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RPG sandbox

@rpgsandbox / rpgsandbox.tumblr.com

A side-blog for my love of tabletop Role Playing Games. Mostly reblogs - rules, monsters, art, inspiration, worldbuilding, etc. Also RPG related kickstarters of note. And dice. Lots of dice.
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hey what are some good zero-prep for players and good for one shot systems?

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Theme: Zero-Prep Characters / One-Shots

Hello friend! I have some really fun games here that I think just produce straight-up Vibes for you to check out, although I also recommend checking out my Games To Run With Strangers recommendation post for some more great options.

Android Outbreak is a quick, skill/luck-based TTRPG that will have players taking the roles of escaped androids racing and battling their way towards an evac point on the other side of a megacity that is raised high in the sky above a burning miasma that's taken over the planet. 

Character creation is sleek, requiring one choice and a a roll or two to determine what your strengths are and how you are unique. Your goal is simple too - you just are trying to get out and get away. The game page itself is part of the rolling mechanics, with the lines on the page used to help measure at what distance you are throwing your dice onto the table. The GM is responsible for creating androids to pursue you as well as other obstacles such as weather events or events obstructing the streets. If you want a game that combines throwing skill with random chance, I recommend Android Outbreak.

A one-page espionage TTRPG in an alternate history 1940's. Assassinate Aleksander Von Korte on his opulent airship, The Watchful Luftrahmer.

Operation Final Monarch is a one-page Tabletop RPG for 4-6 players. One player will act as the GM, providing obstacles, portraying passengers, and describing the Watchful Luftrahmer. You play as Infiltrators, spies from the fallen countries around Arstarkan. Your final mission is to kill Aleksander Von Korte.

When situations get risky you gamble with danger and can always push your luck to try to succeed in any situation. Be careful not to roll a 1 though, as a devastating consequence will soon follow. Use can also use your leverage over the passengers of the Watchful Luftrahmer, asking them questions they don’t want to answer or enacting your special abilities.

Operation Final Monarch provides you with playbooks, which is one of the easiest ways to make the game little to no-prep for the players when they sit down to play. It also gives you a very specific goal - that of assassinating an important political figure while aboard a blimp. The setting is semi-historical, giving the players a frame of reference, but spices it up with elements like Machine Priests and steampunk technology.

Mechanically, the game uses a gambling mechanic that involves the GM rolling 1 dice publicly and 1 dice secretly. Players have to judge whether or not they can beat the total difficulty, and decide whether to Push or Call. Pushing gives you an extra dice but worsens the outcome should you fail, while Calling leaves the outcome up to chance, but minimizes consequences. One of those consequences may be revealing a character secret, which makes your character vulnerable, but also provides other characters the opportunity to help. I think the succinct way the game allows you to dive into character backstory as you are playing the game makes this a prime candidate for one-shot play.

In CBR+PNK (Cyber plus Punk) you play as a team of RUNNERS—mercs, criminals, activists living on the edge and running in the shadows of a gritty, ultraviolent world.

In each game we play an entire new cast of characters making their LAST RUN.

CBR+PNK runs on a super-condensed version of John Harper's Forged in the Dark system, specially tweaked for action-packed ONE-SHOT sessions.

CBR+PNK is well known for its friendliness for one-shots, stripping away a lot of the mechanics that give Forged in the Dark games weight and length. The game is packaged into pamphlets, which means you can hand out only what is relevant to each person at the table: the GM pamphlet for the person running the game, and the character pamphlets to folks who will be playing characters. There are additional supplements that you can add to the game to alter or edit your experience.

The player pamphlet has two columns where you enter all your information, one column for character creation instructions, and a number columns with help and player instructions that you can use as a reference when you come across the relevant rule in play. The GM pamphlet takes a little bit more time to familiarize yourself with, and I think this game will be a lot easier to pick up if you’ve already played other Forged in the Dark games. That being said, this game has won a lot of awards and recognition for how concise it is, and I think it’s definitely worth checking out.

MOTHERFUCKER STOLE MY BABY! is a quick-play roleplaying game inspired by Cradle 2 the Grave and other action films. 

You're a jewel thief - and you and your crew just nabbed a bag of black diamonds for a mysterious employer. You hand the jewels over to your fence for appraisal and kick back for a well-deserved party. Then comes the unexpected double whammy…

Gangsters robbed your fence and swiped the diamonds - and your only child has been kidnapped by the billionaire that you stole the diamonds from! Can you retrieve the diamonds and make the exchange - and how many bodies will litter the streets on your path to victory?

You can only wonder, as you stand in the rain and scream to the sky… MOTHERFUCKER STOLE MY BABY!

The genre and tone of this game are immediately understandable, and it shouldn’t take any time at all to communicate to your players exactly what’s going on in this game. Character creation is very simple - one of my favourite parts is that you circle three items from a list of possessions on your character sheet, and also that your character sheet looks like a Wanted poster.

The game itself is styled after Lasers and Feelings, with a single number representing your strengths, and your successes depending on whether you roll above or below the number. The game also comes with some d6 tables to help the GM craft scenes as you play. There’s also some very succinct but very helpful pieces of GM advice in the GM section, that I think will help you deliver a short but sweet experience for your players.

The Emperor Hakkan VI has died without an heir. The Imperial throne world Lecatom Rex is empty. The previous Stewards of the throne, House Kotar, are leaving in shame. Their rivals, House Prosh, have ascended the other noble houses as new Stewards of the throne and the Imperial palace. 

Humanity lives on a thousand worlds. Star Witches fold spacetime to navigate the cosmos. Noble houses settle conflicts through duels. Prophecies and portents guide politics and religion. And now noble houses whisper of war and secession.

A thousand years of peace are in jeopardy.

The Fall of House Prosh is a sci-fi tabletop RPG about noble tragedy and melodrama inspired by stories like Dune, Shakespearian plays, and Game of Thrones. Players take on the role of characters within 3 factions: the powerful House Prosh, the maligned House Kotar, and the servants of both these houses. 

The Fall of House Prosh is a narrative guide through a story of tragedy and politics, where only one house can survive. You cannot decide who falls; you can only decide what that fall looks like. Players can choose to embody the members of House Prosh, House Kotar, or the servants of the two, with at least one character from each faction required to play the game. Each faction has their own special moves, half of which can be employed in the Day phase and half which can be employed in the Night phase. Over the course of the game, you add tokens to each houses’ tragedy pool; those tokens are then spent to carry out moves against each-other.

If you want a game about tragedy and epic stories of loss, you want The Fall of House Prosh.

ONE OF YOU IS THE HEAD OF AN ORGANIZED CRIME FAMILY.

The rest of you are 'friends' or members of the family, who will be forced to decide where your loyalties lie. Who can you trust? Who'll be left standing? How will the family survive?

The Family Rat is a Tale of 21 and a hack of The King's Poisoner. It's a one-page tabletop roleplaying game for 3–8 players, which can be played with a deck of regular or virtual playing cards OR two ten-sided dice (2d10).

The Family Rat uses blackjack hands to navigate a story that carries the themes and vibes of the Godfather movies, setting up one player as the The Boss and the rest of the players as members of the Family. I think this game could be classified as GM-less, because even though the Boss has a different roll from the rest of the family, they’re still a solo character, which I think is an interesting format in which to couch this story.

Over the course of three acts, the family members will decide to make requests, moves, and suffer the consequences of their actions. The Boss enters each round with a significant advantage with their Blackjack Hand (having one card hidden from the others, and winning ties), and uses special mechanics at the end of the final act to dictate the actions they’ve taken for the good of the family.

This is a game with a winner and a loser, but I feel like it oozes with the same charms as the original movie. None of you are great people, and all of you have chances to pursue personal goals and leverage favours or debts against each-other, but at the end of the day, you’re depending on the heart of the cards to decide who comes out on top.

ONE DAY THE OCEANS DROWNED THE WORLD. Humanity survived below the waves. The sea birthed leviathans. Your crew owns a dingy old sub. Odd jobs, salvage, leviathan hunting and a few merc gigs keep you afloat and breathing.

I’ve played 24XX games a couple of times and all of the ones I’ve played before are definitely one-shot friendly and require minimal prep. Players choose a character class or type, and get everything associated with it, along with a few key choices like gear or background to flesh them out a little bit. All in all it can take as few as 5 minutes before you start play. The games also usually come with a bunch of roll-tables that give the Game Master interesting encounters, obstacles and goals without having to do a lot of prep. You can also easily condense an adventure into a couple of hours, making these ideal low-prep one shots.

What I like about The Deep is the setting. It’s an excellent example of how you can bake in unique setting elements in just a few roll-tables - for example, are you working for a genetic research & development group or a mining corporation? Does your submarine have giant claw markings from various dives, or a mural of a sea god that has importance to you? If you have a repelling electric net, what kinds of animals are you repelling? These kinds of details infuse the setting with flavour, which I think can really inspire and entice the people at your table.

Other Games I’ve Talked About Before…

Faewater, by A Smouldering Lighthouse.

The Children of Saturn, by Dan John Crowler.

Subway Runners, by Gem Room Games.

Spirit Line, by Jhryne.

Cryptid TV, by yahahn.

Lady Blackbird, by John Harper.

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High above the crashing waves lies a well-defended castle that is built into the side of a mountain. This castle serves as the home of Captain Flint and his rag tag army of buccaneers and outlaws!

This fortress features high stone walls reinforced with two towers and plenty of cannons to scan the horizon. A large mountain provides natural protection from the north and west.

A small hamlet is set up within the castle, with a mountain spring providing fresh water. More buildings are in the process of being built, as this castle serves as a refuge for many convicts and brigands.

You can download the high-resolution map for free here.

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nailsofvecna

It's like speak with dead, but way more personal. Or, perhaps, it's commune for those who worship the spirits of the dead.

At least now you can be sure whether or not your ancestors are smiling at you!

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Tomb of the Stormsworn General

Just as there is no true glory without risk, there is no victory so heroic that we are spared of our need to mourn .  

Setup:  An eternal storm looms over the ruins of the royal palace, a seemingly  impregnable fortress abandoned  not in defeat, but in the face of torrential rain and winds strong enough to pluck guards from their battlements.  The kingdom was spared that defeat by one Zarabi of Summersend, a masterful tactician and capable battelmage who just so happened to be a demigod, born from the favour of a stormgod shown to one of his most dedicated adherents. 

When the kingdom was attacked by an overwhelming enemy, Zarabi rose from her position as a common soldier after her commander was killed, rallying her routed comrades and managing to hold out until help arrived. As the war pressed on, Zarabi continued to grow in glory, influence, and thunderous power, until she became the face of the kingdom’s  defiance against overwhelming odds. 

When it came time for the climatic battle of the war, Zarabi led a climatic charge through the enemy line that allowed for the capture of the invading sovereign, heroically giving her life so her home nation could sue for peace. For her sacrifice she was buried in the royal sepulchre, an honour reserved for the realm’s greatest champions… though it was at her funeral that the clouds broke and the first drops of rain began to fall.. as they’ve been falling ever since. 

Adventure Hooks: 

  • In addition to inconveniancing the royal court by forcing them to move, the eternal storm is the cause of a great many other shakeups. The constant rainfall is turning the surrounding estates into marshaland, where as the disruption of the region’s elemental energies are giving rise to no end of primordial disturbances, mephits and greater entities spontaniously rising out of the tempest.  The mages of the realm are currently throwing every idea they have at the problem, and the party may be pressganged into escorting numerous casters up and down the torrential steps as they try to prove their hypothesis 
  • Stormgods are not known to be the most tempermental of beings, and the grief of a god can be a terrible thing. Zarabi’s father ( Kord is a good choice, but I’m personally fond of Keranos) loved her deeply, and manifests the rains as a sign of his mourning: literally weeping over her grave. Zarabi’s grave counts as an unofficial shrine to the stormgod, and should the players seek intervention from the tempest, it might be a sight of pilgrimage for them. 
  • Aza, Zarabi’s mother is a simple village mystic, one who summoned rainfall for the farmers of her arid homeland and acted as a bonesetter when the midwife or the healer wasn’t at hand. Her mourning for Zarabi is just as great as her divine father’s, perhaps more so as the only reason she even joined the army was to get away from her mother’s expectations of her “potential” in order to seek a normal life.  Aza wants her daughter back home, buried on her family’s land, rather than in a cold marble tomb high up in the hills… and should the party happen to pass through her village… perhaps they could do her a favour in exchange for tending their wounds during their early questing.   
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Creating a MegaDungeon pt 2 Islands

René Magritte The Castle of the Pyrenees

While in terms of volume, most of the Eye is taken up by the titanic storm walls that surround it and (try) to keep people out, in terms of adventure, it's all about the floating islands.

Now, in a fantasy RPG, you really don't need a reason to have wildly different enviroments next to each other. IT'S MAGIC, just suspend your disbelief and fight some orcs, but I did think of the bare minimum for why this might work in the internal logic of The Eye.

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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ring of Fanged Familiars
Ring, uncommon ___

While wearing this fanged ring, you can use an action to cast the “find familiar” spell from it. When you do, the familiar takes the form of either a bat or rat (your choice each time), and it appears with 6 temporary hit points. The familiar is undead, instead of its normal type, and can take the Attack action on each of its turns. Whenever the familiar takes the Bite action, it has advantage on the attack roll, and on a hit, it deals an extra 1d6 necrotic damage to the target. You and the familiar then gain a number of temporary hit points equal to the necrotic damage dealt.

The familiar and temporary hit points disappear after 1 hour, or early if the familiar is reduced to 0 hit points or if you remove the ring. Once the ring has been used to cast the spell, it can’t do so again until the next dusk. ___

✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!

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Got any games about being a little creature out to cause chaos?

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THEME: Chaos Gremlins.

Hello friend! I sure do!

You are the galaxy's most famous bounty hunter, but nobody knows your real name, or what your real voice sounds like. In fact, you've never taken your helmet off in public, at least as far as anybody knows!

The interstellar tabloids have accused any number of public figures of secretly being you. They are, of course, all wrong. The real reason you never remove your helmet is that you're actually a bunch of space gerbils operating a human-size mech suit.

You're very keen on not letting this get out.

Space Gerbils is definitely the longest game on this list, with over 100 pages in the current iteration of the playtest. This is a game about teamwork, and the mech creation is the first indicator of that, as you’ll have to collaboratively create the robot the gerbils pilot in order to keep their identities a secret.

Play involves a series of phases (setup, operations, fallout, end) and a grid where your gerbils will strategically move in order to operate their bounty hunter effectively. While the premise of Space Gerbils is cute and funny, it has the potential for both humorous and dramatic scenes, you’ll likely find that your play table will approach the strategy of the game with dedication and the desire to succeed. As a result, I think Space Gerbils is going to produce a high amount of group investment.

Mutant Possum Cowboys is a quick-play RPG where ya take the roll of talkin' possums who have taken it upon themselves ta help tha' townsfolk of tha' Wild West. 

Yer a Mutant Possum Cowboy. Yer posse is part of tha' Order of tha' Gun, dedicated ta wanderin’ from Town ta Town in “Roadkill County,” tha' Mutated Deserts of tha' Wild West, offerin’ help where needed against mutated critters and all sorts of Ne'er-Do-Wells. 

This game involves distributing points among three stats to indicate what your lil’ cowboy is good at. Your character also gets a special treasure in addition to their regular gear that gives them a little bit of kick - such as “Tha Rallyin’ Jaw Harp” which sounds like an instrument that can call for aid from miles away, or “Gold Lightnin’”, a famous double-barrelled revolver. The game feels like it draws a lot of inspiration from games such as Lasers and Feelings - particularly the roll tables provided to the GM to help them quickly generate a problem situation that the possums will have to wrangle with.

You are a Sockgoblin! One of many loyal to the Great And All Powerful And Really Important Queen, living in the secret underground goblin city. Your Queen demands all sorts of items from the surface world; coffee, really big hats, the occasional hubcap. But what she craves most are Socks.

Every year, the Queen demands a sock tithe, which is where you, little sockgoblin, come in! Every other Sockgoblin has already got their Socks, but you have been slacking! You will need to venture up into the giant world of the humans and steal the last Socks! But the humans are ready. They have prepared their traps, trained their guard animals, and hired the dreaded Sockgoblin exterminator.

You and your crew of Sockgoblins venture into the world finding adventure, danger, and most importantly, Socks! No one knows where the Socks are now but you’re confident you know where they will end up; at the feet of your Great And All Powerful And Really Important Queen!

Sockgoblins is a Forged-in-the-Dark game inspired by media such as The Boxtrolls, Over the Garden Wall, and Home Alone, and provides adventures as little goblins stealing socks for the Goblin Queen. The danger of the each thing you try to do escalates in correlation to how many socks you’ll get out of it - and you can actually play using socks because they’re part of your inventory!

Sockgoblins can work as ether a one-shot or as an episodic campaign, so it’s great if you want to try out a game of it to see if your group wants to keep coming back to it.

You are on a rookie team of Hotdog Hopefuls, wanting to join the ranks of HOTDOG: Hyper Optic Team DOG. There are a limited number of spots on the team, but one way to impress the Top Dog is by being crowned the Hotdog Princess at the local puppy pageant. Your mission, should you choose to accept it, is to infiltrate the Puppy Pageant and WIN. Alliances should be formed. Knowing when to break them is key. 

Hotdog Princess is full of puns and nods to various kinds of ‘dogs, with “Chili Dog”, “Veggie Dog” and “Danger Dog’ just a few of the dog options underneath the roll table that determines your character type. Players have two tracks: “hot” and “dog’, which you’ll fill out hangman-style whenever you fail a roll. Filling either one of the tracks prompts an end for your dog in some way. Your stats are, of course, “hot” and “dog”, with “hot” representing your charm, while your “dog” represents your jokes and pranks.

If you want a goofy game with an even goofier premise, you want Hotdog Princess.

Partnerz in Grime is a story game in which the players take on the role of a crew of goblins: awesomely awful, magical critters hiding out on the edges of hooman society getting into all sorts of trouble.

The bones of this game is the Stories RPG, which is a one-page game that details some simple rules about how to use d6 dice pools to overcome obstacles or move the story forward. Partnerz in Grime is not just a story to run through with the base engine - it also comes with worldubuilding prompts, drama clocks, ways to power up your character, and a mechanic that improves’ players’ math as they play. The authorial voice is incredibly specific, sinking you into the goofiness of the game from the start, and character creation involves fill-in-the-blank prompts that fill out the character’s story.

If you want a game that is great for kids or that is really open about the kind of chaos you can unleash, you might want to check out Partnerz in Grime.

Yours is a legacy of brimstone, fire, and damnation. You're a hunter of hell, sent to Earth to bring escaped damned souls back to the Eternal Fire.

You're also a good boy! Who's a good boy? You are!

Heckhounds is game of hellfire and tail wags. You and your littermates were sent to Earth to hunt an escaped damned soul. Business as usual, right? Except this time you got the bodies of mortal, Earth puppies rather than the hellhound bodies you'd normally get. The nature of the puppy in you is strong, and you've got to keep from blowing your cover while you hunt down your target!

This game feels directly inspired by the dog given to Adam in Good Omens, and I love the idea of it already. The three stats in Heckhounds are Hell, Hound, and Ineffability, with Hell relating to your infernal demon-dog strength, Hound relating to your puppy charms and virtues, and Ineffability relating to what the game calls “the odd surety of the unknowable.” The game is inspired by Honey Heist, which means that your stats will fluctuate in value and you are always at the risk of pushing a stat too high and triggering some kind of end-game state. If you want a game that sparks fun times by merging great cosmic power into an itty bitty life-form, then you want Heckhounds.

Games I’ve Recommended in the Past…

Cryptid TV,by yanahn.

Geese At The Beach, by Justin Joyce.

I’ll Be Taking That, by porchlightdusk.

Mouse Cult, by Mint-Rabbit (that’s me!)

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