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 Hottest Fantasy, PDF from Better Games
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4 Daggers Against the Darkness

4 Daggers Against the Darkness


This is an adventure flow for playing Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game. Zen Fantasy is a two-page set of rules to run Theater...   [click here for more]
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Arabian Sea Tales

Arabian Sea Tales


High spirited adventures on the seas or along the caravan routes of a fantasy world where all magic has turned into magical ginns. Advancement of levels with a fate condition. Free-Style Role-Play™ Advantage phase and Responsive phase combat system. Q&D for ship combat and emergencies, crossing deserts and raids. Complete rules as published inside Space Gamer magazine in 1993. Includes the scenario,...   [click here for more]
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Blade of the Baron

Blade of the Baron


This is a city-wide adventure compatible with Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game. Zen Fantasy is a two-page set of rules to run Theater of...   [click here for more]
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Chronicles of the Outlands

Chronicles of the Outlands


The game is fantasy role-play with Cutlass style mechanics of event driven combat. Chronicles of the Outlands is set in a river rich land east of the Western Barons. The players are heroic characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical...   [click here for more]
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Conrad's Fantasy

Conrad's Fantasy


Fantasy Free-Style Role-Play™, where every character is a magic and sword wielding hero. Play with a neutral Ref, sometimes running his own player character. Advancement of levels with Ignoble system of nine tasks. Advantage phase and Responsive phase combat system. Free-style magic of breaking the laws of the universe and often suffering the consequences. Quick & Dirty combat events for dragon...   [click here for more]
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Conrad’s Fantasy Next Millennium

Conrad’s Fantasy Next Millennium


During an age of inspired fury, following the fall of the last arcane emperor, yet before a twisted deal forged by goblins brings gunpowder to the barons, heroic warriors wander – north, south, east and west – to discover nothing but adventure. These are the tales of the one later heralded as the True King. Dragon Magazine #179 said of the original: “Considering how many new role-playing games...   [click here for more]
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Conrad’s Next Omnibus

Conrad’s Next Omnibus


Contains the following booklets: Conrad’s Fantasy Next Millennium High Fantasy Autoplayer Six Adapted Adventures: Den Thieves, Twisted Fae, Defile Sub-God, Break Chalice, Insane Loner and Tower Zaire Conrad’s Fantasy Next Millennium has no Stats, no equipment lists, no armor, no spell lists. You don’t need them. Each character is defined by a small number of Skills. Every character...   [click here for more]
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Czar for a Day

Czar for a Day


This is an adventure flow for playing Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. The adventure works solo or handles a group of characters. It need not be said the Ref should tailor as desired, so we won’t say it. Use this with our game or your other favorite roleplay game.   Zen Fantasy is a two-page set of rules to run...   [click here for more]
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Demon Hunters 1705

Demon Hunters 1705


Massachusetts Bay Company 1693, Cotton Mather publishes “Wonders of the Invisible World,” in which he contends that witchcraft and demons were real; further these covens threaten mankind. He was mocked and celebrated. Decide for yourself. This ruleset is magnificent. Written in a divine fury, I should put it into a chest and bury it for a future gaming generation. Fugging golden tablet!...   [click here for more]
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Designing Fantasy Scenarios

Designing Fantasy Scenarios


Designing Fantasy Scenarios aids the Referee in creating an adventure. Inside find detailed mission generation using a Tarot deck. Much to ponder. When we debuted this at GenCon in 1990, I was asked by the buyer for Windmill distribution “what makes us better?” I told her we’re selling role-play without the Referee. I actually thought we’d put the module makers out of business. I guess some...   [click here for more]
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Designing Underworlds

Designing Underworlds


Designing Underworlds Sometimes what you really need is time. Time is too precious to waste on Writer’s Block. Designing Underworlds is a wealth of good ideas to revive stale play. You can’t go wrong buying obstacles, turmoil and magic relic lists for a few bucks. Here’s a catalog of GM ideas, from which to piece together your next masterpiece. This booklet is paint, pigment, brushes,...   [click here for more]
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Dungeon Puzzle

Dungeon Puzzle


Party like it’s 1974! Roleplay heroes entering the underworld, where survival is more often found by showing restraint. But where’s the fun in that? How do like it (for treasure and Mobs)? More, more, more. Set of rules to run dungeon crawl classic roleplay. Players balance HPs, Mana (for spells) and Talents. Level and gain more. Adventure and collect magic items for more, more. Loot your fallen...   [click here for more]
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Encounters Fantasy Scenarios

Encounters Fantasy Scenarios


Fantasy Encounters provides a method for generating adventures on the fly. The tables demonstrate how the classic wandering monster should not be generated based on time, but instead added as a series of usually escalating bad situations. Each event might build from the previous, or all could calm down as the adventure moves forward from phase to phase. Created as a companion of the Fantasy Mission...   [click here for more]
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Era Ten Fundamentals

Era Ten Fundamentals


Era Ten is Sci-Fi Free-Style Role-Play using a Quick and Dirty system; hence, no effort has been made to explain the basic mechanics of dice rolling or player interaction. This book is everything the Ref needs to run a game. There will be others in the series to help you generate ideas or fully flesh-out your campaign. This Fundamentals booklet has plenty of combat tables and some Era Ten concepts...   [click here for more]
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Fantasy Baronial Lifestyles

Fantasy Baronial Lifestyles


Fantasy Baronial Lifestyles Written as a simulation of castle life, the materials herein are suitable for any campaign of High fantasy. For the most part, castles in fantasy adventures take the antipodal roles of both sanctuary and dungeon. They exist as set pieces, the place where the players receive their task, the contract mission of the adventure. Then on the other end, castles become the evil...   [click here for more]
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Fantasy Hex Crawl

Fantasy Hex Crawl


A snarky, irrelevantly written supplement to Fantasy OSR. Enjoy adding quests on the surface campaign with that ruleset or your other favorite rpg. The endgame of mastering a wizardly domain is dark, dark. Not for the faint of spirit nor a modern 50-first date excuse to play and preen cosplayer. Your outrage is misplaced (as always). The system works solo or with a party. Grognards...   [click here for more]
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Fantasy OSR

Fantasy OSR


Presented is a fine way to explore the underworld. The tagline reads an OSR game of Dungeons and Castles. There’s also mechanics to create that manor and wage war on your neighbors, aka feudalism with a magical twist. The system works solo or with a party. You can play Fantasy OSR as a one-off, a few levels or a complete quest to the climactic Quest Finale. Play until you get a full set...   [click here for more]
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Generating Climactic Endings for Outlands

Generating Climactic Endings for Outlands


Generating Climactic Endings for Outlands This booklet works as part of a campaign of High Fantasy. The material has been adapted from Crimson Cutlass for free-style role-play in Chronicles of the Outlands or Your other favorite rpg. A Tarot Deck is used to generate the situations, the significant obstacles that must be passed and conquered in order to truly succeed...   [click here for more]
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Generating Quests for Outlands

Generating Quests for Outlands


Generating Quests for Outlands This is the closest thing to a Monster Manual you’ll get from Better Games. And, it isn’t much of that. Rolling combat over and over to kill larger and larger monsters is a fine way to game. But there’s so much more that should be happening between those dice rolls. This is an update of Designing Fantasy Scenarios published an ice age ago. The premise...   [click here for more]
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Generating Travel Events for Outlands

Generating Travel Events for Outlands


Generating Travel Events for Outlands This is an update of the Encounters Fantasy Scenarios published when Grunge was cool. The premise is very much the same, yet the material has been adapted for Chronicles of the Outlands. A Tarot Deck is used to generate the action from right after a quest is started, up to the climax challenges. There are also guidelines for handling events...   [click here for more]
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Hero, '31

Hero, '31


Dateline: New York City, 1931 In the midst of the Great Depression, hope is scarce. There is an election coming, but until then the local authorities seem helpless to stop a massive crime wave. Some blame poverty, others the decline of decency. Unbeknownst to the Common Joe, the city is being carved into realms by ten sinister cabals. That’s also when a group of ordinary people discover they are...   [click here for more]
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In the Company of Delvers

In the Company of Delvers


In the Company of Delvers The underworld holds miracles, the remnants of ages lost, the forgotten, the places destroyed by magic. Entire civilizations thrive and sink, banished from the surface world, layers of an onion whose core is misery. From those places of Unending Gray, the delver companies extract ancient relics and former riches. In a nutshell, delvers are not mere fellowship parties, they...   [click here for more]
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One Hour Roleplay

One Hour Roleplay


Run your favorite genre of roleplay on-the-fly at any time, even on a moment’s notice or to satisfy your craving for a fix. Solo or Group GM moderated. Roleplay characters in the seven major genre: Fantasy, Sci-Fi, Hero, Horror, Post Apocalyptic, Cyberpunk and Vintage Pulp. Use as an adventure generator for your other favorite roleplay system or use the mechanics described to GM your game play to...   [click here for more]
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Outlands Omnibus

Outlands Omnibus


A compilation of fantasy free-style role-play where events drive the action including the player character combat. Chronicles of the Outlands is set in a river crossed land, the vestiges of an empire. The players are heroic characters without class distinction, Varangians, early Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly...   [click here for more]
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Quintessential Paladin

Quintessential Paladin


Roleplay questing distilled to a perfect form. A two-page set of rules to run Theater of the Mind chivalry with simplicity and balance. The excitement builds with the interaction. Great to test your own virtue or your significant other. ...   [click here for more]
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Rather Useful Tables for Chronicles of the Outlands

Rather Useful Tables for Chronicles of the Outlands


Rather Useful Tables for Chronicles of the Outlands This is a wholly new, sort of, set of tables that are not required but do come in handy when running Chronicles of the Outlands. As with everything in free-style role-play, use what you find useful. I use these in my own campaign quite often. The booklet includes the Digression tables alluded to in the other rulesets, a handy thing with which...   [click here for more]
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Salvage & Recovery

Salvage & Recovery


With the tagline, Experience Life as a Galactic Delver, this is the sci-fi version of fantasy underworld exploitation. Here the characters are exploring uncharted space, looking for rich resources and the remnants of past eras. Set in Era Ten, this could be the retirement life of many a space marine. Else, the loner prospector has not just space suit and will travel, but a ship the size of a city....   [click here for more]
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Satchel’s Ball Game

Satchel’s Ball Game


The tagline reads a Salute to the Negro Leagues for that was my goal. Create a fun baseball sim. I enjoy baseball. I also wanted a simple simulation. The other games I’ve seen lack fun; they are too stat driven and entertain about as poorly as a statistics exam. This booklet presents baseball fast and with good humor. You can play this as a one-off, a few innings or a complete game. Play a two out...   [click here for more]
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Solo Fantasy

Solo Fantasy


The tables presented run as a story. Sometimes you have a choice and sometimes you become a victim of fate. Live and die by what occurs. Just once being declared a Heretic (on the tables) is rather fun and worth a purchase. Multiply that by eighty-nine sections of twenty events. Now gaming is best with friends, whether in competition or cooperative. Yet solo role-play is more common than ever. Our...   [click here for more]
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Space Pyrates OSR

Space Pyrates OSR


A space opera role-play game of exploring the hostile galaxy, getting shot to snot and keeping enough wit to sell tennis shoes to the three legged-humanoids. It’s a bad living but great fun. You can play solo, co-öp or moderated by a GM. You probably don’t own the ship. The lien will take a thousand lifetimes of hauling trash off the capital world, before you can afford to pay to have the vessel...   [click here for more]
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Stuff o' Legends

Stuff o' Legends


Stuff o’ legends is Duo-Play™, not truly role-play, not truly a board game, simulating character action and intrigue as heroes in the Trojan War. The game does not need a Referee. Game may even be played solitaire. Complete rules as published inside Space Gamer magazine in 1993 with cover art by Susan Van Camp. Best time I ever had losing five characters to death in a single game. A surprising...   [click here for more]
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Tactical OSR

Tactical OSR


Inside here are rulez to extend the wargame style elements of games like Space Pyrates, Zombie WW2 and USMC at Waterloo into the fantasy genre. I wanted those design lessons I learned put down in fixed form. An OSR fantasy game with target and hit, as most gamers visualize combat. HP and XP like most players understand damage and character advancement. Some stats that make sense and...   [click here for more]
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Temples, Cults and Apostates

Temples, Cults and Apostates


Temples, Cults and Apostates Adding Faith to Fantasy Campaigns Religion is a constant source of conflict. Why not use it more prominently in your fantasy gaming? Often the answer is another question, How? The priestly caste must be more than a static list of gods and some strange iconography. Sure, you can have lengthy interludes involving philosophical debate, bring the party to a fervor, even...   [click here for more]
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Treasure of the Dragon

Treasure of the Dragon


This is an adventure for playing Zen Fantasy Two-Page Roleplay. It’s a fast but complete adventure to get you right to play. It’s meant to be for a solo adventurer or up to 4 characters of various classes. It need not be said the Ref should tailor as desired, so let's not say it. Use this with our game or your other favorite roleplay game. Zen Fantasy is a two-page set of rules...   [click here for more]
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Zen Fantasy

Zen Fantasy


Roleplay distilled to a perfect form. A two-page set of rules to run Theater of the Mind adventures with simplicity and balance. The thrills come with the interaction. You know what you’re doing…why pretend a massive ruleset is important? ...   [click here for more]
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Zombie WW2 OSR

Zombie WW2 OSR


Two great tastes that taste great together. I hope we all know that the good guys don’t wear black uniforms. Those Fascists jackboots got to die. We had them nearly defeated, when the Führer made his final pact with darkness and started conjuring zombie armies, enhanced by Volkssturm Hexe. Note: Certain symbols and words are expressly forbidden in modern Germany, so I refrain from some...   [click here for more]
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