Doggo Delvers

From the designer:

Doggo Delvers is a lightweight storytelling game where players are dog adventurers, tracking down the treasure of a lifetime. Will you journey deep into the doggocombs (like a catacomb, but for dogs) and brave slippery floors, cats and mailmen?


The realm is in grave danger and you can only be certain of two things:

One: You are at the outset of the greatest quest the world has ever known.

Two: You are a VERY GOOD DOG.

Playing the Game

One 6 Sided Die
When you act, and the outcome is in doubt, roll a D6. If it’s equal to or under the relevant stat, you succeed. If it’s over the stat, you fail.
Best in Show
You have two stats. Each starts with 3 points.

Dog: Use to run, fetch, nap, cuddle, dig, ignore warnings, and do all sorts of dog stuff.
Adventurer: Use to do anything not directly related to being a dog.
A Dog's Journey
FRUSTRATION: When the plan fails and you run into difficulty, move1 point from Adventurer into Dog.

CONFIDENCE: When the plan goes smoothly, move 1 point from Dog into Adventurer.

*Images and game descriptions belong to the game creators

Ian Bond (he/him)

Stats:

STR: 14 | DEX: 14 | CON: 14 | INT: 14 | WIS: 14 | CHA: 14

Proficiencies:

Collaborative World-Building, Team Storytelling, Character-Driven stories, Trope Reversals and Inclusive Narratives, Working with Young/New Players, and Damn Good Times.

Bio:

Ian is a Seattle-based actor, fight director, intimacy director, and board game connoisseur (having worked for more than five years at Blue Highway Games). His expansive knowledge of theatre, comics, sci-fi/fantasy books and movies, and board games, combined with his love of inclusive narratives that bend toward justice, grittiness, and character growth provide the foundation for his parties’ epic tales. As a GM, Ian encourages a fast and loose style where player experience supercedes rules. Rules are there to help us craft an exciting adventure together. The best stories we tell are those told collaboratively because no one individual could have come up with them.

Honey Heist

It's Honeycon 2017...

You are going to undertake the greatest heist the world has ever seen. 

Two Things —

One: You have a complex plan that requires precise timing.
Two: You are a freakin’ BEAR.

Playing the Game

One 6 Sided Die
When you act, and the outcome is in doubt, roll a D6. If it’s equal to or under the relevant stat, you succeed. If it’s over the stat, you fail.
Stats
You have two stats. Each starts with 3 points.

Bear: Use to maul stuff, run & climb, shrug off damage, scare people, and generally do bear stuff.

Criminal: Use to do anything not directly related to being a bear.
Changing States
FRUSTRATION: When the plan fails and you run into difficulty, move one point from Criminal into Bear.

GREED: When the plan goes off without a hitch, move one point from Bear into Criminal.

*Images and game descriptions belong to the game creators

Lasers & Feelings

From the designer:

You are the crew of the interstellar scout ship Raptor. Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. Captain Darcy has been overcome by the strange psychic entity known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod.

Playing the Game

6-sided Die (d6)
When you do something risky, roll 1d6 to find out how it goes. Roll 2d6 if you’re prepared and 3d6 if you’re an expert.
Craft Your Space Hero!
Choose a style for your Hero:
Alien, Android, Dangerous, Heroic, Hot-Shot, Intrepid, or Savvy
Create Your Ship!
As a group, decide on two strengths for the starship Raptor:
Fast, Nimble, Well-Armed, Powerful Shields, Superior Sensors, Cloaking Device, Fightercraft.

*Images and game descriptions belong to the game creators

Rebecca A. Demarest (she/her)

Stats:

STR: 12 | DEX: 18 | CON: 8 | INT: 16 | WIS: 15 | CHA: 16

Proficiencies:

Fiction (Science Fiction and Fantasy), Nerd Lore, Improvisational Adaptation to Questionable Player Choices

Bio:

Rebecca A. Demarest is a journeyman Dungeon Master specializing in Dungeons and Dragons 5e. She runs a table focused on epic storytelling rather than strict interpretation of the rules; you tell her what you want to accomplish and she will find a way for you to roll for it. Her nerdoms include, but are not limited to, Star Trek/Wars/Gate, Portal, Zelda, Tortall/Winding Circle, Dresden Files, World Mythology and Lore, Fairy Tales, and Oz (the Wizard, and all 14 others).

Monster of The Week

From the designer:

Most people don’t believe in monsters, but you know the truth. They’re real, and it’s your task to bring them down. 

Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.

(Ages 12+)

Playing the Game

Rolling the Dice
You should grab two everyday six-sided dice, roll them, add them together and then add whatever number is written down for your hunter's ability.
Craft a Monster Hunter
Your hunters aren't normal people; not even normal for monster hunters. You are the ones who stand out, larger than life and twice as tough. You can change the world – save it, destroy it, or alter it forever. One way or another, you will make a difference.
A Hunter's Agenda
• Act like you're the hero in this story (because you are).
• Make your own destiny.
• Find the damn monsters and stop them.
• Play your hunter like they're a real person.

Think like your hunter would think. Do what your hunter would do. Remember that you're tough: extremely dangerous, and good at what you do.

*Images and game descriptions belong to the game creators

Doug Johnson (he/him)

Stats:

STR: 15 | DEX: 13 | CON: 14 | INT: 10 | WIS: 13 | CHA: 14

Proficiencies:

“Yes, and…”, Needle Drops, Humor and High Stakes, Audio/Digital Accompaniment, Outrageous NPCs

Bio:

Doug has been steeped in Science Fiction/Fantasy since he was a young lad. He first got the itch for RPGs by playing D&D 3.5 while camping with his Boy Scout Troop. Using a custom soundtrack to heighten the experience, he strives for full immersion gaming whenever he is at the table. Expect big laughs, story driven by the players, and expertly-timed needle drops. Flexibility is king in his court.

Quest

This is a Special Place...

Quest is a retreat from your worries and obligations.  It’s a chance to sit down with your friends and spend quality time with each other.

Together, you’ll go on a thrilling journey in a fantastic world of your shared imagination. The rules of the game help you tell a story that’s totally unique — no two games are the same, and the possibilities are endless.

The game is easy to learn, and you only need a few things to get started — some friends, a pen, some paper, a 20-sided die, and the Game Book. 

When you gather to play Quest, you’ll learn how to tell a story that you won’t forget. If you and your friends have a good time, you might even continue the story for years to come.

Playing the Game

One 20-Sided Die
You only need to roll the d20 die once to see what happens — there are no modifiers, extra rolls, or complications.
Easy Resources
There are only two numbers to keep track of in Quest:

1: your hit points, which represent your health
2: your adventure points, which represent how much power you have to influence each scene.

*Images and game descriptions belong to the game creators

Dungeons & Dragons: 5th Edition

From the designer:

The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

Playing the Game

Polyhedral Dice
The outcomes of more complex or risky actions are determined by rolling dice. Different polyhedral dice are used for different actions, such as a twenty-sided die to see whether a hit was made in combat, but an eight-sided die to determine how much damage was dealt.
Adventure Awaits!
A typical Dungeons & Dragons game consists of an "adventure", which is roughly equivalent to a single story.
The DM can either design an original adventure, or follow one of the many pre-made adventures (also known as "modules") that have been published throughout the history of Dungeons & Dragons.
Live the Life of a Hero!
Experience one of the most popular RPGs of all time! In the world of D&D, you are the Hero fit for legend. Your actions and conquests will be sung by Bards for the ages to come!

*Images and game descriptions belong to the game creators

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Jason Drew Panzer (he/him)

Stats:

STR: 12 | DEX: 10 | CON: 15 | INT: 16 | WIS: 8 | CHA: 14

Proficiencies:

Improvisation, Storytelling, Puns!

Bio:

Jason has been playing tabletop RPGs since cargo pants were a fashion choice, and he has yet to find a better way to get people telling stories together. He favors improvisation over rulesets and storytelling over mechanics. The only two rules at his table are “play your character” and “have fun”. He is most familiar with 5e and the Powered by the Apocalypse games. Stay awhile, and listen!

Good Society

From the designer:

Good Society is a collaborative roleplaying game that seeks to capture the heart, and the countenance, of Jane Austen’s work.

It is a game of balls, estates, sly glances, and turns about the garden. At least on the surface. Underneath this, just as in Austen’s own novels, it is a game of social ambition, family obligation and breathtaking, heart-stopping longing.

Playing the Game

YOUR SECRET DESIRE
Your heart burns with a hidden passion for the achievement of but one end.

I would not dare to presume to guess what it may be.
YOUR FAMILY
More important than who you are in regency society, is of course who your family is.

Are you the clergyman’s daughter?

Or did your father marry well, into old money and a vast estate?
YOUR CHARACTER ROLE
While a proper lady or gentleman has a great many characteristics, society reduces you to just one.

*Images and game descriptions belong to the game creators

Nikki Silveira (she/her)

Stats:

STR: 12 | DEX: 10 | CON: 10 | INT: 14 | WIS: 17 | CHA: 18

Proficiencies:

Teacher Voice, Character Creation, Online Gaming, Working with New Players, Crying in Character

Bio:

Nikki is a teacher, trekkie, LGBTQ+ activist, pop culture geek, and karaoke connoisseur. Although she’s been a life-long lover of fantasy RPGs via computer and gaming consoles, she didn’t get into tabletop RPGs until about five years ago. Once a student’s parent (and fellow geeky teacher) asked what it’s like game mastering to which Nikki replied “A lot like teaching third graders, really.” It’s about being prepared, flexibility, knowing when to enforce the rules and when they can slide, ability to foresee what might happen next (to roll with it when you cannot), knowing all of the things, and funny voices.

Kids on Bikes

From the Designer:

In Kids on Bikes, you’ll take on the roles of everyday people grappling with strange, terrifying, and very, very powerful forces that they cannot defeat, control, or even fully understand. The only way to face them is to work together, use your strengths, and know when you just have to run as fast as you can.

Playing the Game

No matter your age, you can expect to work together as...
Members of the cheer squad and the head cheerleader’s little brother

A ragamuffin crew of scrawny nerdy kids, the popular girl, the weird kid and the town sheriff
Live a Life Before Screens
The adventures in Kids on Bikes take place in small towns at any point in history before:

- everyone had a device that could catch video of a ghost
- call 911 on a maniac
- research an old creaky house in seconds via their pocket computers
Rules Light and Ready to Play!
Kids on Bikes is a rules-light, fast-paced storytelling game in the spirit of games like DREAD, Perseverant, MONSTERHEARTS, and other great indy titles.

*Images and game descriptions belong to the game creators

Josh Tumblin (he/him)

Stats:

STR: 8 | DEX: 12 | CON: 10 | INT: 14 | WIS: 18 | CHA: 16

Proficiencies:

Improvisation, Memorable Characters, Onboarding New Players

Bio:

Josh has been playing role-playing games for nearly two decades. A jack-of-all-trades when it comes to Game Mastering (Game Mastery?), he spends much of his time exploring the outer reaches of the tabletop RPG space beyond D&D, including zombies, superheroes, and professional wrestlers. At his tables, fun is number one, and he’s ready to provide whatever your group is looking for from a game, especially if it’s something new.

Numenera

From the Designer:

Set a billion years in our future, Numenera is a tabletop role-playing game about exploration and discovery. The people of the Ninth World suffer through a dark age, an era of isolation and struggle in the shadow of the ancient wonders crafted by civilizations millennia gone. But discovery awaits for those brave enough to seek out the works of the prior worlds. 

Playing the Game

Think Outside the Sword
You know that scene from the beginning of Guardians of the Galaxy? Peter Quill goes to this ancient ruin, uses a bunch of gadgets and moves through the traps and monsters to the song "Come and Get Your Love."

That scene could easily happen in Numenera.
The Gift of Numenera
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
Explore the Ninth World
Numenera revolves around freeform exploration in a less constrained and directed way than you would usually get from a dungeon/quest-centric narrative.

*Images and game descriptions belong to the game creators

Sarra Scherb (she/her)

Stats:

STR: 14 | DEX: 12 | CON: 8 | INT: 15 | WIS: 10 | CHA: 16

Proficiencies:

Unique and Memorable NPCs, Improv and Role-Playing, Finding Ways to Help You Get Your Big Moment, Painfully Bad Puns

Bio:

Sarra prioritizes satisfying narrative and memorable moments over strictly following the rules. Her games incorporate record-scratching reveals, weird and wacky NPC encounters, surprising settings, and homebrewed hybrids. Get into character, heat up your dice, and expect the unexpected: this party’s just getting started.

THE WORLD WIDE WRESTLING RPG

From the Creator

The World Wide Wrestling RPG is a game of narrative professional wrestling excitement, action and drama. It scales well from 3-9 players. One player is Creative, tasked with booking the shows, introducing antagonists and coming up with basic storylines. The other players take on pro wrestling archetypes, called Gimmicks, and play their wrestlers through feuds, partnerships and betrayals. Everyone at the table is competing for that “top spot,” but they’re also working together to entertain their viewing audience!

Playing the Game

Lay the Ultimate Smackdown!
This game is accessible to both wrestling fans curious about roleplaying, and experienced roleplayers who want to see what professional wrestling is all about.
The Show Rules All
Wrestling matches are handled by back-and-forth dramatic narration, mediated by the characters in-ring abilities and how the dice fall. Whether a quick squash or an epic full-roster Battle Royal, wrestling matches are exciting affairs that both build character and drive the ongoing storylines.

*Images and game descriptions belong to the game creators