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 Hottest Science Fiction, PDF from Better Games
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A Galaxy Primer for Era Ten

A Galaxy Primer for Era Ten


Need to Know Basis If you buy this booklet, you want to know more about Era Ten, so you don’t look stupid. You might suspect your Ref is cheating you. You could even think it would be fun to Referee your friends in an adventure in deep space. Being a space marine is groovy. Being galactic delvers seems like a rollicking time set to space shanties. Eye roll, anyone? This material is laid out in an...   [click here for more]
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Bajillion Ways to Die

Bajillion Ways to Die


Roleplay Time Traveling distilled to a perfect form. A two-page set of rules to run Theater of the Mind Time Travel manipulation of History with simplicity and balance. The excitement builds with the interaction. Great for Arbor Day or as one-off event. Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges and cascade the changes initiated by the player characters....   [click here for more]
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Battle Born, Original

Battle Born, Original


Original Battle Born introduces the concept of Free-Style Role-Play™, a building block system of game mechanics that allow the Referee to create his own Sci-Fi role-play game. Action takes place a millennium in Earth’s future. Nine intervening eras of history are outlined to show how the Tetra-League got to the latest crisis. Era Ten postulates mankind at a most desperate state. Following...   [click here for more]
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Designing Comic Book Scenarios

Designing Comic Book Scenarios


Designing Comic book Scenarios aids the Referee in creating an adventure. Inside find mission and encounter generation, Digressions tables for when groups get split involuntarily, and an assortment of Quick & Dirty tables to flesh out most situations. This is a grand worth of ideas. Complete rules as published at LA conventions in 1991. Have fun. Thanks to everyone who still loves and remembers...   [click here for more]
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Designing Sci-Fi Scenarios

Designing Sci-Fi Scenarios


Designing Sci-Fi Scenarios offers mission generation for adventures in a science fiction theme. Very light on space opera, these postulate earth and the resulting technology that gets us to the stars a millennium from now in Era Ten. Endless missions can be quickly generated by flipping a regular 54 (with Jokers) card deck. With a Better Games’ system, the Ref is never without an adventure. Also...   [click here for more]
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Divine Mercenaries

Divine Mercenaries


Roleplay Time Traveling Guardians distilled to a perfect form. A two-page set of rules to run Theater of the Mind character agents protecting the historic timeline with simplicity and balance. The excitement builds with the interaction. Great for a detour from your atypical Dungeon Crawl. Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges and cascade the changes...   [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 Sci-Fi Scenarios

Encounters Sci-Fi Scenarios


Encounters Sci-Fi Scenarios offers two detailed settings: Rockin’ Down the Worm Hole Routes and Hang Ten in orbit. These simulate interstellar travel along worm hole connected systems, and the situations that follow as the player characters head planet-side. Encounters flow by flipping cards from a regular 54 (with Jokers) deck of cards. The action need never end. Created as...   [click here for more]
Better Games  $9.99

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Era Ten Autoplayer

Era Ten Autoplayer


This booklet creates a campaign of adventures for a squad of space marines. Playable continuously. Stop at any time; pick back up whenever desired with as many players as are available. Does anyone still game by email? You don’t have to, but these rulez can make that style gaming compelling. The mechanics ask the player heroes to wage war for the Tetra-League. The goal is to crush all who complain,...   [click here for more]
Better Games  $4.95

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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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Era Ten Omnibus

Era Ten Omnibus


A compilation of Sci-Fi free-style role-play where events drive the action including the player character combat. The Galaxy is a wild and exciting place filled with technological wonders and amazing coincidences. Mankind is free from the burden of a short life by using Mortality Reduction Drugs (MRD), but also most humans are free from the burden of choice, tainted with the Pacification Virus. The...   [click here for more]
Better Games  $21.95

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Gorefest, Two Thumbs Down

Gorefest, Two Thumbs Down


Shocking Roleplay of a self-inflicted graphic nature. A two-page set of rules to run Theater of the Mind grindhouse horror with simplicity and balance. Survive the longest; prove you have the strongest constitution. Try not to weep on camera or make the arthouse audience hurl. Great for twisted players that like slasher films. ...   [click here for more]
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Guardians of SOL, Era Ten Supplement

Guardians of SOL, Era Ten Supplement


Guardians of Sol are the galactic police force and executive bodyguards in Era Ten. This supplement to those campaign rules, that started with Battle Born and the adventure generation pamphlets, expands the Free-Style Role-Play™ concept away from airborne assault and into criminal investigation, ordinance disposal, contraband interdiction and secret service protection. Details the agents of...   [click here for more]
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Hallucinogenomics

Hallucinogenomics


Roleplay cyberpunk distilled to a perfect form. A two-page set of rules to run Theater of the Mind horror with simplicity and balance. The excitement builds with the interaction. Between drug fueled binges and rage, you settle into a mellow state when thievery is possible. Hack the right data and take the rest of the month off. Change history and maybe you can retire but always hunted and typically...   [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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Independents of the S&R Group, Era Ten Supplement

Independents of the S&R Group, Era Ten Supplement


Independents of the S&R Group is the second supplement to Era Ten. The roles are expanded outside of the armed forces. Characters now specialize in exploration crews, salvage hunting, freelance espionage and matrix hacking. (Note, the game was using the term Matrix eight years before that popular movie; it isn’t us and we’re not them.) Describes personal gear and cybernetic implants,...   [click here for more]
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Leave No Astronaut Behind

Leave No Astronaut Behind


A distant inhospitable planet, left for dead, nursing a damaged suit back to base. Sci-Fi Roleplay with inhuman odds of reaching an evacuation site from a no-win war. A two-page set of roleplay rules to run Theater of the Mind with simplicity and balance in an episode of classic sci-fi turmoil of the Mishap Genre. Concept by Patrick Barnes as inspired by the subgenre of a high-tech man still facing...   [click here for more]
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Nightmares of Scarecrows

Nightmares of Scarecrows


Roleplay terror distilled to a perfect form. A two-page set of rules to run Theater of the Mind horror with simplicity and balance. The excitement builds with the interaction. Great for a Halloween one-off event. ...   [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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One More Night in Panic

One More Night in Panic


Desperation distilled to a perfect roleplay form. A two-page set of rules to run Theater of the Mind post-apocalyptic survival with simplicity and balance. The excitement builds with the desperation. Welcome to the Apocalypse. Not protesting the Second Amendment now, are we? Ever get tired of computer sims, where it’s meaningless to know exactly what you want to do? No coder on earth has thought...   [click here for more]
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Quantum Thievery

Quantum Thievery


Roleplay Time Traveling distilled to a perfect form. A two-page set of rules to run Theater of the Mind whimsical Time Travel recovery missions of lost historic artifacts, doing so with simplicity and balance. The excitement builds with the interaction. Great for the crooks among us, especially as one-off temporal event for a lunar phase of the New Moon. Grab from our website a FREE Excel macro...   [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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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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Time Traveling Dudes

Time Traveling Dudes


Roleplay Farcical Time Traveling distilled to a perfect form. A two-page set of rules to run Theater of the Mind humorous Time Travel manipulation of History with simplicity and balance. The excitement builds with the interaction. Great for reënacting a favorite movie romp or as one-off event with casual gamers. Grab from our website a FREE Excel macro driven Time Twister to generate Jonbar Hinges...   [click here for more]
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USMC at Waterloo OSR

USMC at Waterloo OSR


We won’t play the months of lead-up. Napoleon returned to power on 13 March. We’ll skip the two major battles two days before – Quatre Bras and Ligny. We won’t debate Grouchy’s failure to chase and contain the Prussians. The French and Wellington’s Coalition will meet on 18 June 1815. That’s when the Time Lord brings the USMC to the action. Right between the battlelines at the...   [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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