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There's a TTRPG for that!

@theresattrpgforthat / theresattrpgforthat.tumblr.com

I love ttrpgs, especially indie ones! I post recommendations for different indie ttrpgs based around different themes.  (Photo by Charlie Green on Unsplash.)

About Me

Hello, I'm Mint, and for whatever you want to game, there's probably a TTRPG for that! I post ttrpg recommendations every week! I know the tag is pretty full, but if you're on a laptop, you should be able to check my archive with the filter applied for an easier search. You can also check out my system overviews if you want to learn about a system and the games within it.

The inbox is currently closed! I'll post another announcement when I've finished working through the queue.

I also make playkits for games I like on Google spreadsheets! You can check the tag to see a few, or check out this folder to see what I've made so far!

I have a Ko-fi, which you can check out here. You can also check out my Itch Games Library Masterpost. Sometimes I write things! You can check out my Itch.io page here. I'm currently working on a FitD game of monster babysitters, so you'll find info about that in the Protect the Child tag. You can get involved in play-testing this game here! Other Tags: Mint Reviews - my thoughts on on games people have asked me to review. Mint Creates - the projects I am working on!

Mint Plays Games - re-caps and thoughts that I post after playing games (or runs of games).

Role-play chambermaids investigating a gothic mystery in a nineteenth century alpine hotel

The Girls of the Genziana Hotel are the chambermaids who serve what few guests sleep in the hotel's rooms. It is the beginning of nineteenth century: the Napoleonic wars have come to an end and the Holy Roman Empire has fallen. The world is changing, but the Genziana is far away from it all, nestled in the Bavarian alps.

But you don’t care about war or politics. You care that she’s gone missing: Marga, the boyish girl with the wild curls.

Nobody is looking for her. Nobody except for you.

(Cover art by Em Acosta)

During the day, the girls will have to balance their work as maids and their efforts to further the investigation. During the night, the girls will brave the same dark hallways that swallowed their friend. They will deal with the strict head of staff, the entitled guests, the rest of the employees, and night's eerie nightmares, hoping to find those responsible for Marga's fate without suffering it themselves.

The Girls of the Genziana Hotel is Powered by the Apocalypse and Carved from Brindlewood, taking its best parts from Night Witches and The Between to facilitate a game about subverting the patriarchal threats of the hotel and investigating a horrific mystery. It just got a major update and undergoing another round of edits to prepare it for a physical release.

a ttrpg for teenagers going on an I'll advised roadtrip?

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THEME: Teenage Road-trip

Hello there! I've got games about teens and games about road-trips: I'm sure between all of these you'll find the right fit!

Are you ready to head on a Journey Along the Open Road?

Along the Open Road is a simple road trip storytelling TTRPG that allows a group of 3-5 players to work together to tell the Journey of a group heading down 'The Open Road', discovering new Stops along the way, learning about cool Points of Interest, and meeting Unique Characters.

And the best part of all of this? Your group creates the story you want to tell.

Along the Open Road, as a storytelling TTRPG, is a game that allows every one of the players to be in command of the story at some point. There is a great focus on Characters, of course, but there's as great of a focus on Players, too. And just in case there are Players who aren't as experienced in storytelling or running sessions as others, there's a whole host of ideas tables right at the back of the book.

Along the Open Road is a road-trip game before anything else. This means that you can decide the setting and circumstances that will affect your characters: it cares about your car, your cash, your inventory and the journey you go on. Advice in the game also seems to hint towards holding at least one session per character in order to experience the fullness of the game, which tells me that the game likely also allows you to dig into emotional depth if you so desire. Because it's kind of setting-agnostic, I do feel like you can play teens in this one, although there won't be anything that makes them distinctively teen-like compared to other possible characters.

Delinquent Goons is a system hack of the Tunnel Goons system submitted to the One Page RPG Jam 2024. Designed for playing with 1 Narrator and up to 4 players aka Delinquents.

Explore a time when everybody expected you to behave a specific way, grow up at a specific time, and only exist in specific spaces. And reject all of that. Form a ragtag group of teenage dirtbags as they reject expectations set upon them and uncover the covert conspiracies of authority figures and classmates.

Delinquent Goons is inspired by media such as Scooby Doo: Mystery Incorporated (among others), so I think putting a bunch of teens in a van and sending them off to deal with strange happenings is totally in its wheelhouse.

I think the piece of the game that is the most emblematic of teenage themes is the Peer Pressure gauge, which is meant to represent the stress or dread of being a teenage delinquent. Your teen doesn't just have to deal with the threats against the group, they also have to manage the pressure of having to live up to a certain social expectation in their group of friends. Despite the core game rules of Delinquent Goons being rather simple (it is, after all, using the same engine as Tunnel Goons), the Peer Pressure gauge gives your group a tool by which you can imbue your story with drama and emotion.

The van is gassed up. The tunes are playing. The road is clear.

Well … the van is running on something, the tunes keeping remarking on achingly specific details of our travels and inner thoughts, and the road is clear of other cars but nonetheless something keeps cropping up in the rear-view that looks different to every person who gazes upon it.

But, that’s, uh … normal for a roadtrip. Right?

In Interstate 10 1/2, you and your friends will hit the road in a possibly-alive van, working hard to keep everything in operating shape, keep food on your plates, and not let your fellow road-tripper's fascination with the possum who has his same eyes freak you out too much.

Interstate 10 1/2 is a short 2-page game by Luka Brave, also known as PsychHound Games online. It uses his Horseshoe System, which centres around two tracks that help keep the story moments punchy with a peak and a nosedive in the fiction attached to when your characters succeed and fail.

Character creation is simple, but it isn't limiting: the tables that help you put your little blorbo together offer short, evocative phrases that demand that you add emotional depth to your backstories. You don't have to be a teenager in this game if you don't want to be, but you can absolutely start with the premise that all of the folks on this road-trip are young, and perhaps a little bit foolish, and Danger is sure to follow you regardless.

The Book of Brushwood Lullabies is a tabletop RPG made for the time of year when seasons turn and leaves change color. Play as a group of wayward children as they attempt to navigate and their way through the strange and wonderful Brushwood. Make friends along the way, avoid enemies, stray from the path, and (with a little help from fate) find your way back home.

This game is best with 3-5 players, and requires both a set of tarot cards and polyhedral dice for full enjoyment.

Inspired by media such as Over The Garden Wall and Tales From The Loop, The Book Of Brushwood Lullabies appears to aim for somewhere between the magical and the surreal. It isn't really a road-trip per se, but it does carry the pieces of a travelogue that you might be looking for from a road-trip story. Your kids are trying tog et back home, through a woods that harbors witches, magical creatures, and a scarecrow looking for his items of power. To add to the feeling of enchantment, the game uses a deck of tarot cards to create unique abilities for each character, as well as a mechanic that involves reading a 3-card spread to interpret what happens in a scene.

If you want a highly interpretive game, I recommend The Book of Brushwood Lullabies.

ALONG THE ROAD TO EVERYWHERE is a post-apocalyptic road-trip tabletop role-playing game. It sets the aesthetics and ideals of the Beatnik and Hippie movements of the mid 20th century against the backdrop of a vast, magical wasteland. It’s relatively low-key and role-play focused, dealing with ideas of community and regrowth. Part of the idea is to tell the stories that happen between larger stories—between dots on the map.

Branding itself as a rules-lite game, Along the Road to Everywhere embraces the themes of a road-trip by classifying the GM as the Engine, and the players as the Passengers. The game claims inspiration from Art Nouveau, Medieval Revival, Beatnik & Hippie culture, and Transcendentalism. I'm not familiar with most of these sources, so I'm not sure how much of those inspirations shine through in this game, but the idea of an art & cultural movement feels like it might be in tune with teen culture, if you don't mind blending genres a little bit.

The setting for this game is both post-apocalyptic and medieval in nature, with vans that are powered by plants instead of gas, and a world that's meant to be built collaboratively with some suggestions for beautiful and vibrant locales. I think the biggest dissonance with this game and your request is the part about "ill-advised" road-trips. The trips in this game don't feel very creepy: they're dangerous, but the aesthetic of the game takes a turn more towards the hopeful than anything else.

Civilization is a strange web; places strung together with highways and telephone wires. A loosely woven net that holds together society. Sometimes things slip through the net; they are lost, or too strange to be found at all. The map is the thread that connects these places. It leads to lands of legends, where mysteries are born and prayers are answered by strange gods.

Wayward Highway is a game inspired by road trips and the places between where you are and where you want to be. It is about experiencing the journey; the joy and agony of distance. There will be many disparate stops along your trip, and they may or may not add up to a cohesive narrative. Ultimately a road trip is not about a grand plot, but those little moments and how they shape you. The trip you take together may or may not be fantastical, but it will always be strange.

This game is part of the No Dice No Masters tradition; there is no Game Master, no dice. All you need is in this one document.

Wayward Highway feels like a great source for nostalgia and melancholy. The author calls upon media such as Alice isn't Dead and American Gods, so expect Americana and the strange, tied in with the collaborative magic of No Dice, No Masters. This is a GM-less game, allowing each player to embody both characters and locations, giving personality to the setting just as much as the people within it.

This game isn't necessarily about teenagers, but I don't see anything within it that prevents you from playing teens anyway, and it certainly gives you the tools to create an unsettling or strange atmosphere.

"The smell of discount, gasoline that's still fresh from being poured into your van's engine. Tamara is nervous. The two big wings on her back always twitch when they are. Aiden's tired, eyes that normally are full of fire, falling close at the wheel."

"Keep awake, Aiden. Miles to go before we sleep."

Melancholy Trip is a game that requires 3-5 players and a deck of cards. It's about being trans, super-powered and on the run in a ramshackle car from your superheroic mentors who know damn well why you ran.

I don't know much about this game, other than what it says on the cover, but it's got teens, it's got a road-trip, and it looks like it's also about angst! Since the teens are super powered, I have a feeling that pitting them against horrors and strange happenings is to be expected, if not encouraged. I also think that this might be a great game for fans of the movie Logan, what with all of the allegories in the X-Men franchise that I think might overlap with this one.

Games I've Recommended in the Past...

Roadspire, by glempy.

Last Caravan, by Ted Bushman.

Apocalypse Roadtrip, by Mynar Lenahan.

Dead Ends, by kay w.

You can also check out my travel-themed games post, my recommendation post inspired by Pacific Drive, and my Isolation and Desperation recommendation posts!

If you like what I do and want to leave a tip, you can check out my Ko-Fi!

For Riley Hopkins' Interstitial 2e Jam, you too can now play as a Character, but Transgender...

Cool moves about being a cooler transgender person, channeled through Interstitial 2e. Follow along with yours truly (having played Trans Woman Vash the Stampede in a home game) and play a character from your media of choice But Transgender.

I love a game that uses an uncommon oracle, and this one is no exception. Adam Vass created it during the height of Covid lockdowns as a game that could be played by mail/online.

Using elements from zip codes, you and the other players are working on creating a city corrupted by darkness that you then use as the setting to tell a story of overcoming that darkness.

And of course the art is rad as well, like all the stuff World Champ puts out.

Now at IPR: Dawn of the Orcs

Dawn of the Orcs is a GMless dark fantasy worldbuilding and roleplaying game. You play as the magical technocrats who create the first Orcs as weapons of war, modify and improve them over time, and tell the story of how the Orcs become their own people. It plays in around 90-120 minutes; by the end, you will have created a unique Orc people, perhaps even one you feel like using in the setting of other roleplaying games. Dawn of the Orcs can be played solo or with up to 8 players. Maybe even more - 8 is as far as I've tested it! Dawn of the Orcs is beginner friendly but has plenty to offer jaded roleplayers; it can be played as dark comedy or high-concept speculative fiction.

the forced feminization game jam is a one-month ttrpg game jam taking place this march about exactly what it sounds like.

an immersive larp about turning into a doll designed to be printed on vials of estradiol.

a game about a group of women forced into submissive domestic roles plotting to kill their husbands.

a third-party adaptation of dorley hall into rpg form.

we've extended the deadline for this another week, you still have time to put something (or someone) together~

My "First Time Playing Lancer" story was three players and the DM slowly trudging through a premade generic module to just get the feel of the system. We were all coming from 5e, so jumping to Lancer was a bit of an adjustment. Rather than doing RP bits and conversations, most of our time is just figuring out what the hell "difficulty" is, how does "heat" work, and why is it different than "burn". This went on for three sessions, the four of us collectively having a mediocre time because so much of it was us asking "what page is that?" for every new rule that wasn't rolling a d20. The mission was supposed to end with us capturing a baron and handing him over to our PMC employers.

But then we had an idea: what if we didn't? What if we just kept him and ransomed him for our own goals? The DM was surprised but like the pro he was he ran with it. The funniest part of the night was my two crewmates negotiating with the baron's lackeys to let us go so they could fill in the power vacuum; meanwhile I'm holding the baron with one Everest hand while holding a refrigerator sized revolver to his head. Combined with a couple good rolls, we successfully derailed the module to insert our own goals: doing slapstick comedy in a 20 meter tall robot as your hostage experiences ego death. And that's the beauty of TTRPGs in a nutshell isn't it? The ability to at any point just say fuck this and go rogue (DM allowing of course). We had successfully gotten into the groove that was so easy to fall into in the systems that we had experience with. All it took was somebody saying "but wouldn't it be funny if..."

Any ttrpgs with a distinctive “grunge” aesthetic?

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THEME: Grunge

Hello friend, I’m really glad you asked this question! Grunge feels like it fits indie ttrpg design so well, because so much of it emphasizes low-budget, DIY and messy styles. As a style of music, I understand grunge is about being dissonant, dark, and “ugly”. As a theme, what I understand about grunge is that it’s about alienation, isolation, and disenchantment with how society is right now, which is so so relevant to how we feel about our current quality of life right now.

That being said, there’s so much that can be explored in grunge, I feel like there’s a lot of different pieces that could make a work “grunge’. So while I think the games that I’m presenting here all fit some element of grunge, some of them might not fit the elements of grunge that you’re looking for.

Adam’s games are often nihilistic, horrific, and creatively designed with mixed media, visual distortion, and a focus on the grotesque or the weird. This includes No Future, a time loop game about punks throwing one last party, Born To Die, a pamphlet ttrpg about anthropomorphic animals in a post-human waste world, and Cybermetal 2012, a lo-fi metal cyberpunk game about surviving in an isolated city of warped technology.

If you love horror as well as a bit of a dystopian edge, you’ll probably want to check out Adam Vass’s work.

No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.

But we’re still here. We’re not going anywhere. And we fight back.

While the layout and art direction of Here, There, Be Monsters is purposeful and cohesive, the goal of this game feels very grunge in the sense that it is meant to acknowledge the messiness and unapologetic anger present in the monster characters. There's a lot of bodies in this art, and these bodies are meant to challenge you - if you find them difficult to look at, that's a you problem, and that feels in tune with the spirit of grunge.

I feel like this game is probably more on the border of punk and grunge, but if what you’re looking for is a game that feels chaotic and embraces the dark and “disgusting” material that grunge is known to celebrate, than this might be worth checking out.

They built us altars only to abandon them. Now they sit as dying, empty relics. No matter what they tell you never forget: These are our relics, not theirs. Don't let them pass gently into that sweet goodnight. They were made for profit but they remain as our playgrounds. If we choose to let them.

This here is a mini-zine and Bingo card about the American shopping mall and its relationship to us, our collective nostalgia, and the significance of cultural ruins.

This is more of a solo bingo game than a roleplaying game, but I think it might be an interesting way to build a modern “dungeon” for something like Liminal Horror. The zine also re-contextualizes a piece of American architecture that was so ingrained into the middle-class experience of the 80’s, 90’s and early 2000’s. I’m intrigued by how you could use this idea of decay and neglect in other urban fantasy and horror games.

MÖRK BORG is a pitch-black apocalyptic fantasy RPG about lost souls and fools seeking redemption, forgiveness or the last remaining riches in a bleak and dying world. Who are you? The tomb-robber with silver glittering between cracked fingernails? The mystic who would bend the world’s heart away from it’s inevitable end? Confront power-draining necromancers, skulking skeletal warriors and backstabbing wickheads. Wander the Valley of the Unfortunate Undead, the catacombs beneath the Bergen Chrypt or the bedevilled Sarkash forest. But leave hope behind - the world’s cruel fate is sealed, and all your vain heroic efforts are destined to end in death and dismay. Or are they?

This is a black comedy style of game that I think has a lot of overlap with the grunge aesthetic. It’s received a number of awards for its art style, which is chaotic, monochromatic, and as best as I can describe it, “sludgy.” Then again, you might look at Mork Borg and feel like it’s more metal than grunge: it’s not casual, but rather designed for shock value. The world is destined to end, and your characters are futilely trying to make a difference in it; a lot of the cues seem to point to your own characters being not necessarily good people.

The Prophet, by The Punk Theologian.

The Prophet is a solo-journaling role-playing game. It requires a tarot deck and can be played in as little as 30 minutes or over days.

Receiving Revelations: Turn over a tarot card and let the prompts and the card image be the revelation from the deity that called you. Navigating through visions of struggle and cries of despair, following the guiding flames of insight, to help turn your people’s trajectory towards justice and equity.

Overcome Events: Flip coins to find out if the people heed your warnings and are aided by their deity in overcoming enemy invasion, surviving a great earthquake, or a raging fire, or are crushed by the weight of divine condemnation reaping upon themselves the consequences of sewing the seeds of inequity.

When it comes to aesthetics, The Prophet feels very DIY-inspired, and when it comes to design, I think the fact that it’s a solo game contributes to the feeling of isolation: your status as a prophet may separate you from your peers, and if your predictions go unnoticed, you could feel even more alone. The inspiration of the creator is defined as “punk,” but since punk is a genre that grunge pulls a lot of inspiration from, I don’t think that this necessarily disqualifies The Prophet from being a “grunge” - style game.

#iHunt is a story telling game about killing monsters in the gig economy. In it, you play millennials scraping by paycheck to paycheck to make ends meet. A gig app called #iHunt offers them more money than they've ever made to hit the streets and kill vampires, werewolves, demons, and anything else that goes bump in the night. 

The base game of #iHunt centres around the soul-crushing nature of the gig economy, which in and of itself I think is a great focus for a grunge-style game. The supplemental zines created by the designer have a very chaotic and collage-like look, taking photos or public domain art and re-mixing them to create something new. If you want to get really grunge, you might want to check out The 90’s Sucked Ass Or Whatever, which is focused on the specific events and details that would affect your disillusioned monster hunters during the height of grunge.

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