variant Round Structure, moved here for word count)

Shark Tank

Taking turns, each player pulls a slip of paper out and plays a customer who has the problem on the slip. The other players are inventors who pitch their own products to solve the problem. The customer is encouraged to ask questions of the inventors and clarify their needs.

After each inventor has made a pitch, the customer gives a token to the inventor whose pitch they like best, then the next player pulls a problem out and becomes the customer.

When there are no slips of paper remaining in the bowl, the game is over and the player with the most tokens is the best salesman.

Source: tumblr.com/darthbob88/799182773792489472

Realm of the Luminous (A Land of the Lustrous micro-ttrpg)

Players are immortal but breakable humanoid gems that are hunted by lunarians to be made into jewelry on the moon. Roll 1d10 for your Hardness.

You patrol the land every day. Each player rolls 1d6 per day. On 1-3, you encounter lunarians. Roll 1d10: if it's equal to or higher than your Hardness, you are hit and lose a body part. If you lose three body parts this way, you cannot defend yourself and you are taken.

If you roll a 1 on this throw, you cut the lunarian open and discover a Human part. You can substitute any player body part for it, but they lose 1 Hardness. At 0 Hardness you scatter apart.

On 4-6, you can rest. On a 6 you can make yourself a new body part if you lost one. On your third part made this way, you roll 1d6. On 1-2, you scatter apart. On 3-6, you are someone new, except for Human parts. Roll 1d10 for your new Hardness.

If you have three Human parts you are a human. You can pray to lead gems and lunarians into nothingness. Do you do it?

Author's Comments

OK to archive this game offsite. OK to reuse, remix and distribute it.

I believe Land of the Lustrous is eminently ttrpg-able, so I took a crack at it. It's really hard to reach nothingness with this math, but that fits the spirit of the narrative, I'd say, even if it doesn't make for a particularly fun experience. Larger groups are recommended! I've never written a ttrpg before, but we all have to start somewhere.

Source: tumblr.com/automatisma/799470445831258112

Relapse - a 200 word RPG submission

[please archive off-site]

 

Build a house of cards. This is the Kingdom. Keep building until it collapses under its own weight.

Collect the fallen cards and begin to build a new Kingdom from the ruins of the old.

Look at each card before adding it to the Kingdom. Consult the table below to see what you’re adding, and in what state. How is it repurposed in your new Kingdom?

A Cloud

K Crown

Q Throne

J Ring

10 Book

9 Song

8 Cauldron

7 Silks

6 Blade

5 Coin

4 Brick

3 Livestock

2 Grain

 

Spade Caked in dirt

Club Wet with tears

Heart Soaked with blood

Diamond Flawless

 

Keep building. You can draw more cards if your new Kingdom proves larger than the last.

Eventually the new Kingdom too will collapse. What did it in?

Take a moment.

Build another Kingdom from the detritus of the last.

Repeat until history grows tired of repetition.

Put the cards back in the box. You don’t need them.

Source: tumblr.com/skeletonkingdom/799061350934511616

A Road, A Chord, A Sword, A Chorus

2-4 players; 1 piano (or similar)

 

Select Voices:

Soprano, Voice of Light. Domain: Air. Virtue: Justice. Sin: Pride. Aspects: joy/exuberance, innocence/naïveté, inspiration/whimsy.

Alto, Voice of Love. Domain: Water. Virtue: Temperance. Sin: Envy. Aspects: peace/complacency, mercy/complicity, devotion/subservience.

Tenor, Voice of Passion. Domain: Fire. Virtue: Courage. Sin: Wrath. Aspects: duty/obsession, nobility/arrogance, conviction/fanaticism.

Bass, Voice of Wisdom. Domain: Earth. Virtue: Prudence. Sin: Sloth. Aspects: stability/stagnation, humility/deference, resolve/rigidity.

 

The Voices embark. Decide their journey's purpose.

Sit at the piano (SATB right-left). Each player finds A, for melancholy. In unison, press and hold. Listen carefully. One player describes the journey; another, a complication.

Privately select a new white key. In unison, press and hold. Listen carefully. Discuss the sound's meaning. One player describes resolution; another, the journey; a third, a complication. When Voices touch, cross, or share keys, something arises between them. When hands touch, let them.

Continue like this. When all return to A together, rest. Discuss your journey. Then embark again, this time beginning and ending on G, for nostalgia; then F, dreams; E, dangers; D, mysteries; lastly C, triumphs.

When the Voices return to C, the journey is over.

Author's Comments

I consent to this being archived off-site. And to anything else anyone wants to do with it, knock yourselves out.

--

200 words exactly according to the github doohickey.

If you have access to a keyboard but don't know which key is which, it's like this:

A diagram of a 3-octave piano keyboard with the white keys labelled to show the letter names of the natural notes (CDEFGAB). Taken from allaboutmusictheory.com via brief Google image search.

Source: tumblr.com/doctorpotatomd/799001514436886528

Rush B - A bluffing game for 2 players

Winner of coinflip chooses to start as T or CT. T is trying to take 1 of 2 sites, CT is trying to stop them. Each round: T chooses A or B site while CT distributes 5 soldiers between the two sites. T then reveals the site they hit and their buy, and CT reveals where their soldiers were and their buy. Players roll a contested 2d6 to determine the winner, ties are broken by coinflip.

Number of soldiers on site : CT rolls bonus

5 : +5

4 : +3

3 : +1

2 : 0

1 : -2

0 : -4

B site is +1 to CT rolls.

Ex.: If T chose A and CT chose 4A 1B, CT gets +3 to their roll.

First to 10 rounds wins. After 9 rounds, half ends and players swap sides. If tied at 9-9, overtime begins. Full buys only, 3 rounds each side. If still tied, repeat overtime as necessary.

Players start each half with $0. $2000 for losing. +$1000 if >3 rounds behind. +$500 (T only) if the site with less soldiers was attacked, or if a coinflip was necessary. $3000 for winning. +$1000 if won by 3 or more.

Buy type : Cost : Bonus

Eco : $0 : -3 (T) -4 (CT)

Half : $1000 : +1

Force : $2000 : +3

Full : $3500 : +5

Ninjas vs. Soviets (optional rule): Dice explode both ways.

Author's Comments

a better formatted version (and actually very pretty) is available at nerbulent.itch.io by now. yes, ninjas vs soviets is a reference to nip vs amkal. and i'll add tables to any 200 word game i want. exactly 200 words btw

Source: tumblr.com/jockohomomorphism/799039623404896256

Ruthless Tabletop Strategy

1 GM, some players.

Each player has a base with Buildings. Buildings make Units. When you create the Building, describe the Unit's Attribute (Armored, Flying, etc).

Decide on a mission and ~3 Objectives. Players start with two Buildings.

Each turn, each Building makes a Unit. Then assign Units to Actions.

To do actions, assign any number of Units, then roll d6 for each unit. Succeed on a 6+, Partial on a 4+, fail otherwise. Each relevant Attribute adds +1 or -1 to all dice. Natural 1 always fails, 6 always succeeds. Lose a unit for each failed die.

On a success, choose 2. On a partial, choose 1. On a fail, GM chooses 1. Attack:

  • Seize an objective
  • Don't lose any units
  • Break the enemy: Get +1 to your next Attack or Defense

Defend:

  • Don't lose any objectives
  • Don't lose a Building
  • Don't lose any units.

Expand:

  • Locate an Objective
  • Add a terrain Attribute
  • Build a Building
  • Don't lose any units.
  • Don't find any new problems.

Once actions are done, the GM acts. The GM can create enemies, hazards, and other Attributes. About 1 new Attribute or attack wave per turn, +1 for each Objective taken.

Author's Comments

196 words. OK to archive.

Yep, this is Starcraft as a micro RPG. Definitely the most complicated game I've tried to do in a 200 word format, and I had to leave a lot of ideas on the cutting room floor. The final result is more loose and PBTA-ish than the micro-wargame I was originally imagining, and I'm not totally happy with the rules for how Defense works, but I like how it plays overall.

Source: tumblr.com/beleester/799399007509250048

SAY THE MAGIC WORDS

You and your friends are WIZARDs. A MINOR INCONVENIENCE prevents your MAGICAL STUDIES.

The player with the LONGEST NAME will be the first to EMBODY FATE and describe the INCONVENIENCE. INCONVENIENCEs are solved with SPELLs.

The first WIZARD to CAST a SPELL does so by describing the EFFECT, such as LASER BEAM or DREAMWALK. Subsequent WIZARDs may attempt to one-up the previous CASTer by adding a DESCRIPTOR.

DESCRIPTORs must be relevant to and enhance the EFFECT of the initial SPELL (you cannot CAST a ROUSING SLEEP). DESCRIPTORs cannot contradict each other (a spell cannot be attributed to more than one inventor, like BARTHOLOMEW’S PROSPERO’S SUMMON BEARS). You may only add one DESCRIPTOR onto the previous CAST and you must say the ENTIRE NAME of the SPELL (with all DESCRIPTORs) to successfully CAST.

When one of the above rules is broken the CAST is over. The last WIZARD to successfully CAST is awarded POINTs equal to the final number of DESCRIPTORs. The WIZARD who failed to CAST takes over EMBODYing FATE to describe the winning WIZARD’s success and how THE CONSPIRACY GOES EVER DEEPER.

The INCONVENIENCEs are stopped once a WIZARD reaches 50 POINTs. That WIZARD wins.

Author's Comments

Off-site archival is fine. TTRPG adaptation of that one Sly Cooper insult battle minigame.

Source: tumblr.com/cephlopodman/799255681210400771

SENTIENT RAT

(1 GM, 1+ Rats)

You are a SENTIENT RAT. You are in a cage, and you are angry.

You have two stats, SENTIENT and RAT. Divide seven points between them.

Choose a SENTIENT Specialty (Calculus, Human Empathy, Murine Biology, etc.) and a RAT Specialty (Chewing, Skittering, Prehensile Tail, etc).

By default you are maybe four times as smart as a non-sentient rat. You can spend a point of SENTIENT to briefly awaken to a human-level intelligence, including understanding human language.

By default you are a little out of touch with your scarred and metal-studded flesh. You can spend a point of RAT to enter a flow state and perform a feat of great rat prowess, after which the feeling fades.

If you are performing a Specialty, you don't need to spend a point.

When you drink green water, regain points up to seven, then divide them between SENTIENT and RAT as you choose.

It takes three points in any combination to defeat a human.

If you run out of SENTIENT, you are a non-sentient rat. If you run out of RAT, you pass out. Drinking green water cures either.

Your first goal is to escape into the vents.

Author's Comments

OK to archive off-site.

Inspired by the Far Roofs, and in particular by my ill-advised idea to model Grandmother Rat with Kaiju.

Source: tumblr.com/ringedretrospective/799608030889230336

SHE OF THE WICKED WAY

AND HER NAME IS ASHENAL

To summon Ashenal, She Of The Wicked Way, you must have an intimate companion, a candle, and a dark room. Light the candle and place it such that each can barely see the other’s face.

Each must grasp the other’s left arm with their right hand just above the crook of their elbow, wrapping only a single finger and thumb around.

Chant her name three times, then proceed.

Tell your partner a story, long or short.

If your partner thinks it False, they move up your arm the width of one finger. If they think it True, they move the width of three.

If they guessed Wrong, they are to return to where they were before while you add one finger to your grip.

Take turns telling stories until one of the following:

If one grasps the other with all their fingers, they are to chant “You Have Disgraced Us Before Her” and toss the grasped partner to the ground.

If one reaches the shoulder of the other, they are to chant “She Has Come, She Is Here!” and kiss their partner upon the cheek (or other agreed upon place).

Author's Comments

This is this unit's second entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942627822796800

Shit, Man, This Wizard War Is Fucked

You are wizards with phenomenal cosmic power drafted into a pointless war.

---

Need:

  • d6
  • book
  • WizardMaster (WM)

Play:

  • Players create wizards with cool-ass names.
  • Each day players create 2 exclusive spells by rolling 1d6 per table, incremental extra results on 6.

Header

  1. Level 1
  2. Permanent
  3. Power Word
  4. Hell
  5. Inverted

Pivot

  1. Poison
  2. Missile
  3. Exploding
  4. Frostbite
  5. Scrunch

Finisher

  1. Extreme
  2. Tibia
  3. Swamp
  4. of Death
  5. Literally Everyone
  • Your powers are so phenomenal, you have to cast at least one spell each day or you die.
  • WM rolls 2d6, treating it as percentile dice. Open a random page of the book, then go to the nth word there. Do it twice.
  • Your mission today is Operation [Firstword] [Secondword]. It's bad OpSec, but somehow the operation name is relevant to its goal. Each operation has (player number+1) objectives. WM decides what those objectives are.
  • WM pick/roll one complication per objective.
  1. Friendlies in area.
  2. Someone cast (spell) there
  3. Nonsensical number of enemies.
  4. TV crew in area
  5. Objective is downtown
  • Players attempt to clear the objectives. At least one spell must be cast per objective.
  • Decide the end results, casualties, collateral, etc. Repeat the next day.

---

Feel free to archive.

Design document under cut

Author's Comments

No need for explanation, really.

Clarification:

  • Obviously players are encouraged to argue what the spells actually do.
  • Percentile dice: Treat one dice as the tens and one dice as the ones. So 2 and 6 is read as 26
  • Incremental extra results: The first time you get a 6 you'd need 2 results from that table, if you get 6 again you'd need 3, and so on.

Optional rules:

  • WM scores the end result and when the score gets too low the wizards get court-martialed and removed from the game. Game over, man. Time to recruit another wizard then.
  • Wizards might have permanent spells and don't reroll new spells each day.

Source: tumblr.com/notsomeoneyouknow/800068592914874368

Welcome to SHITTY POWERS, a game you can enjoy (theoretically).

Everyone starts with 0 STRESS and 5 TIME.

At 5 STRESS: Nervous breakdown.

At 0 TIME: Dead-end job.

Both of these are BAD.

Everyone (both heroes and villains) has a POWER. Choose 1.

  1. Too Big
  2. Laser Piss
  3. Infinite Arms
  4. Flawless Friend
  5. Unruly Shape
  6. Always Deafening
  7. Huge Mouth
  8. Slimy Fingers

During the day, you fight crime. You never kill.

When you use a POWER, describe how it’s cool (it’s not) and roll a d6.

1-2: FAILURE, plus lose 1 TIME.

3-5: SUCCESS, but take 1 STRESS.

6: SUCCESS.

At the end of the day, you go home. Also, you don’t work weekends.

When your POWER and your life conflict, describe how it’s fine (it’s not) and roll a d6.

1-2: FAILURE, plus take 1 STRESS and lose 1 TIME.

3-5: SUCCESS, but choose: take 1 STRESS or lose 1 TIME.

6: SUCCESS.

Each weeknight you may sleep or go vigilante. Sleeping reduces STRESS by 2, and TIME by 1. Going vigilante increases stress by 1.

By the weekend, if you have 0 STRESS, reset TIME to 5.

If you play this game for 50 years, you may retire. This is GOOD. Also on itch.io

Source: tumblr.com/bagf1sh/799053042742870016

TAKEN WITH YOU

For two players: DRAGON and TREASURE. (Later, HERO arrives as an NPC.)

The pair shares three stats.

  • FRIENDSHIP: Are you both enjoying hanging out?
  • ROMANCE: Is there trust? Intimacy?
  • LUST: Do you wanna?

Starting stats F-R-L depend on treasure type!

  • CAPTURED ROYAL: 10-8-6
  • SURRENDERED VIRGIN: 6-10-8
  • DEFEATED ADVENTURER:  10-6-8
  • CAUGHT THIEF: 8-6-10
  • HOPEFUL VOLUNTEER: 6-8-10
  • LOST STRAY: 8-10-6

Play six scenes. DRAGON sets the scene based on the prompt. TREASURE chooses how to behave, then rolls 2d6. DRAGON picks one stat to go DOWN by one die, and one stat to go UP by the other die.

  • CAPTURE
  • LAIR
  • CONVERSATION
  • DINNER
  • NEST
  • RESCUE

Sex can happen in any scene if both characters are game.

If any stat hits zero, the story ends.

  • FRIENDSHIP: DRAGON finds TREASURE boring.
  • ROMANCE: DRAGON kicks TREASURE out.
  • LUST: It’s awkward. DRAGON feels like a creep.

If you clear all six scenes, HERO rescues TREASURE. Rank stats highest to lowest:

  • F-L-R: DRAGON asks HERO about more regular fights.
  • F-R-L: DRAGON and TREASURE become friends.
  • L-F-R: DRAGON flaunts TREASURE publicly.
  • L-R-F: DRAGON and TREASURE start dating.
  • R-F-L: DRAGON and TREASURE have a private moment, DRAGON surrenders TREASURE to HERO.
  • R-L-F: DRAGON asks TREASURE about more regular abductions.
Author's Comments

This was a hyper-lite consolidation of two previous games I've written, Hoard and Royal Rescue. Both are games about being drawn into a relationship dynamic which has been presented by default as something evil, dangerous, and depraved, and then finding something gratifying and fun in it, and something familiar and comforting in the alien element "inflicted" on you.

I'm sure this recurring theme in my games doesn't signify anything in particular at all.

But writing this has encouraged me to stop being radio-silent on tumblr! I'll be posting those games (the full, LONG versions) here on this blog, very shortly!

(Oh, and it's completely OK for the runners of the game jam to archive this offsite!)

Source: tumblr.com/ruinousnostalgia/799087489258274816

Taskmaster: The RPG

Game for five players and a Taskmaster.

Each player distributes 12 points between MENTAL, POETICAL, MANUAL, COMMONSENSICAL and LATERAL.

The Taskmaster creates a task. Roll 1d6 for the task type:

  1. MENTAL task: guessing, counting, deducing, remembering etc.
  2. POETICAL task: creating, writing, drawing, composing etc.
  3. MANUAL task: physical challenge, building something etc.
  4. COMMONSENSICAL task: interacting, communicating or tricking a person.
  5. OUTLIER task: the task goal is open-ended.
  6. GROUP task: arrange the players in two groups of two and three and reroll for type.

For each task, roll against the relevant stat. For OUTLIER tasks, describe how you are using that stat to solve it. You may attempt to add your LATERAL stat to the roll target by flipping a coin. If incorrect however, you subtract it instead. For GROUP tasks, sum the players' relevant stat and roll 2d6 instead. You must roll below your stat.

Results:

  • 3+ below: resounding success or luck
  • 1 or 2 below: task completed but result unimpressive
  • 0: Valiant, but unsuccessful effort
  • 1 to 3 above: A humiliating failure
  • 4+ above: instant disqualification or cheating

Do four tasks. Players describe outcomes. Each time the Taskmaster assigns 1 to 5 points. The player with most points wins

Source: tumblr.com/bossarmadimon/799111435190960128

Teams Meeting

 

This is a GMless RPG for 2-8 players

 

Roll a d10 or choose a theme for your characters:

1. Superheroes

2. Dragons

3. Vampires

4. Ghosts

5. Bears

6. Cultists

7. Wizards

8. Dwarves

9. Pirates

10. Hunters (roll 1d10 again ignoring a 10 to determine what you hunt)

 

Design your character for the theme. Give them a trait such as demanding, distracted, enthusiastic, skeptical, helpful.

As a group, determine what the meeting is about; choose a problem your group would want to resolve.

Start the meeting: One person can take on the role as a meeting coordinator, or roll below.

At the start of a round, roll a d10 if you’re not sure how to act.

1. Listen and nod

2-3. Ask a question

4-5. Wait and speak

6-7. Interrupt someone

8-10. Speak confidently

 

Play continues until the meeting reaches a logical conclusion. Consider setting a timer for one hour to track if you run over time.

Author's Comments

Yes I wrote this while at work, why do you ask? Also yes, it took me 3 tries to get the reblog thing to function correctly because I'm old and new to Tumblr.

Feel free to add this to the 200 word rpg archive.

Source: tumblr.com/cieuxviolette/799302139250966528

they cloned [your name]

for 3 players, played over messaging.

Roll a d20. Lowest is Clone, middle is Bystander, highest is The Agency. Reroll duplicates.

Bystander, message Clone to see if they’re okay.

Clone, respond to the Bystander. Don’t give away that you’ve realised you’re a clone. All messages from Clone must be reviewed by The Agency before sending, to see if Clone is saying too much.

Each time Clone sends a message, roll 2d6.

1-2 - you drop a major hint

3-6 you drop a small hint

7-9 you drop a minor hint but play it off

10+ you drop no hints

If Clone rolls 10+ 3 times in a row, they convince Bystander they’re okay, and the game ends.

Bystander, react to the Clone’s hints with concern. Cloning isn’t possible, so they must be losing it. Once 5 hints, or 2 major hints have been dropped, convince Clone to get help. If Clone doesn’t roll a 10+ in the 3 rolls after this, Bystander will call the crisis team. The game ends.

The Agency: You can, at any point, decide that Clone has revealed too much, and decommission them. This ends the game.

Author's Comments

Word count (including title): 194

I am happy for this to be archived off-site!

Source: tumblr.com/takataapui/799099999145377792

This Is A Sneaking Mission

There are two possible roles:

Commander: Runs the game. Must be at least one. Usually only one.

Operative: Faces danger and accomplishes things. Must be at least one. There can be more than one.

Operatives distribute 9 points among the following attribute, min 1 max 4: Melee Ranged Maneuvering Technology

They have 10 stamina.

All dice rolls are number of D6, picking highest.

Mission begins with Commander describes situation and assigns the Objective, describes how far the Objective is (3 and 8 rooms).

For first room and each time new room reached, Commander describes obstacles and number of enemies.

Alert! starts at 0.

Operatives describe action. Operative and Commander agree on action type, then assigns attribute. Operative rolls chosen attribute.

Action Types: Complete Objective: If at objective complete it, otherwise move 1 room. Hide: Reduce Alert! to 0, replace increases on roll with stamina loss Remove: Eliminate obstacle or enemy.

1-2: Bungled- Raise Alert! by 2 3-4: Loud- Raise Alert! by 1 5-6: Clean- No consequence.

If Alert! is above 1 and enemies are present, roll Alert! value vs an attribute Commander and Operative agree on: if Alert! rolls higher, no effect. Otherwise, remove one active enemy.

Author's Comments

Fool that I am, I wanted to try experimenting with a stealth system idea I had. I had to pare it down considerably, I had an entire extra role for specialists on comms, and several more ways to interact with enemies and the Alert! value, sacrificed on the pyre of getting wordcount down to 200.

That said, I think the end result captures the idea pretty well all the same. Though, I haven't tested it, so while I'm reasonably confident in the general framework the specific numbers would probably need some fine tuning for the thing to function properly.

I give permission to archive this game off-site.

Source: tumblr.com/derpravener/799276482779299840

THIS TOWN AIN'T BIG ENOUGH FOR THE THIRTY-TWO OF US (THOUGH I'M NOT EXACTLY SURE WHY)

You need: Lots of friends. Nerf Blasters and darts. Paper and pencil. Divide into two Gangs. Each Gang secretly decides what BEEF they have with the other Gang. Write it down so you don't forget. Next, the Gangs meet to Negotiate Peace. If someone from the other Gang triggers your BEEF during negotiations, point at them and shout, "HIGH NOON!" (This is a CHALLENGE.) When you declare a CHALLENGE, negotiations end. Pick someone from your Gang to fight the guy who triggered the BEEF. (They have a SHOOTOUT.) SHOOTOUTS are High-Noon quick draw battles with Nerf blasters. - If you get hit in the head or torso, you are DEAD. (DEAD people are ghosts, and heckle everyone). - If you get hit in the arm or leg, you are WOUNDED. Act accordingly. - Figure the rest out yourself. If someone triggers your BEEF during the SHOOTOUT, you can CHALLENGE them. Either join the existing SHOOTOUT, or start a new one once this one ends. After the SHOOTOUT(s) end, resume Negotiating Peace. You win if: You correctly identify the other Gang's BEEF and sincerely apologize for it. Everyone in the other Gang dies (They reveal their BEEF in a dramatic dying speech).

Author's Comments

Author's Notes:

I hereby grant permission to share, copy, or remix the rules of this game (the rules themselves require it to play).

I hereby grant permission to archive this game off-site.

Don't be a dick and shoot your friends in the nuts with a high-powered custom Nerf blaster. This isn't that kind of game.

Source: tumblr.com/capriceandwhimsy/800069904446488576

[Permission to archive offsite granted]

To Be Loved//Changed

Needed Supplies: A number of people you love (recommended is 5-20. Current and former ones you love count) Paper (pink or red construction paper preferred) Scissors Writing utensil Tape or glue (needle and thread/fishing line if available)

AS YOU PLAY, REFLECT ON THE SENTENCE “TO BE LOVED IS TO BE CHANGED.” 

Cut the pink paper into a heart shape. 

Next think of an amount of people you love and care about.

Tear the heart into pieces equal to the number of people you care about. The people that changed you.

Once torn, put that person's name down on the front side of the paper. Try to write a close memory on the other side. Do not write more if you run out of space. 

Try to put your heart back to the old shape. Use glue or tape. For others you can use needle and thread or fishing line. For most this will be difficult, don’t worry. Perfection isn't necessary here. The general shape will do. 

Finally, show the heart to the people you love. Let them know you care. Share a memory. Make new ones. Love one another. Love with your tender, kind, imperfect heart. You have to.

Author's Comments

A very similar activity was done in my fifth or six grade sex education course. The lesson was that your heart would be broken and changed for the negative for every person you had sex with when you weren't married. It was more presented as "see how people will disappoint you? now imagine if you have sex with someone and they leave you afterwards?". It was a fear tactic that focused on peoples self worth. It still fucks with me to this day.

I decided to flip the script. Instead of people disappointing you, its about the memories you share of the people you love and how they made you who you are. For better or worse, you care. You are a constellation of every person you've ever loved and who has ever loved you. Love one another. The only way we survive this world is together.

Source: tumblr.com/jellyfishlines2000/799122083404775424

To Roam

Needed: Players, Map, Dice (three sizes, enough for every player to have one of each.)

Choose one player. They are Leader. Each other player is a Passenger, and takes one die of each size.

The Leader lays out the map. The Passengers each take their smallest die and roll it on the map. These are Destinations. The lowest number rolled is the most important Destination. Multiple Destinations can be equally important.

The Passengers roll their next smallest dice on the map. These are Obstacles. Passengers keep their largest die. Use these to settle conflict.

Decide who everyone is. Decide how they met. They are all being transported by Driver from an Origin point far from every Destination: why?

Driver takes a route of their choice from Origin to the closest high-priority Destination. If they avoid an Obstacle or encounter it on the way, interpret what it is. Passengers either solve it or help avoid it.

When everyone reaches a Destination, the Driver becomes a Passenger. The Passenger who rolled that Destination gets off and plays a new Driver. Players may roll new Obstacles before embarking again.

Play proceeds until every Destination is visited or everyone decides to adjourn.

Author's Comments

Idea came to me while driving today, so I got it put together quickly. The idea of using a real map of any sort to inform the plan amused me.

Permalink to the Google Doc for this RPG is here!

I give full permission to archive this RPG offsite for posterity.

Source: tumblr.com/1980sspaceman/799077648790863872

Today Is Your Lucky Day!

You woke up in your bed today knowing that today is your Lucky Day. On most days, you only get about ten things done right. Today, you think you could get 100 things done right. Now it’s time to enact THE PLAN.

What is THE PLAN? It’s bold, dramatic, and will make the news when you succeed. You’ve been dreaming of it for years. It’s finally time to do it.

Tools:

  • 1d100
  • Pencil.
  • Blank paper for journaling.
  • A paper listing the numbers from 1 – 100.

How to Play:

  • Write down your actions towards your plan. When the results of an action would be uncertain, roll 1d100.
  • Mark the resulting number on your paper.
  • If you have not rolled the number previously, you succeed. Write how.
  • If you have already rolled the number previously. You failed! Mark a big X on the top of the sheet and write how you failed.
  • If you mark three Xs, you get discouraged by the third failure and go home. Explain why that failure is the last straw.
  • If you succeed, explain how THE PLAN is reported on by the media, and your lasting impact on the world.
Author's Comments

A silly, simple, solo-ttrpg. Technically setting-agnostic, but made with the assumption that it takes place in "the real world." I would be happy to have this archived off-site.

Source: tumblr.com/seradeoro/799046112700956672

AN UNSHACKLED ANGEL

Your self-righteous god is dead and no longer are you bound by their divine-peace law. The mortals below are cruel, loving, capricious, and joyous. They must be punished.

On a piece of paper, arrange a 4x4 grid of the 6 Virtues, 6 Sins, and 4 Blameless Habits that mortals believe govern all actions and thoughts. This is your Tablet Of Values.

On another sheet of paper, write the name of 16 mortals in a 4x4  grid. This is the Wicked Congregation to be punished.

Place your Tablet and Congregation on the ground  2 metres apart, then stand between them. Hold your divine spear (your writing tool) against your shoulder. Cast your spear from this position towards the Congregation. Do so until you strike it. Then cast your spear upon the Tablet, doing so until you strike it.

The closest member of the Congregation is the mortal to be punished, and the closest Value is what they shall be punished for. Record these in a ledger, along with what you deem a suitable punishment. Repeat until you lose interest in the affairs of mortals. These mortals may be guilty of many things, so do not ignore repeated names.

Author's Comments

This is this unit's third entry, and it gives permission for the game to be archived!

All three of this unit's entries, with added art and fanciness, can be grabbed, pay-what-you-want, here!

A Dæmon, A Witch, And An Angel by Deric Bindel

Source: tumblr.com/dericbindel/799942699236114432

V-Pet Scribble 200

A solo-drawing and journaling game about raising a virtual pet.

 

To Play: Pencil, Paper, Eight-Sided Dice

You are raising a virtual pet.

The pet has three stages of life: Egg, Child and Adult.

Begin by drawing an Egg and give it two distinctive traits: Shape, Color, Patterns, etc..

Now let’s hatch the Egg! Roll an eight-sided die to determine what it contains. Draw the result and include elements inspired by the Egg’s design and name them.

  1. Animal
  2. Dinosaur
  3. Plant
  4. Bug
  5. Object
  6. Virus
  7. Fey
  8. Demon

Twice per day give your pet a gift inspired by your daily activities like eating a meal or reading. Each gift increases a stat: Food, Smarts, Strength, Kindness, Mischief, Creativity or Sleep.

After 5 days your pet evolves into its Adult form based on these stats. What is their greatest stat? What stats have been neglected?

Draw their final form and write about them including these key questions:

  • What makes your pet unique?
  • What is their greatest dream?

 

Now that your pet is an Adult it is time to leave the nest. Draw them in their new home.

~

Play Again: You receive a new Egg and the cycle continues! Raising more pets lets you create a neighborhood. Continue to build this world and develop their stories.

Source: tumblr.com/megazumi-world/799482865710776320

Welcome To My Twisted Mind

When asked to do something, roll d6.

1: you understand what's being asked, but it wasn't asked in the proper way (you can't tell them what the "proper way" is) so you can't do it 2: you understand what's being asked, but they said it in an annoying manner (you can make snide comments hinting how to properly ask) so you can't do it 3-4: you understand what's being asked, and can do it if you choose 5: you don't understand what's being asked (you can ask for clarification) 6: you don't understand what's being asked (you can't say anything)

Author's Comments

Word count unknown, but I'm pretty sure it's below 200. Okay to archive off-site. Pretend that the title has the most obnoxious edgelord formatting you've seen.

This... is dumb, but I had to get it out first so I've a chance of working on better ideas. And yeah, sometimes it genuinely does feel like my brain is trapped into adventure-game logic; sometimes I have no idea what the thing is but I'm not "allowed" to seek out answers; and sometimes I'm just being a jerk. The "proportions" aren't accurate here -- I'm ABLE to do stuff more often than half the time -- but they're all things I experience regularly enough.

Source: tumblr.com/pomrania/799162750051958784

Welcome to the Digimon World Tournament!

This is a PvP Digimon-inspired simple combat game.

Stage:

1 - In-Training

2 - Rookie

3 - Mega

4 - Champion

5 - Ultimate

6 - Ultra

Trait:

1 - Vaccine

2 - Virus

3 - Data

4 - Neutral

Element:

1 - Air

2 - Earth

3 - Lightning

4 - Water

5 - Grass

6 - Fire

7 - Dark

8 - Light

Digimon Characteristics:

Health: is 2 times Stage (e.g. Rookies have 4 health).

Trait: Vaccine beats Virus beats Data beats Vaccine, neutral is neutral.

Element: Grass beats Water beats Fire beats Grass. Earth beats Lightning beats Wind beats Earth. Light and Dark both beat each other.

Combat:

The weakest combatant goes first, determined by Stage, Trait, Element, rolling as tiebreaker.

Reduce the opponent to zero health to win.

Health does not reset between battles.

Damage:

Roll 1d6 per rank (e.g. Champions roll 4d6).

Roll 1d4 if you are strong or weak to the opponent's Trait, adding or subtracting to the roll.

Roll 1d8 if you are strong or weak to the opponent's Element, as above.

Digivolving:

Your rank increases by 1 for winning a battle. If you roll a 1 on at least half of your rank rolls, you immediately digivolve and reroll.

Author's Comments

195 words according to the counter, and was that a challenge to cut words to get down to.

This is free to reupload and host elsewhere for archival purposes.

I definitely had a lot more ideas I wanted to shove into this, but the random tables ate about a quarter of the word count. But this was a fun exercise and reinvigorated the ttrpg juices in me. All in took about 24 hours to develop, from talking with a coworker at a bar about this to now.

Ideas for fleshing this out more or just to be goofier:

  • Look up what digimon you rolled and use their signature attacks (pepper breath, comet hammer, etc.) when rolling.
  • Have multiple digis out on each side at one time, which could make the combats more interesting/dynamic compared to 1v1.
  • Start at Rookie stage and only revert to In-Training if you lose at Champion or higher (similar to the OG anime).
  • Use Karina Drawfee as inspiration for gameplay or background noise.

Source: tumblr.com/kessabit/799432435986219008

What is a Dragon and What Do We Do? A game for 2+ players.

Decide through agreement, dice roll, etc who will be the Dragon. The Dragon speaks last. A turn is: first, introduce yourself; then, explain what a dragon is.

Example: "I am a farmer, and I know dragons. A dragon is a beast that burns my crops and eats my sheep." Then: "I am a knight, and I know dragons. A dragon is a noble enemy." Or: "I am a thief, and I know dragons. A dragon is the guard of the greatest wealth."

Once everyone who isn't the Dragon has spoken, it's the Dragon's turn. The Dragon must know their own temperament and decide whose idea is the truest, then tell the story of what happens.

Example: "I am a dragon, and I know myself. I am a beast of hunger and the might of your weapons and fury will not chase me from your fields. Brave ones, come to me to be destroyed."

Players may argue their positions, but the Dragon decides. Rotate the Dragon role to continue if you desire.

Optionally: have non-Dragons roll random adjectives and then defend those as descriptions of the Dragon.

(This work may be archived off-site).

Source: tumblr.com/ambientcrows/799087557553111040

Who's the Lucky Bog Sacrifice?

A game for 3.

Your small Neolithic village is having a festival, at the end of which, someone will be chosen to be sacrificed in the nearby bog. Everyone wants to be the one to win this honour! What a privilege!

Everyone starts with 5d6.

Across the event or game at the festival, play the associated game. The winner takes 1d6 from the loser and narrates how they snatched the win, the loser narrates how they narrowly lost, and the other player narrates the crowd’s response to the outcome.

  • Tool making contest - Paper, scissors, rock
  • Pottery Competition - Dots and boxes
  • Fishing competition - Go fish
  • Wrestling Match - Thumb war*
  • Staring contest - Staring contest*

*Tournament style. Roll a d6, and the two lowest rolls start, then winner plays remaining.

At the end of all the games, each roll your dice pool, and whoever has the highest roll has been chosen as the lucky sacrificial soon-to-be bog body!

 

Sacrifice, what are your last thoughts before you’re sacrificed?

Middle roll, narrate the joyous celebrations after the sacrifice.

Loser, narrate how the bog body is found centuries later.

Author's Comments

Wordcount: 191

I am happy for this to be archived off site!

Source: tumblr.com/takataapui/800001978848657408

WIZARD TOWER FAIRY RAVE (2+ players)

You are FAIRIES. You are PARTYING HARD. The WIZARD wants his tower back.

Choose silly names; silliest goes first, proceed clockwise. Start with 3 MAGIC, 5 WHIMSY, 0 MISHAPS. Wizard starts with 2 POWER.

On your turn, act, roll and narrate results:

SHOTS SHOTS SHOTS (1d4)

1. Magic potion. +1 WHIMSY +1 MAGIC 2. Drunk. +1 WHIMSY, roll on Shenanigans table. 3. Volatile cocktail. +1 MISHAP -1 WHIMSY 4. Poisoned. -2 WHIMSY

Fairy Shenanigans (1d4)

1. Naptime. +2 MAGIC 2. Bother Wizard. -1 MAGIC -1 POWER 3. Animate furniture. +1 WHIMSY +1 MISHAP 4. Catastrophic prank failure. -2 WHIMSY, next player skips turn

Explore Tower (1d6)

1. Scavenger hunt. +1 WHIMSY 2. Raid kitchen. -1 next SHOTS roll 3. Animate instruments. -1 MAGIC +3 WHIMSY +1 POWER 4. Eat reagents/spellbook pages. +2 MAGIC. Swap name (and position) with other player. 5. Lost. Skip next turn. 6. Chased by monster. -1 WHIMSY +1 MISHAP

End of each round: WIZARD gathers allies. POWER +1. Roll 1d8 + MAGIC to defend; success if result > POWER.

Failure states:

0 WHIMSY - everyone goes home 5 MISHAPS - tower explodes End round roll failure - wizard retakes tower

Party for as long as possible.

Author's Comments

Inspired by a moment in our DnD campaign where we found a group of fairies holding a week-long rave in the bardic college. They were (naturally) fueled by alcohol, random shit stolen from the alchemy labs and magic, and causing a giant nuisance to the rest of the town by holding the college campus hostage and enchanting a huge ensemble of instruments to run around blasting music non-stop.

OK to archive.

Source: tumblr.com/chaotic-error/799132896756727808

wORD WorD wORd WORD wORD wOrD woRd word wORd Word wORd worD wORD wORd wORd wOrD woRd word wORD wOrd wORd wOrD wORd WORd woRd word wORd wOrd wORd WorD wORd woRD wORd wOrD woRd WORd woRd word woRd word wORD wORD wORd Word wORd wOrD wORd WORd woRd word wORD WorD wORd WORD wORD wOrD woRd word wORd wOrd wORd WORD woRd word wORd worD wORd WORd wORD WorD wORD wOrd wORd Word wORd WorD wORd WORd wORd wORD woRd word wORD WorD wORd WORD wORD wOrD woRd word wORD woRd wORd WORD wORd WOrd wORd WOrd woRd word wORd WORD wORd WORd wORd wOrD woRd word wORd wORd wORd WORD wORD woRd wORd wOrD wORD wORd wORd wOrD wORD woRd woRd WORd woRd word woRd word wORD woRD wORd WorD wORD Word woRd word wORD woRD wORD wOrD wORd woRD wORd woRD wORd wOrD wORd wOrD wORd wOrd wORD woRD woRd WORd woRd word woRd word wORd worD wORD wOrd woRd word wORD WoRd wORd wOrD wORD woRd wORd WORD woRd word wORd wOrd wORd WorD wORd woRD wORd wOrD woRd word wORD WorD wORd WORD wORD wOrD woRd word wORd wOrd wORd WorD wORd wOrD woRd WORd

Author's Comments

This RPG consists of exactly 200 "words"! Unfortunately the compression system I've chosen means this is only a "playable" RPG by the most generous of definitions. 200 nybls maps to 100 bytes of ASCII text, which is... not a lot. You could definitely write an RPG using only 16 letters of the alphabet to double the effective length at the cost of "clarity". Skipping whitespace and punctuation would also save this particular RPG a full 25% of our word budget.

I wrote the program to encode this back in April when I had the idea to use words as nybls and it's been sitting in a .txt file on my computer ever since, so I'm not gonna do any of that, cause I'm excited to finally use it and I think it's funny to waste 50 words on double spaces after periods.

Anyway I give my blanket permission to do anything with this RPG, including archiving it off-site, since that was specifically asked for.

Converting this back into human readable ASCII is left as an exercise for the reader.

Source: tumblr.com/duckbilledwren/799388957689446400

Writing Time Friends

 

Players: 1 "Writer"

1+ Friends

Materials: Deck of Cards

d6

 

Writer creates a plot and main cast.

Friends create OCs.

Writer plans several plot twists in secret.

Writer begins with 10 Happiness.

 

Each round Writer acts first, describing the chapter they are writing.

Flip a card, representing difficulty. Face cards are 10.

Roll dice, representing effort. Reduce your happiness by your effort. When effort total matches or exceeds difficulty, complete the chapter.

 

At 0 Happiness: Friends praise the story and each roll a die. Add the total to Writer's Happiness.

 

After each chapter: Friends say something nice about the chapter and roll a die (or two if their OC did something cool.) Add each player's highest roll to Writer's happiness.

Friends makes predictions.

If it doesn't match a plot twist: Writer may incorporate it. At the end of that chapter that Friend rolls an extra die.

If it does match a plot twist: Writer flips a card.

Hearts- Change nothing but gain 1d6 happiness. Diamonds- Change nothing but lose 1d6 happiness. Spades- Writer changes the plot twist. Clubs- Writer comes up with a red herring but does not change the plot twist.

Game ends when the story ends.

Author's Comments

Permission granted for archival purposes.

The idea is based on the collaborative writing I often do with my friends, where one of us is the actual writer but other friends get to submit their characters. It makes for some pretty wild stuff.

One time, I was writing a Miraculous Ladybug OC fanfic and ended up with Kris Dreemur as a character.

The part about plot twists is meant to represent the desire to surprise the audience. Obviously in many cases, changing your story just because the audience guessed a twist is not a good idea, but I thought it would make an okay mechanic.

Now, obviously the more friends you have the faster you will gain Happiness, just like in real life. it's not really meant to be a limiting mechanic, just something extra to represent how stressful writing can be, but also how fun the end result is when your friends enjoy it.

Source: tumblr.com/kiraheartilly36/800036796427878400

You are an Old Lady who Swallowed a Fly, I Guess You'll Die

Supplies: Paper, drawing tool(s), scissors Players: 1+

Draw an Old Lady with a huge empty Stomach on the paper. Draw a Fly in the middle of the Old Lady's Stomach. When a Creature is drawn around another Creature such that the second Creature is inside the first Creature's Stomach, the second Creature Eats the first Creature. The oldest Player becomes the Old Lady and draws a Creature inside her Stomach so that it Eats the Fly. The next Player becomes the Old Lady and draws a new Creature that Eats any of the current Creatures inside the Old Lady's stomach. When no more Creatures can fit in her Stomach, the Old Lady Dies. Additionally, if any Player draws any kind of Horse, the Old Lady Dies, of course.

When the Old Lady Dies, begin performing the Autopsy. The last Player to draw a Creature must cut open the Old Lady to Extract the largest Creature. The next Player Extracts the next largest Creature. If any Player cuts into the largest remaining Creature during their turn, they Lose. The Winner is the Player who Extracts the Fly.

Author's Comments

-----

I am okay with having my 200-word RPG archived off-site for posterity. I'm also placing this game under a CC BY-SA license, so feel free to adapt it.

I had some random inspiration while driving and decided to make this a reality. Managed to get 200 words exactly, including the title.

For anyone who doesn't understand the reference for some reason, check out the Wikipedia article for the nursery rhyme: https://en.wikipedia.org/wiki/There_Was_an_Old_Lady_Who_Swallowed_a_Fly. The familiar song is copyright from 1953, but the rhyme has been around since before 1872 and the precise origins are unknown.

Source: tumblr.com/smitehamner/799238572940148736

You Don't Wanna Get Fucked By A Scorpion, Do You?

You are lost in The Desert. Not just any desert. The Desert. The scorpions out here are so big, they can fuck a man to death. And you don't wanna get fucked by a scorpion, do you?

Alright, that's what I thought. So here's what each player needs:

A six-sided die

A 16.9 oz. (500 ml) bottle of water

One player is the Desert Master ("DM") who invents and describes the terrible obstacles and conundrums that you face in The Desert. Maybe there's a sandstorm, or mutant tortoises, or a chupacabra. Maybe you find a crashed zeppelin full of alien treasure. There's lots of weird shit out here, man. Like Giant Man-Fucking Scorpions.

The other players respond by describing how they want to avoid or overcome the obstacle or conundrum. Whenever a player wants to attempt something risky, the DM may call for them to roll their d6. On a 6, they succeed! Otherwise, they fail and must take a big old swig of water from their water bottle to try again. If their bottle is empty then their luck, like their water supply, has run out... A giant scorpion emerges from the sand and fucks them to death. Ouch!

Count: 200 words + title + footer

Permission to share, repost, and archive off-site: GRANTED

Design note: This game was inspired by a desert guide PC that I once played who enjoyed terrifying his clients with tales of disaster he had witnessed in the the Desert, including most famously the Giant Man-Fucking Scorpions.

Source: tumblr.com/joe-quixotic/799442550149791744

YOU HAVE DONE WRONG

YOU HAVE FAILED

Any time you think about it, roll a d6.

Once you've crossed out every option, you may forgive yourself, and let go.

If you don't, tear this paper to shreds and start again.

 

1. Leave the location you're currently in. Walk, and keep walking until you stop. Take a deep breath. Go find something to eat.

2. Find the nearest flat surface and lie down. Close your eyes. Focus not on the memory, but on how you feel about it. Let this wash over you, and feel it fully.

3. There is something you're holding back. It's on the tip of your tongue. Talk to that person and be honest with something that will cause hurt.

4. Realise that your guilt is not useful. To the people you have hurt or to yourself. Get up, and go help someone.

5. Tell someone that you love them. Mean it.

6. You are a beast. Your only concerns are your next breath, drinking water, and eating. You are no longer a beast when you achieve stillness.

Author's Comments

Author's notes: 181 words. I am happy for this work to be archived.

Source: tumblr.com/saphosphora/800076683113857024