role playing games

Free RPG Games

Welcome to 1KM1KT, the largest collection of free rpg games online! Please take a moment to subscribe to our mailing list and check out our RSS feed. We offer freely downloadable rpg games to our readers and accept submissions of all kinds. Please check out some of our reader's latest work below.

AdventureQuest

Dulse

April 3rd, 2009

Dulse is a game about relationships, ideals, and the choices we make to preserve or destroy them.

In addition to being the name of the game, Dulse is also a character – one who is literally central. The events that inform play, and the other three characters, revolve around Dulse.

Across five life-changing events, you and your friends will explore the sacrifices and betrayals of four people who’ve known each other their entire lives, and who have deep-seated needs that they can’t fill alone. Along the way you’ll make hard choices between competing ideals, and have more choices
made for you. In the end, you will face an uncertain future guided only by a shared past.

IDEALS
Relationships in a game of Dulse are informed by, and changed by, a set of conflicting ideals.

The default conflict is between love and honor, but others are certainly possible and encouraged – this, more than anything, colors the game. Players will make decisions at the end of each event that are directly related to their appreciation of, and observations about, these ideals. In the context of the game, these two ideals are mutually exclusive.

Before play, place two sets of tokens somewhere easily accessible – in bowls, on the table, or whatever is practical. These should be divided into two easily-identifiable groups of twenty – use different colored beads or coins or playing cards. Each set represents one ideal – love or honor.

Superliga

February 25th, 2009

Enter a world… where valiant knights do battle with robot dragons and the elves are pointier than usual. Superliga is d20-based, flexible, and awesome.

A much more professional looking edition of Superliga. More content! More balance! More columns! A sample campaign! What more could you ask for? More books! Ha! They’re coming soon :)

Superliga is a d20 pen and paper RPG system which is intended to encompass a variety of character concepts. The primary aim of Superliga is to provide players with a wide range of abilities for the personalisation of their characters, while allowing the the flexibility to create their own adventures. Overseer (Overseer is the word I use for “Dungeon Master” to distinguish it from D&D. I will probably revert to “DM” or “GM” because it’s easier to type in a hurry)

The cosmology of Superliga is a mournful salute to every games master ever who’s described the setting of their campaign as a film noir only to be asked if the player can make a drow ranger. Superliga takes place in the twisted psyche of that particular player’s mind – tiny splinters of the material plane float through some dark void where gigantic whales lurk. On some splinters, knights battle valiantly against dragons. On others, walking tanks fire missile salvos against psychic assassins. On the most numerous splinters, the same knights are bemusedly locked in combat with equally confused robots. All it takes to traverse from one splinter to the next is a little imagination, and of course a couple of skill points spent in the Planar school of magic.

A fully functional bestiary and inventory is not a major aim of this edition, but some concessions to Overseers who believe they’re too important to come up with their own statistics for a short sword in their imaginary fantasy land will be made. After all, I need to keep my own notes on my imaginary fantasy land somewhere, so putting it in my own personal rulebook makes sense.

Normality

February 19th, 2009

IOWA WE CASK NIACIN WE IX APOGEE IOWA

Enter the world of Normality – how long can you stay sane? What IS sane, when the world is mad? Is madness supposed to be an excuse for those things you did?

Normality
began life as a fairly standard post-cyberpunk post-apocalyptic science fiction game. However, that version of the game only exists as a hand-written copy buried in some back corner of a room in a shared house somewhere in New Zealand. What happened next is what matters.

The two authors began on a two-year journey of rage and frustration at the state of the world, and the reactions of those around them to their concerns. We became filled with hatred toward the roleplayers we encountered at local games and conventions, and so we set out to hurt them. To make them cry. We very nearly succeeded.

Emerging from the wreckage we had wrought, we revisited the loosely-bound stack of papers we had used to bludgeon people into submission, and found that (despite what we had thought) there were strong veins of sense concealed in the babble – that with patience, patterns emerged.

We carefully reassembled the hand-typed pages (often pieces of scrap paper – with other text on the opposite side) in what seemed the most logical order. We then edited the book by hand, with marker pens.

From this was born Normality – the world’s first Dada/ergodic roleplaying game.

USE YOUR LIGHT BUT AWFUL CHAINS

The best way to use the book is to consider it as a) a product of the setting it attempts to describe, warped by the twisted nature of the world that produced it or b) the way an actor considers a mask – looking for the shards of meaning that will tie the whole thing together. Certainly, read it all (at least twice) before you dismiss it as mere rambling. Take the introduction seriously. We did.

To make a character, copy the headings we used on our sheets (“Name” “Hit” “Historia” “Good thing/Bad thing” and “Stuff”) then fill them in using the first sentences you see every time you open a book from your bookshelf at random. Look carefully at the resultant sheet, and you will see quite clearly the kind of character you have just created.

There are pre-generated character sheets about halfway through (you’ll know them because they have names on them) as well as a guide for the structure of an adventure. Whether you make use of these is up to you.

Peace,
Hugh Dingwall and Vishãla Jekic

Haven

February 4th, 2009

After nearly four years of procrastination, here’s my first stab at the 24-hour RPG challenge. Haven grew out of a desire to re-examine a setting that featured in a friend’s homebrew game back in the late ’80s. In the interests of simplicity, I used a coin-toss mechanic that I think serves its purpose pretty well. Unfortunately, I barely scratched the surface of the setting before running out of time, so I plan to go back and flesh this one out in the near future. This, then, is Haven: a collection of largely unrealized ideas, fairly traditional game mechanics, and unnecessarily spiffy layout.

The Premise
Haven takes place in the star system of Tau, containing many fantastic places and inhabited by several sentient species, and surrounded by an impenetrable barrier field. Several lifetimes worth of adventure await in Tau, but the ultimate mystery is this: who cut out the system from the rest of the galaxy – and why?

Midgard: Viking Legends

February 3rd, 2009

Midgard is a mythic-historical roleplaying game, where you take on the role of a legendary Viking hero and complete your own epic quests. With unique and highly-thematic dice mechanics, in-depth grizzled combat and plenty of viking magic and special combat powers, in Midgard you’ll find a shield-splitting, berserk-stoking, rape and pillage of a game.

Midgard is a roleplaying game, where you take on the role of a legendary Viking hero and complete your own epic quests. I am specifying this as a mythic-historic setting—that is one in which you try to stick closely to the history or the period, but assume that all the gods, myths and monsters that the Viking people believed are actually true.

I also think it’s important to point out that Midgard is really only a roleplaying system rather than a setting. As its an historical setting what would be the point me spending hours rewriting Wikipedia’s Norse myth and Viking history pages for you, you can do that for yourself, or just make it up from what you’ve learnt from the films, comic books and other popular culture avenues open to you. There’s always someone who knows more about a given period of history than you so I’m not going to put myself on the spot,, and anyway I’m not sure whether I think it’s that important: if you’re all having fun, who cares about historical accuracy.

At the end of the day, I hope I have managed to capture the flavour of films like the Thirteenth Warrior that were the inspiration for this game in my systems. If you don’t like them, fair enough—you’ve not paid anything for it so you shouldn’t feel cheated. I’m also pretty open to constructive
criticism, so if you have any thing useful to add then let me know and if I get a chance to do something about it I might update the doc with your ideas. Just pop over to whatever blog or forum site you got this from and post your thoughts. If I spot it (and I’m sad enough to regularly check these
places) I’ll reply and discuss your idea.

Sufficiently Advanced

February 2nd, 2009

A roleplaying game of the far future. Characters work for AIs who can send themselves messages from the future. Attributes are based on built-in technology, and players can use Twists to affect the plot.

Once upon a time, fire was at the cutting edge of technology. Those who had it were almost gods to those who didn’t. They were warm in the winter. They could live farther north and higher in the mountains. They could flush out game. They were sick less often and lived longer. Those who could actually make fire were gods among gods, creating the light and warmth and power it gave with their own two hands and some very particular stones.

Of course, we know now that fire isn’t magic. It might be “magical” to some people, beautiful and dangerous, flickering and dancing with a life of its own, but it is comprehensible to those who use it. Eventually, as more people used it and understood it, although its beauty and danger remained, it was not seen as magic. It was a tool — one of the first pieces of technology.

The 13th Year

January 28th, 2009

Farsight Games presents ‘The 13th Year’ a complete and FREE Tabletop Roleplaying Game.

Explore the post-atomic wastelands of the alternate Earth of 1952 in ‘The 13th Year’, an original tabletop roleplaying game for the SKETCH system. Struggle against the odds to get home, try to start a new life or simply survive in the 13th year of the Second Great War.

With full rules, background and adventure ideas this 21-page PDF uses the SKETCH system, an extremely simple game that uses a single six-sided die for every aspect of the game.

The Second Great War didn’t end quite as well as the Allies would have wanted.
In June 1944 the Allies assaulted fortress Europe with everything they had on land, on sea and in the air. The Axis were on the back foot and the war intensified.

Within a year the Allies had pushed into Berlin and the war raged street by street. The Japanese were being pushed back in the Pacific theatre and the end of the carnage and sorrow seemed close at hand. Each foot of progress was paid for in blood on all sides.

We were once told that Adolf Hitler, the leader of Germany and the most hated man in Europe – possibly the world – was found dead by Russian forces, after committing suicide and then having his body set alight in a ditch. They were right in one thing, a body was found.
But it wasn’t Hitler.

Hitler had faked his death and escaped with the help of his Gestapo and SS, fleeing into Austria and then into a secret hiding place in the mountains of Switzerland. Hitler, unbalanced and near insanity, had a last part to play in the war. Unbeknownst to the Allies his scientists had developed a fully operational atomic bomb.

THE 13TH YEAR 3
They had developed the weapon a full year previously, and had even had time to produce dozens of these catastrophic weapons, and the modified V2 rockets to deliver them to far-off targets. Knowing the war was going against him and his Axis he had even secretly shipped some of these weapons to the Pacific to be placed into the hands of his Japanese allies. He wasn’t insane enough to use the weapons straight away. What was the use in ruling a world that had been burned to a cinder? His plan was to hold the world to ransom, threaten it with annihilation into submission.
But then he changed his mind.

Go to www.farsightgames.com for more details of the SKETCH system.

KUBOS

December 9th, 2008

Dave Morris was once asked if he could go back and rewrite Dragon Warriors, his RPG gamebook series from the 1980s, what would he change.

He answered that he would have taken the advice of a friend and make the entire system revolve around a single six sided die.

I decided to take that as a challange!

The result is K U B O S, a low fantasy Role Playing Game of Action, Adventure and Six-Sided Heroics. I hope you enjoy it.

Inquisition

September 30th, 2008

Welcome to Hive World Golgotha XVII; you are an Inquisitor of the great Imperium of Man in the world of the Warhammer 40,000 universe. You have been summoned to cleanse an underground base infested with Chaos.

This is a solitaire Role Playing Game and should be easily played and completed.

Inquisition was created by Neuicon and Sean Daniels. We hope you enjoy the game and remember that as an Inquisitor, you must purge the unclean!

Descending the Underground Base
At the very start of the game, you enter the main doorway and head into the base; you should note that the LOC statistic starts at one and will increase as you further your path down to the very core of the base, where an unholy evil awaits your arrival.

Every turn, roll a six-sided die and consult the Random Encounter Generator; every four turns, raise your LOC by one as it is assumed that every four turns, you descend a stairway or use an elevator to drop deeper into the base and come across new foes.

When combating enemies roll a six-sided die and score equal to or greater than their “TH” attribute (to hit) to kill them; if you fail, you take one point of damage and roll again until you kill the enemy. Each failure results in one point of damage. When coming across Health Packs and XP gains, simply add them in the correct location of your character sheet; these scores can grow without end, so get scoring.

Taverns & Drakes

August 15th, 2008

Hear Ye, Hear Ye

The Kingdom of Blim, under the Not Too Bad Leadership of King Harold the Adequate, is no longer in need of Adventurers as the Kingdom has more than its fair share and has been satisfactorily protected from monsters of all sorts for quite some time.

With 80 percent of those listing their primary occupation as Adventurer reporting an average annual income of well below the poverty line, the Kingdom strongly recommends would-be Adventurers to instead seek employment in food services, blacksmithing, farming, or crafts.

You’re not going to listen to that, are you?

Yeah, yeah. You’ve heard it all. Your parents tried to convince you to take over the family hog farm, your girlfriend begged you to take that job her uncle got you at the tailor’s, but you were snagged by the seductive call of the Adventurer.

You want the wealth, the fame, the wenches. You want to be the rock star that the elite 10 percent of the Adventurers in Blim are.

So, even though you’ve never so much as thrown a rock at a goblin, you’ve traded in your meager savings for some basic equipment, joined up in a party of like-minded fellows, and have officially opened for business. Now, only if there was someone who needed saving!

Taverns & Drakes is a light-hearted riff on tradition fantasy poking fun at adventurer culture, classes, and fantasy races. It uses a simple system utilizing a single d20 for resolution with an emphasis on fast and fun play. Although intended to use for one-shot games, the setting and system are robust enough to handle long-term campaigns.

Adventurer

Think it has a nice ring to it? Well so does most of the 16-24 age bracket in the Kingdom of Blim. In a recent census, 45 percent of that age bracket listed “Adventurer” as their primary occupation. Of those, 80 percent listed their annual income as five gold pieces or less, well below the Kingdom’s poverty line.

Adventuring is a cutthroat business. With the elite of the profession holding a monopoly on dragon slaying and saving the Kingdom, the entry level adventurers are left fighting annoying but rarely dangerous goblins, searching for the buried treasure of the local miser’s mason jars filled with copper, or defending a village against the occasional drake, the dragon’s smaller and ornerier but generally less dangerous cousin. Occasionally, when times are tough and their pockets are empty, adventurers resort to creating problems in order to save villages from them.

Adventurers group together in parties to increase their chance of making a decent living and of survival in case they run up against an angry troll or drake. The party is usually a diverse group who bond together over the common goal of making money and gaining fame. The top 10 percent of adventurers are revered in the Kingdom of Blim as celebrities and often receive free equipment, food, lodging, wenches and other perks for their service to the Kingdom. Most adventurers strive to make it to this upper echelon.

The Kingdom of Blim is a huge nation, encompassing vast plains, rocky mountains, rivers, swamps, and a lengthy coastline. If there’s a topographical feature you can think, it’s present in the Kingdom of Blim. The Kingdom is ruled by is 44th monarch, King Harold the Adequate. Under his reign, life in Blim isn’t too bad. Most people do okay, dutifully pay their taxes, go to work, and have a day or two off a week to spend with the kids or go fishing. Long ago, Blim was a dangerous place with lots of dragons spewing forth all types of deadly breaths, vampires, krakens, and other dangerous beasts.

The sheer amount of monsters required brave men and women to take the mantle of Adventurer and make the fledgling Kingdom safe for its people. As time went on, more and more people heeded the call. Eventually, most of the beasts were slain or driven away, but Adventuring remained a lucrative field for the few who could make a name for themselves because of the prestige and love lavished on them by the people.

Adventuring has been a largely poor career choice for some time now, but the lure of fame and riches still draws large numbers of men and women, mostly young ones but some old folks seek to get the glory they never had in their youth or need a new career after being laid off from the flour mill.

As a new Adventurer, you need to establish a name for yourself and make money… by any means you have available. Your party can help you out, but don’t forget that they’re in it for themselves as well. And you distinctly remember your party’s Bard badmouthing you outside the tavern the other night after that run in with those goblin punks…