24 Hour RPG

1KM1KT is the official mirror site for 24HourRPG.com. Project participants may submit their work for online publication and view archived 24 Hour RPG submissions.

The 24 hour RPG Project is basically the budding and professional game designer’s equivalent of a triathalon- You put your body, mind and spirit through some major punishment in a race against time, in this case to develop a full, working, playable role-playing game within a mere 24 hours with other peers. Like a triathalon, there’s no “award” for winning; Rather the award is in itself to participate, test yourself, overcome the challenge at hand at your own pace and skill level, and share in the brief glory with your peers. Learn about the history of the project and its creators at 24HourRPG.com

d100 (System Core)

Saturday, April 26th, 2008

d100 is a rules-light, semi-generic (biased towards modern horror/fantasy) RPG rules set with a self-contained determination system. Combat is VERY bloody yet fast-paced. The design idea was to have a flexible system that fits the “System in a Can” parameters, yet was able to be developed within 24 hours.

Immortalis the RPG

Saturday, April 26th, 2008

A 24 hour RPG by Cliff Billing
Yorkshire, UK
(From 10:00 26th March to 05:44 27th March, 2008)

Immortalis’ is a game set in the current day, but it is a world very different from our own. Colonies and space stations dot the Solar System and the first steps to other stars are about to be taken. You play an Immortal, either part of the public face of the Council of Immortals or hidden amongst the masses. Either way, you work to guide humanity and stop the insidious influence of the Dark Summoners. Dark Summoners are people who can summon entities from the Rift and use them to control mortals like puppets.

Immortals have been around since the dawn of man. In ancient times they were the heroes of myth. However, during Roman times a Council was formed and Immortals decided to let normal mortals define the shape of the world to come. Immortals retreated from sight.

The plan worked well for 2000 years. In secret Immortals worked to limit the damage done by the Dark Summoners. However, the numbers of Dark Summoners grew until the conflict engulfed the world in war in the late 19th century. Secrecy was no longer possible and after the victory of the Immortals and their mortal allies, the Council of Immortals decided to take on a guiding role in the world. It was a Golden Time of art and science and it took humanity into space.

The game uses a fairly simple set of rules and you’ll need up to 5d6 for each player and the GM.

INTRODUCTION
In case you had already guessed ‘Immortalis’ is the latin word for immortal and that is what the player characters are.

First of all you should probably be an experienced GM or player. I will not be explaining about what roleplaying is, define many common roleplaying terms or include a lot of the other things you find written at the start of many rpgs. Consequently, you should probably already know that stuff and have done it all before.

These rules may be copied or printed freely, so long as I’m given credit. However, they may not be sold or used for profit by anyone but me.

WHAT DO YOU NEED?
You’ll need up to 5d6 for the GM and each player. I’ve also included a character sheet at the end.

THE SETTING
This game is set in an alternate version of the current day. There are colonies on several moons and planets in the Solar System and fusion-powered ships ply the space lanes between. Some believe that the first step between the stars has been taken. We first ventured into space in the 1905, ten years after the Great War.

DIP-Styx

Tuesday, April 22nd, 2008

A 24 Hour RPG done on April 20/April 21, 2008 (7 pm to 6 pm), in which the PCs play ordinary people who must investigate and face down creatures of darkness. The DIP-Styx system was designed to encourage Develop in Play character creation style and to be friendly to beginning gamers.

DIP-Styx

An introductory RPG for the 24 Hour RPG Project
Written by Timothy Dedeaux
Begun Sunday night, April 20, 2008 around 7:00 pm
Ended Monday, April 21, 2008 around ??
Premise/idea: one non-roleplayer who’d tried roleplaying and hadn’t fallen in love with it told me the hardest part was character creation. Cross-referencing this in my mind with what I’d read years ago on the old Rec.Games.frp.Advocacy group about Design at Start vs. Develop in Play styles, I decided to write an RPG to emphasize the DIP side of things, and perhaps help new roleplayers get over the “character creation” hurdle. Develop in Play is abbreviated “DIP,” and thus the “DIP” part of the name. The “Styx” part comes from the setting. For the record, this is designed for an at least somewhat experienced GM to use to introduce new players, not to be easy-access for a group of total newbies.

For thousands of years, Charon guarded the entrance to the underworld, protecting us from the things that go bump in the night. But now, he’s gone missing, and creatures are slowly breaking free, and it falls to ordinary people to stop them. Ghosts, vampires, werewolves, and strange spirits must be put to rest, and only you can do it: are you up to the task?.
The game begins with a group of relatively ordinary people (the player characters, perhaps with a few NPCs around for flavoring) finding themselves in a strange situation. They have to figure out what’s going on and how to stop the creature. Ultimately, the game is a game of investigative horror, though the horror can be run anywhere from G-rated, funny cartoon monsters to Unrated disturbing things. The characters may find themselves chasing ghosts through old, haunted mansions, seeking lost children in the dream world, chasing a vampire through the slums where he preys on prostitutes, Jack the Ripper style, or hunting (and being hunted by) a werewolf on a country estate.