These cards are for use with MADCAP: SCREWBALL CARTOON ROLE-PLAY
Each card includes:
A Gimmick, an upside and a downside for your character. Some of them are General gimmicks (for use in any game), while others are specific to a genre (Medieval, Wild West, Sci-Fi, Teen Mystery, Horror, Cyberpunk). Pass these out to the players to... [click here for more]
The MYNT system is designed to focus on storytelling through roleplaying. It can work with any setting. Combat is possible but it is not the focus of this system. It was designed to get players doing more than swinging swords or shooting blasters with the aim of beating a particular number in order to succeed. Action and adventure occur through twists and not continued success on the part of the hero.... [click here for more]
In The House Always Wins, you can’t escape and you can’t win. The twist? You are playing both your character and The House.
Players take turns releasing their creativity in this storytelling game for 2+ players. You construct The House and the various causes of your own demise. You switch between their role as a character trying to stay alive and the role of The House trying to kill you.... [click here for more]
Truth & Daring. Action ou Vérité. Un jeu pratiqué par un nombre incalculable d'enfants ...
Une bande de gamins, dans les années 80 ...
Ca a commencé comme n'importe quel été, avant que tout ne soit différent ...
Dans ce jeu en une page, basé sur Laser & Feelings de John Harper, jouez une bande de gamins, confronté... [click here for more]
This volume collects 13 RPGs and a half, all designed to be read and played quickly while offering unconventional game experiences.
- The Anti-Paradox Brigade: All the best Agents are already on the field when the alarm goes off at the Time Agency. That’s why, for once, it’s you they call... Here’s your chance to shine again, or confirm your ineptitude!
- Last Escape:... [click here for more]