In an English country house, someone is about to commit a murder. Even they do not know what they are about to do.
A Taste For Murder is a roleplaying game for four to six players. As you go through the game, your relationships with the other characters get more and more screwed up. By the end, someone’s relationships will give them a motive for murder. ... [click here for more]
Cthulhu Dark is a rules-light system for Lovecraft roleplaying. It's freely available from my website. If you order from here, you're rewarding me for the work I've done in developing the game, and thank you very much.
The rules are fun and incredibly minimal: they fit on one sheet of paper. You don’t need a character sheet to play, so you can start playing after two minutes of prep.
Despite... [click here for more]
In 1970s New York, something is moving that will change the world.
Disco World: Village Edition that lets you play through the history of disco. Play four outsiders as they decide whether they are real or fake, women or men, controlled or free, in or out or something in between. ... [click here for more]
Often, we treat games like work. We buy shelves of thick books. We plan detailed adventures. We memorise rules.
In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing. This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead;... [click here for more]
Many Cthulhu games feel the same. You shoot cultists. You do rituals. You unearth a buried god that's like every other god you've dug up. This book shows you how to make your games new and horrifying: by stealing from H. P. Lovecraft.
Stealing Cthulhu is my guide to Lovecraftian storytelling for roleplaying games. Its central idea is: by stealing, adapting and combining Lovecraft’s... [click here for more]
"Will That Be All?" is a LARP about love and relationships between servants, set against the backdrop of gathering war. It starts in the affluent 1920s and ends with the threat of war in the 1930s. There are three acts, each lasting about an hour.
Everything you need to play the game is in the deck of cards. You'll start with the first card, then go through until you get to the last card.... [click here for more]