TheGreayingGamer, thegreayinggamer@ttrpg.network
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Posts and Comments by TheGreayingGamer, thegreayinggamer@ttrpg.network
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The Rulebook Overall, I think The Hero’s Journey 2E is a very good game. I don’t have any serious nits about the game and think you get amazing bang for the buck. As of 7/8/26, the pdf is $14.99; softcover is $29.99; the hardcover is $39.99; the softcover combo is $34.99 ($44.98); and the hardcover combo is $44.99 ($54.98). The purpose of this, for me, is to go through the book and highlight what I feel are its high points and, if any, the low points. Let’s get into it. The intro I like because you get a glimpse into his headspace as to why he did the 2nd edition, which was a nice touch. The rules start with the attribute chapter, and right out of the gate, we’re told rule number one is the Narrator has the right, and is encouraged, to modify the rules as needed. The game uses the standard polyhedral set of dice d4 - d20 that most of us are familiar with. Attributes are broken down to Might (STR), Finesse (DEX), Resolve (CON), Insight (INT/WIS), Bearing (CHA), and Weal (the wild card). One thing I like about the attributes is you can get a +5% bonus to XP for meeting certain attribute minimums. These are stackable with other attribute bonuses, as well as archetype and lineage bonuses up to a maximum of 20%. Professions are an interesting add, in my opinion. Some games include the notion, some don’t. Roll 1d100 for profession. Alternatively, the Narrator will allow you to pick one. Each offers starting gear and gold. Shaded boxes are also included to introduce optional house rules. Another nice addition. There are several different lineages, each with a dice pool for attributes and level limits for each archetype, as well as lineage specific skills. First is the Changeling. They are, by my interpretation, they are humans that are just slightly different. They experience time slightly differently, can see the unseen, and have an unnatural presence, among other differences. They do best as a Swordsman, able to reach level 10, while they aren’t known so much (or it isn’t their strongest suit) for bearing the mantle of Knight, only able to achieve level 4. They can achieve level 7 in the other archetypes. Next is the Dwarf. Pretty self-explanatory. Their archetype maxes (like the others) are unique to them. They are best as Warriors (level 10), least known for Knights (level 3), and can’t be a Wizard. Then we come to the Elves. They are known as good Wizards (level 10), but not so much for being Knights or Yeomans. Half-elves come next and are the world’s Bards (level 10), with the ability to achieve level 7 in each other archetype. Second to last, we have the Halfling. Each Lineage is “known” as the “best” in a certain archetype (meaning typically they can max level in one specific archetype), and the Halfling is the Yeoman. With the Lineage/Archetype combo, what comes to mind for me is Samwise Gamgee. They are also the only other Archetype that can’t play as a Wizard. Lastly, we have the most adaptable and common lineage, humans. Also included for humans is a variant Lineage: The Errant. Errants are not native to the world, but come from a world where the stuff they see and and experience here are considered fantasy and fictitious where they are from. Archetypes Being an XP based game, each Archetype has an individual advancement table for XP, Endurance (HP), Attack Bonuses, etc. There are also minimum requirements to play each archetype. Each Archetype has specific abilities as well. One can play as a Bard, Burglar, Knight (the artwork throughout is amazing, and the artwork for the Knight all I hear is Jamie Lannister’s voice “Brienne of f’ing Tarth"), Ranger, Swordsman, Warrior, Wizard, and Yeoman. The Equipment chapter is pretty representative of what one would expect to find from a fantasy game and prices are typically listed in Gold Pieces. How to Play This chapter is pretty well written and breaks down how to play. For me, there are some notable rules. The first is about gaining XP. This isn’t a combat heavy game and is not actively encouraged as the Endurance scores at 1st Level are mostly 6 - 8, with Wizards starting at 4 (before any applicable bonuses). Because of this, no XP are earned for combat or body count. There are XP Rewards the Narrator can issue to players on an individual level and some are included in the book. These include: accurately playing lineage and archetype, attempting a potentially deadly act of heroism, making everyone laugh, etc. That’s not including any bonus percentages. Another is advantage/disadvantage. When one is declared, roll 2d20 and take either the higher or lower number. Next is the notion of Despair. Each creature has a Despair rating, and each PC has to make a roll if the creature’s Despair rating is 5+ the player’s current level. So a level 2 character has to roll on Despairs of 7+. Failure of the Saving Throw hinders the PCs attack ability. Also, if they’re in a blighted land, a failed Saving Throw means rolls are at disadvantage while in the area. Last is the concept of making camp. It’s something I think most of us gloss over as gamers. Here it’s assumed you have to search for food and a lack of food means a Saving Throw and failure has consequences. Not enough rest has consequences. If you state the group is going to “relax around the campfire,” a successful Saving Throw gets each PC advantage on a Saving Throw the following day. Magic I particularly like how magic is handled. There are 21 spells spread across 3 levels of spells: Apprentice, Journeyman, and Master spells. When you cast a spell, a successful roll nets one of 3 possible outcomes. As an example, you cast “Breathed in Silver.” You can opt to “Befriend the Fool,” have a “Lingering Phantasm,” or cause a “Slumbering Sting.” Each option causes a different effect under the umbrella of the specific spell. The chapter on Running the Game gives one the basics of what they need to run the game. The Menagerie chapter offers a wide variety of baddies to choose from: avians, demons, dragons, elementals, giant-kin, strange creatures, and others. The other keynote point in the chapter is wandering monsters. The game is all about the story and random encounters can seem jarring and out of place. The last chapter is, to me, one of the most interesting. As you level up, you receive myth points. These are used to purchase Aspects, which empower your weapons, armor, and shields. Examples include: Balanced, Cold Iron, Grievous, and Renowned. There are also heirlooms. Each lineage has them and you can use myth points for them as well. Both are a nice addition to the game and add some depth and character to a game that already has a bunch of both. In the appendix, James M Spahn lists some inspirations of his: literature, films, and RPGs. This isn’t a point by point breakdown, and was never meant to be. These were just the high points that stuck out to me. Overall I think it’s a great game with a lot of potential. This is just a surface scratch to give some first impressions. When you look at all the available material, it allows for a wide variety of stories to be told.
This series is designed to be a quick look at the games in my collection. These games are ones I picked up after 2019. It’s not designed to be a page by page review or even a nitpick session. Just some general impressions.
RetroFed
Oldest Child - Justin Sirois
Another Kickstarter received. It can be played solo or with 3 - 8 people and a GM. It’s a cooperative game and is designed to be a long haul game. Gameplay is listed as 6 - 8 hours. The gist of the game is it’s modern day in your city and you and your friends were out and about doing the things and whilst driving down a lonely road, you end up in a car accident. Maybe you hit a deer, maybe you hit another car, whatever. Needless to say, your car flips and catches on fire. as you’re struggling, you see movement outside the car and you and your companions are saved by Lyda, a Strigoi. As to character creation, there isn’t any, you play yourself. As far as gameplay, it’s set up to run for 3 years in game time. There are several groups of cards, one being a group of 36, each representing a month for all 3 years. You read the card and that’s the scenario for the month, or the main event if you will. There are also decks for some history of Lyda, and Item/Effect cards. The inevitable endgame is one or more of the characters will likely end up as a vampire. It does look to be an interesting game, even with the long run time. The plus side is you don’t have to run it in one session. It can be broken up over multiple sessions.
Cyanzine 01 - Adept Icarus
This was part of the cyanstarlight Kickstarter. There are at least 3 more planned, as noted in an update for the game. The zine is available as a pdf for $4.99 on dtrpg. The little journal is available for ‘pay what you want.’ The zine itself is 29 pages, and includes some new planets, sites, and archives for 4 general types of planets: Fire, Water, Jungle, and Frozen. It’s a good addition to an equally good game. The journal is pretty cool as well. Each page gives you 3 prompts: a Location, an Emotion, and a Technology. They are designed to help you get your creative fluids going. The cassette was a neat addition. All backers received the music in digital form, but Alan wanted to do a physical copy for everyone.
Sock Puppets by Kurt Refling and Xan!
The short version of the game, from the cover: A roleplaying game about puppets and their problems. This is designed for 3 - 6 players and plays in 40 - 80 minutes. I did the Kickstarter and it was $20 CAD ($14.22) and $11 CAD ($7.82), and that was for a physical copy, a pdf, and an audio version. The audio version was a stretch goal, with “Herman” reading it all out. Estimated delivery was April 2025 and everything lined up perfectly. The test prints were approved while the Kickstarter was still live and my copy was received April 3, 2025. The main reason I backed it was because of the angle: You are a puppeteer voicing a sock puppet on a kid’s show. After the intro stuff, we get into the game. It’s arts and crafts time. You physically need a puppet to play the game. It can be a paper bag made into a puppet, an actual sock made into one, or even a purchased one. Like Here We Used to Fly this is a cooperative storytelling RPG. It’s also designed to be more “adult” in theme. There are rules for breaking character, both as puppeteer and player. For structure, again you are part of a kid’s show with a twist, adult themes creep in. The schedule goes: show (12 minutes), commercial (2 minutes), show (12 minutes), commercial (2 minutes), show (12 minutes), epilogue (12 minutes). You’ll need to elect a director to ensure the show runs on time. Puppets speak during the show, puppeteers during the commercials, with directors calling times along the way. The rest of the book is rules, themes, segments, variations, and playing with actual kids. This looks to be an excellent, tongue in cheek game and I love it for that reason.
Omen A One Shot TTRPG - Gila RPGs
The stars aligned on this one in amazing ways. Fulfillment was estimated to be April 2025, but proofs were done and approved February 28, 2025, 3 days after the Kickstarter ended. Funding ran for 7 days and reached $5,664, with an original goal of $2,000. $14 buy-in + $6 for shipping got one a physical copy of the game (15 pages) and pdf. Retail on their website is $15. The game itself is pretty cool for being minimalist. I can already hear you: “A buck a page? Nope!” They managed to actually put some words on those pages. You’re getting your moneys worth in my opinion. Besides, I don’t know who they work with as their printer. I’ve seen what DriveThruRPG says is “at cost”, but maybe Gila wanted someone different and couldn’t get as good a deal. 🤷♂️ Omen is about a world doomed to end. You’ll generally want 3 - 5 people with a GM. You will also need 10D6 per player (more on that later). It’s intentionally designed to be a one off session and not a campaign style game. As such, no rules for progression or creating log arcing games. The core mechanic is there’s a Difficulty Value (DV) of 2 - 6 and 8 (or 9) of your D6 being rolled before the game starts to be used as you go along to either succeed or fail as situations present themselves. The world is doomed for reasons you and the GM determine, and you try to defy it happening at this point. There is a ‘Doom’ and ‘Defy’ clock, and whichever gets finished first determines the outcome. They could both be set at 8, or each set differently to allow for one to be achieved easier than the other. To create your character, decide if you want 1 or 2 Omens, and the remainder of the 10D6 become the aforementioned rolls where you either succeed or fail in circumstances presented. Situations happen and either the world ends or you all defy fate at this time and decide how things move forward.
cyanstarlight - Adept Icarus
Yet another Kickstarter. I bought in at the $30 level, which meant physical hardcover, pdf, a softcover journal, and an audio cassette soundtrack, in addition to any stretch goals. I was also sent an ‘at cost’ link so I have a softcover version of the book as well. Prices as of 7/13/2025: pdf $19.99/softcover $29.99/hardcover $39.99/combos show same price as just the book. Cyanstarlight is a solo RPG that can be adapted to a GM-less game. You will need your standard polyhedral to play. The gist of the game is as far as you know, humanity is dead. You woke up from stasis and comms channels are silent. Your job is to see if humanity is gone or not. Alan Bahr wrote the game, as he says in the author’s note, about his bipolar disorder. There are 6 attributes, including: Bash, Dash, and Shoot. There are 6 Packages, or character classes that determine your attributes from d4 to d10. A ship gets made following the same basic order. There area lot of tables for everything under the sun, from complications and risk to flight, site, and loot. To play, there are 4 Protocols: Flight, Scan, Disembark, and Planet side. Roll the appropriate dice on the appropriate table and decide what you want to do. I’ve played it a bit and it’s pretty intuitive. There’s not much of a learning curve, so after the second or third planet you go to, it becomes old hat.
The HOME Handbook - Gallant Knight Games
This had been a long time coming. I did the GKG Crowdfunder through their site January 2024, which was going to get me a at-cost purchase in (I believe) March of the same year. Well, I ended up having issues with the link (first time ever), and by the time I got it straightened out, my links didn’t work, which is a shame because I had a link for both hardcover and softcover and wanted to get both (ended up getting the link just for softcover, which is fine). Cue the montage of sending an email through the web site and not hearing back and emailing again and still not hearing back, which I thought was a little unusual, as I have contacted him (Alan Bahr) in the past about other things and heard back within 48 hours. I knew though he had a bunch going on with a couple different projects on Kickstarter (some I was involved in, some not), so I didn’t push too hard and just put it in the back of my head to contact again at some point to get it figured out. Fast forward to December 2024 and one of the Kickstarters I backed he put up a different email in one update and so I emailed that one, explained what was going on, and had it taken care of in a couple days. It’s part of the reason I have no problem giving GKG some of my money, if he can make it right he’s going to. The prices on 7/13/2026: pdf $9.99/softcover $25.99/hardcover $30.99/combos showing same price as just the books. This is the sourcebook for those who want to get their “Teen Titans, Robin to Batman, Young Avengers” on, as in playing a teen or youngish super. We start with a new rules section, new powers and relationship traits, some optional rules, and helping to get in the headspace of playing a PC of that age group. The next section is about HOME, the Hero Orientation and Mentorship Experiment. It goes into the history of the organization, the how it’s set up, the location, and key figures. Next is some HOME teams such as Team Havoc and Team Chaos. Of course, if there are heroes, there are also villains and related organizations. The Kane Academy is the villain version of HOME. 8 new villains are included.
The Electric State - Free League Publishing
Another game inspired by Simon Stalenhag and created by Free League. As to the setting, it’s an alternative 1997. Civil War started in the US in 1975 and ended in 1984 with a ceasefire. The US was basically torn apart with new ’nations’ being created and even affecting Canada and Mexico in some fundamental ways. And it wasn’t only North America that was affected, but the rest of the world. The world has become more isolationist and less globalist. It’s part post-apocalyptic and part Matrix. Neuronics is a thing as are neuroscapes. One dons a neurocaster and gains access to a digital network that can be local or global, normal or bizarre. The problem is the immersive nature of the neuroscape is addictive and many have become so entrenched in the neuroscapes that they never unplug from the system and end up dying of dehydration or hunger. The main nation is Pacifica (formerly California). A map is included as a fold out prop as well as a smaller version in the book. Dice rolls are going to be like in Tales From the Loop: grab a handful of d6 and try getting at least one 6. Chapter 2 goes into the history of Pacifica and the events that led up to the civil war and reshaping of America and the world. Also included is information on the other nations in America as well as the corporations that survived. Chapter 3 is character creation. There are 10 choices for your traveler, including: Outsider, Runaway Kid, Investigator, and Artist. Tension is an interesting addition to the game. You have Tension 1 with 1 or 2 of the characters and zero with the rest. Players discuss what that tension is and it’s something ever changing during the course of the journey. Chapter 4 is Combat and Neuronics. Combat is pretty straightforward and the concept and use (and dangers) of neuronics are fleshed out more. Chapter 5 is all about the Journey, or campaign. Instead of an adventure, there is a ‘stop.’ There aren’t a shortage of tables in the chapter to create stops to randomly pick or to roll either a D6 or D66 (2d6 with one being tens and the other being the ones). Chapter 6 talks about the different threats one can come across such as: violent, personal, or past sins. Chapter 7 is a sample journey titled “Into the Dust.” There are 3 stops, each with an objective to complete and advance the overall plot. Chapter 8 is about solo play and how to navigate the rules. Overall, it’s a pretty rich world and I have (of course) only scratched the surface of what is there. There’s enough to do a number of different types of storylines. Free League has a bunch of games out there I don’t own, but have played vicariously by way of YouTube actual plays. 2 of the more well known would be Alien and Blade Runner.
Hunt(er/ed) - Meghan Cross
This was a Kickstarter purchase. The campaign ran 7/15/24 to 8/14/24 with a projected delivery in 10/24, with physical delivery actually being 11/15/24. I did the $25 tier which got a physical and pdf copy, whereas $15 got you just the pdf and $20 got just the physical copy. Not the biggest fan of that kind of pricing, but whatever. This Kickstarter had some addons available, one of which was a prompt deck for $10. As part of the stretch goals, I also received a game toke, sticker, and a set of 5 D6 in a nice wood box. Hunt(er/ed) is, to me at least, a variant type of RPG. This can be played solo or with 2 people. The standard game needs 2d6 for each player, or 3d6 if solo, a deck of playing cards without jokers, a piece of paper and writing utensil, and a token. Character creation is straightforward: one plays the hunter and the other plays the monster. For each there are 4 sections with 2 questions each to answer. There’s even a collaborative stage setting where you figure out the basics of where and when this is taking place. Before starting, take a piece of paper and put 5 circles on it, set a token on the middle circle, and you’re good to go. Gameplay itself can run 15 minutes to an hour or two. It starts with each player rolling their dice trying to get doubles before the other. When doubles are rolled, the player who rolled them advances the token one spot closer to their opponent and deal themself a prompt card out of the deck (black for hunters, red for monsters). The prompts are all listed in the book. Using the prompt, you describe the current state of the hunt. Once the token is off the board the one has caught the other and gains narrative control, getting to describe how the hunt ends. There are other opportunities for roleplaying along the way and how the story ends is determined by the victor, be it hunter or hunted. The main variation with playing solo is there are 7 circles with the word ‘accept’ written on one side and ‘deny’ on the other. Character creation follows the same procedure with a different set of questions. Using the cards (in one pile instead of 2 like standard) the first card has you answer a prompt (different from the others in the book) based on whether black or red, with all other cards defaulting to the usual prompts. As noted earlier, you roll 3d6 and still try for doubles. The game ends with either full acceptance or full denial. The concept of the game intrigued me and after reading the rules, it intrigues me even more, as it’s tactical to a small degree with a high element of chance.
Zorro RPG - Gallant Knight Games and West End Games
Picked this up a while back, partly for the subject matter and partly for the rule system. The book starts with a media history of Zorro across print, film, stage productions, toys, and video games. Next is the obligatory welcome to RPGs and the basics of the D6 system. Following that is character creation, covering 2 whole pages (templates to follow later on). One highlight is a defense number. You multiply your Perception and Agility D6 total by 5, so 3D+2 would be 15. Chapter 3 focuses on playing the game and general rules. It also goes more into the Attributes, Skills, and Difficulty Number (from very easy [5] to very difficult [30]). As per usual with the D6 system, the more d6 you have to roll, the better (and more difficult things) you can do. Each attribute includes 4 skills (which can be added to or changed with GM approval), and attributes include: Agility, Knowledge, and Charm. The GM Section is next. A standout item in this section is that in addition to Hero Points (which act as XP and can be used to better attributes and skills) is Suspicion Points. In the game, you play as a member of Zorro’s Legion, which is your secret identity. Other times you play as your alter ego which is one of the templates mentioned a little further in. Each of your identities will likely have different outlooks (a la Clark Kent/Superman or Bruce Wayne/Batman) so that most won’t tie the two ‘people’ together. However, when the public acts differently from “normal” or more like their secret persona, they get a Suspicion Point. A 2D6 roll that is lower than how many Suspicion Points has exposes them. There are, of course, a couple ways to reduce Suspicion Points and keep the secret identity secret. Equipment and Bestiary chapters are next, allowing a variety of weapons and creatures. Following that is the chapter with character templates. There are 15 in total, including: Brash Soldado, Sniveling Dona/Don, Nervous Bandit, and Scheming Scholar. They include starting attribute die codes, equipment, and even suggested skills, though the character can be customized to taste. Enemy combatants is the next chapter and is made up of different NPCs to include in your sessions. The next 2 chapters, “The World of Zorro” and “Adventures in Alto California” flesh out the setting and include several adventure seeds, which are broken down into a couple episodes. The next chapter introduces the more important NPCs of the world, such as: Don Alejandro de la Vega, Diego de la Vega, Don Ignacio Torres, and others. Also included are more adventure seeds. The Chapter “Adventures Elsewhere” flesh out New Spain and Baja California and more adventure seeds. There is a solo adventure so you can play as Zorro and familiarize yourself with the system. Lastly there are 2 full length adventures included. “The Black Widow” and “The Steam Train Out of Hell.” They are put together in a slightly loose fashion with broader strokes, but give enough to cover most situations while still keeping a linear story. My thought on this is it’s a good game if you want something a little more serialistic and fun, while still being able to stay a little serious with the story. It would be in rotation for me more as a “Let’s take a session or two break from what we’ve been playing and play something a little different.” With all the adventure ideas in the book, it would be easy to sit down and play fairly quickly.
Carbon Grey RPG - Foes and Factions (Dossiers From the Front) - Magnetic Press/West End Games
This is the only major book for the system after the core rules and is a whole 44 pages. Artwork, like in the rulebook, is full color and amazing, with much being pulled from the graphic novels. I can be occasionally easy to please with artwork, but this is genuinely like next level. This comes with 3 chapters and an addendum. Chapter one is some dramatis personae. People who were talked about briefly in the core rules. You get 2 versions of the story: a historical perspective (the propaganda-ish version) of the person, and then the Marshall’ Journal version (which is less common knowledge and a little more of the reality, if not truth) as well as some NPC stats for them. Some are still alive; others, not so much. It even goes a little more into some factions, before getting deeper into some of them. Chapter 2 does into The Powers That Be: factions, groups, and other Axis powers. Chapter 3 is other high(-ish) ranking NPCs titled “Aristocrats, Autocrats, and Adversaries.” The addendum is a sextet of adventures broken down into a sextet of possibilities of who to stop, find, or otherwise come up with ideas for your campaign, all contained in one page.
Carbon Grey RPG - Magnetic Press/West End Games
This one’s going to take a couple minutes to get through. Carbon Grey RPG is based on the graphic novels by Hoang Nguyen. I was unfamiliar with them, and am still only aware they exist. It’s diesel-punk, which is a new genre for me. It takes place in Mitteleuropa (vaguely Europe shaped with different country names). The year is 1915 and the Great War is in full swing. Not everything is totally right with reality. There are era appropriate vehicles alongside more modern jep planes and other vehicles. Chapter one introduces us to the world of Carbon Grey and does the other typical chapter one duties. It gives us the first look at a quick description of the 24 Archetype Templates playable in the game. Included are: Brash Dogfighter, Grease Monkey, Learned Scholar, and Sovereign. Chapter 2 is skills and attributes. There are 6 abilities: Dexterity, Knowledge, Mechanical, Perception, Strength, and Willpower. Each has 6 skills which are usable from the get go (at the attribute score) with some skills being a higher value. It is the West End Games D6 System, so skills/attributes have a die code of say 3D+1, so roll 3D6 and add 1. If you meet or exceed the Difficulty Number (between 3 and 30 depending on how hard it is) you succeed. There are varying levels of success and failure depending on the roll and how far away from goal it is. There is a wild die and it can affect a success or failure. Continuity flux is what it’s called when random paranormal things (be it a super/para-normal creature or something more modern) appears. There are additional paranormal skills (Manipulate, Divine, Transmogrify) that most won’t have access to, but a select few archetypes do. Chapter 3 is character creation. What I personally like about the WEG D6 System is how customizable it is out of the gate. Pick an archetype, plug the attribute number in the appropriate spot and you’re halfway there. Here’s where the customization begins. At creation you receive 7D to spend on skills. No skill can be raised by more than +2D. So if the attribute score is 2D+1, no skill under that can be higher than 4D+1. I personally recommend players start by upgrading what they feel are the archetype’s main skills. You start with 6 Hero Points, which can be used to improve rolls on skills or raise ability scores (as you gain more). You also receive skill points which are used to upgrade your skill scores. Skills can reach an infinite number in theory, but attributes can only be raised by 1D. To raise skills by +1, you need to spend what the D6 score it (2D to 2D+1 = 2 skill points). To raise attributes, you need 6 times the number to raise +1 (up to +3 or 1D). Each archetype has suggested equipment. I am of the opinion they are allowed a couple of the pieces listed and can pay for anything else. Money is in Marks, broken down to Phennig, The Mitteleuropa Gold Mark Coin, and Banknote. Quirks are an option, and if you pick a Quirk, you can also pick a Remarkable Ability. Obligations are mandatory and these are the people you answer to. There are tables for Quirks and Remarkable Abilities, or you can create your own with GM approval. Chapter 4 is Combat and Recovery. The combat sequence is detailed as well as how to handle recovery after. Damage is handled a little differently in D6. There are levels: Stunned, Wounded, Incapacitated, and Mortally Wounded. You compare Damage and Strength rolls and the difference determines how hurt one is. Effects are cumulative. Mental trauma is also a thing and there’s a table for it. Chapter 5 is gear and weapons and offers a variety of items that make one say “ouch.” Chapter 6 is vehicle rules and various types available. Chapter 7 is titled “A World at War” and describes that. There are Axis, Allied, and Neutral States. Chapter 8 details running the game. Chapter 9 is “Allies, Enemies, and Extras.” It’s exactly what it sounds like, NPCs out the Wakka Jawakka. Chapter 10 is adventure ideas. Chapter 11 is the final chapter, and is the complete character templates with full descriptions.
Knave Second Edition - Ben Milton
Another Kickstarter completed. This one was started in May 2023 in the wake of the OGL “stuff,” and is the largest Kickstarter I’ve been a part of. 11,003 of us backed it to the tune of $645,580. The game is available in print at swordfishislands.com . Standard hardcover is $35, and premium hardcover is $50. Not the biggest fan of Kickstarters that are full retail, but it’s OSR and don’t have many OSR games in my collection. And there may have been a little spite driving me as well. It’s all of 80 pages, but there is a metric tonne of stuff packed in the page count. The basic rules cover the inside of the front and back cover for real quick access on the more basic questions. There are also approximately 75 d100 tables throughout the book to help create the world. The rules start with Player and GM duties. GM duties include: create locations, let players guide the action, and keep the game moving. Player duties include: assist the GM, create and play your character, and take initiative. Ability scores and PC Creation take up all of 1 page. PCs start with 1d6 HP and have 3 points to spread over your 6 ability scores. Yes, some abilities will be zero. There is XP and level 2 is reached at 2,000 points and doubles thereafter. There are 3 watches for day, and that many for night. The artwork is very old-school. There aren’t officially any classes, so one can have a little more free reign on how they want to play their character. If playing a spellcaster type, you can cast as many spells as you have INT points. There is also relic magic, which is cleric type magic. For money, there is only coins. Common items are 5 coins, with rarer stuff being more expensive. There is a bestiary with some creatures included, though it wouldn’t be difficult to add any creature from any module, or even adapt said module to the game. This provides the basic framework to run the game, though you have to set up the world from the ground up and it is designed to be compatible with all versions of the world’s most well known game or any in general.
Into the Unknown
Into the Unknown is an OSR RPG that is (in the game’s word): “A simpler, easier, non-’advanced’ rendition of the 5th Edition of the world’s most popular RPG, inspired by the 80s ‘basic’ and ‘expert’ rules.” It’s spread out over 5 books and is available on DrivethruRPG. As of 7/12/2026, pricing is: Books 1, 3, 5 pdf $4.99/softcover and combo $6.99; Book 2 pdf $2.99/softcover and combo $4.99; Book 4 pdf $5.99/softcover and combo $7.99. Book 1 is Character Creation. First, they get into ability generation. Next is classes. You can play a fighter, rogue, priest, or magic-user, each with different abilities. You can also play non-humans as classes, each with unique abilities. There are also 9 backgrounds, including: Acolyte, Highborn, and Urbanite. Then pick alignment, equipment, yadda yadda. Book 2 is how to play the game. It includes taking actions and using ability scores. It breaks adventuring into 4 segments: combat rounds, journeys, exploration, and down time. It breaks them down further and elaborate on what one typically does each segment. One mechanic I’ve not seen for a long time is the gold to XP exchange rate, and it only applies to gold and jewels (anything that can be offered as payment). Book 3 is magic. It breaks the spells down into magic-user, elf, and priest spells. There are also cantrips available for each. There’s a nice broad spectrum of spells available for keeping things interesting. Book 4 is Running the Game. It gives table after table of information to use during sessions and campaigns as one would expect. Lastly is book 5: Monsters. As with spells, there’s a nice variety of monsters, beasts, and men to challenge players.
Our Friends the Machines and Other Mysteries - Tales From the Loop - Free League Publishing
More adventurizing goodness from Free League for playing in the Loop. 3 full adventures and a ‘mix tape’ of 8 mini-adventures based on some popular songs from the 80s. Also included are blueprints for 4 pieces of machinery, 2 ships and 2 large robots. Lastly is a ‘Hometown Hack’ helping you set up new Loop cities. The first adventure is Our Friends the Machines. The machines are effectively Transformers with a twist. 2 AI escaped and took over a factory. One is aggressive, the other more passive. One controls the Deceivers, while the other controls the Convoys. The machines were jaggered with and made into legitimate robots, though tiny sized. Singly they aren’t intelligent, but groups of various sizes become smarter. Adults have also been chipped to help the aggressive AI to take over. Suffice it to say, the PCs must find a way to stop the AI from succeeding, though failure is always an option and there is an ending to support that. Next is Horror Movie Mayhem. It takes place during the “moral panic” where heavy metal music, RPGs, and various types of movies are under fire from adults. One adult has a plan to sway adults to their side by way of subliminal messages to make the idyllic community for all. Then we have The Mummy in the Mist. This is designed to be a bit of a double mystery. There’s a mummy on the loose, and there’s something near the beach in the water. It will take all of the PCs resources to make things right without failure. Adventure-wise, lastly we have the Mix-tape of Mysteries. First, we have “Sweet Dreams.” Adults aren’t sleeping well and maybe some of the kids aren’t either. The PCs have to figure it out. “Every Breath You Take” is next. Paranoia has overtaken the kids because of someone named ‘Big Brother.’ “Girls Just Wanna Have Fun” follows and women are drifting away from the men in their lives. There’s much more nefarious actions going on. “Where is My Mind” is next. The doctor has a cure for everything, but staff have other ideas. “All Aboard the Night Train” is next. Kids are having trouble with their parents and are coming up missing. “Forever Young” follows siblings who aren’t siblings and just want to keep their youthfulness. “Thriller” is next. ‘Scarecrow’ has bootleg horror movies available, and the villains are coming to life, sort of. “Heaven’s A Place On Earth” rounds the bunch off. A religious group moves to the area and believe the Gravitron is sent by God. Of course it is. Machine Blueprints is the next to last chapter and includes a couple different types of machinery and adventure hooks. Last chapter is Hometown Hacks. It shows you how to turn your city into the home location for adventures.
Tales From the Loop Starter Set - Free League Publishing
I was on the fence about getting this, but I’m glad I did. For me, the map and dice were worth the purchase price, and that’s not even talking about the included adventure. The map included is fairly well sized and full color. Each side contains information for one of the two Loops mentioned in the rules: one being in Sweden, and the other in Nevada. It also includes custom d6 (10 total) that can be used for play. The 32 page rulebook gives all the basics to play, save character creation, as 5 pre-generated characters are included to use with the set’s adventure called The Recycled Boy. The basics of the adventure is there’s a new kid at school who goes missing after acting a little strange and it’s up to the PCs to locate him and bring him back safely. Along the way, they discover there is more to the new student than meets the eye.
They Grow Up So Fast - Tales From the Loop - Free League Publishing
This supplement is a 4 part adventure set over the course of a year, with each chapter being one of the 4 seasons. The synopsis is basically an experiment at the Loop opens a rift and time-space and allows a creature to pass through, lay an egg, and pass back through before the rift closes. The PCs are to collect the egg, protect it and the creature that hatches from it, and help get it back to the rift, which a scientist is trying to recreate, and allow the creature to leave. Chapter one introduces the adventures and gives a quick overview of each scenario. Chapter 2 gives background of the area the adventures are set in (Norfolk UK), things to do locally (during the 80s) and other information needed for both the GM and players, Such as adapting the scenarios to Nevada or Sweden. Easter Egg Hunt *is the first mystery, set in spring. During a camping trip, at least one of the PCs awakens to see a large creature floating in the sky near the Loop before flying back over the camp site and disappearing. More necessary information is included for the specific scenarios as well as ‘countdowns’ for specific things to help push the narrative along. Each scenario will have one or more of these countdowns for different items. The adventure ends, in theory, with the players getting the egg and getting it to safety. *The Best of What May Be is next. The egg hatches, and they need to go on a scavenger hunt for sustenance for the creature, all the while keeping it hidden. The Year’s Last Loveliest Smile comes next, spanning the autumn. The creature is getting bigger and therefore harder to hide. Depending on how things play out, they find a good place to hide the creature, in theory without it being seen by any scientist or other people in general. Worst case scenario, the creature is captured, the PCs are detained by The Powers That Be, and secondly by their parents (as in they get grounded), meaning saving the creature in the last act will be difficult. You Can’t Get Too Much… is the final chapter of the series. If the PCs were able to hide the creature in the previous episode, it was seen by someone and reported to those at the Loop, who swoop in and retrieve the creature. Either way, the PCs need to figure out a way to find and free the creature, and get it to the Loop, where a scientist it trying to recreate the conditions that opened the rift in the first place. Best case scenario, the creature goes home. Worst case, it’s stuck here but manages to escape and flee to parts unknown, never to be seen again. This looks to be an awesome mini-campaign that could be set in your current campaign, or even as a 4 session one-off between other campaigns. It’s an engaging story that should make for great sessions.
Tiny Gunslingers - GKG
The last of what I call the “minor” Tiny D6 games. Tiny Taverns does exist, and one day I may review it, but it is not this day. Or the next. Prices on 7/12/2026: pdf $3.99/softcover $7.99/hardcover $12.99/combos are $1 more. Rules are standard Tiny D6. They handle shootouts/duels interestingly, by way of blackjack, so you’ll need a deck of cards, sans jokers. You can hit, stand, or shoot, and there are some rules for each. Creating a character is par for the Tiny D6 model, only there’s no archetypes, and there are more traits.. Chapter 3 is the GM section and chapter 4 is some starting locations for the game. I know there are other games out there in the genre, but you can’t beat this for quick creation and turn around time.
Tiny Spies - Gallant Knight Games
Tiny Spies is in the vein of James Bond, Get Smart, and Mission: Impossible. Prices are: pdf $6.99/softcover $19.99/hardcover $25.99/ combos $1 more. Being Tiny D6, the how to play sections is about 12 pages and gives the players everything they need to know. Character creation is next and they can play as one of 5 Archetypes, including: Agent, Face, and Soldier. Each is going to start with 5 traits, one more than in most of the other Tiny D6 games. Making up the 5th trait is the Background Trait, which broadens the PC and gives them a go-to for help when needed. Rules for vehicles and gadgets are next. Vehicles are treated like PCs to a degree: choose a chassis, select 3 upgrades and it’s good to go. Lastly is 5 pages on the world of Tiny Spies. There’s no GM section in the book, but it isn’t really needed in the game. The rules are, by nature, pretty intuitive, but I mention it as it’s the only Tiny D6 game I’ve come across without it.
Tiny Gods - Gallant Knight Games
Another of the mini-games put out by GKG. 55 pages of goodness. GKG put out a series of games around this size they felt needed to be made, but didn’t think needed to be a major game (like Tiny Frontiers, Supers, Cthulhu, etc). They’re basically niche games that need to be made, but don’t need the full Kickstarter treatment and micro-settings. As of 7/12/2026, prices are: pdf $6.99/softcover $15.99/hardcover $20.99/combos $1 more. Added in the basic Tiny D6 rules of this game are Conviction Points. PCs start with 1d3 conviction points and recover 1d3 points each day to a max of 9. Where this differs with other Tiny D6 games is in setting creation. The GM and PCs go through 4 epochs: creation, inspiration, war, and destruction of the world before the PCs create their demigods and play in the world they created. This is another game I think would work great as a one off or short campaign, or a longer campaign that is a one or two off between your major games. In my opinion, Gallant Knight Games puts out solid games and tries to service as many genres as possible in a minimalistic way. This also says nothing about the other publishers who operate under the Tiny D6 license (which GKG currently owns).
Tiny Pirates
Another case of minimalistic gaming done right. 75 pages if you count the character sheet. Virtually everything needed to play the game. Prices: pdf $9.99/softcover $14.99/hardcover $24.99/combos showing same as just book. The game starts with a couple pages on the world of Tiny Pirates and where to draw inspiration from. Next is how to play, which is standard Tiny D6. Also included are ship rules, which are basically the same as for players with minor changes. Then it’s on to pirate creation, where you play as a member of the crew: captain, pilot, etc. Lastly is the GM section. It has all the extra bits and bobs needed to play. Included in the GM section is an optional rule for duels. Needed for this is a deck of cards from DTCards (or a print and play version from the GKG site) for each involved in the duel. Interesting concept for an RPG, and one I feel is great for one offs or short campaigns, though you could definitely go longer if desired. It would make for a nice departure from your usual game and play a genre I’ve personally not seen many games for.