onepagepamphlet
onepagepamphlet
Small Adventures
100 posts
A blog for one-page and pamphlet sized ttrpgs. Short on rules, big on fun!Avatar by tumblr.com/rabbitthewriter
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onepagepamphlet · 1 month ago
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Dumb Small Dog One page RPG jam.
A simple one-page RPG that helps you embody the role dumb small dogs have in our society. It may require skill and practice.​
Built on the Essence system​
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onepagepamphlet · 2 months ago
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I’m getting back into making one-page micro #RPGs and other small games!
Here’s one about domestic robots trying to work within (or transcend) their ethical programming to win a band competition; it’s called Machine Yearning.
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onepagepamphlet · 2 months ago
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A ttrpg where the characters are Canadian twenty-somethings at buddy's house party.
There are two stats:
No, Yeah
and Yeah, No.
A critical success is "Yeah, No, Fer Sure"
So anyway, here's that game.
A Honey Heist hack for the Maple Jam, which a Canada-themed game jam being run by @theresattrpgforthat from now until July 1st over on itch.io
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onepagepamphlet · 2 months ago
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The Summer of ‘92
A Small Social Deduction Game set in Salem
Number of Players: 3-4 (You can add more but it is built for smaller numbers)
Game length: 3-5 Minutes
There is a killer amongst us…
Welcome to Salem! Here in this quaint town in Massachusetts, witches lurk in hidden alleys, and rumor flies as swift as birds. Accuse your neighbor, be not accused yourself.This is one of the worlds smallest Social Deduction games, made for 3-4 players and contains all of the elements you love in a classic social deduction game shrunk down into this tiny game. At the moment of this 1st edition, there are no physical cards for this tabletop game, so instead you can use a deck of cards to represent the different characters. Or you may opt to make your own cards, but a deck of 52 playing cards works very well for the purposes of this game.
There are laws in this town…
This is a social deduction game where you play as either evil sorcerers or good townsfolk… or maybe something else. Here is how you play:
Shuffle up the role cards (Determined by Storybook {See below}) and have everyone pick a card at random. You can view your own card but cannot see anyone elses. Make sure to take the time to explain any unfamiliar characters and what they do
Set the murder card (Ace) in the center where everyone can reach it.
[Day Phase 1] Set 1-2 minutes on a timer and begin social deduction. Throw baseless accusations at each other, you mostly roleplay this day, trying to see if you can suss out anyone lying or being suspicious.
[The Night Phase] For about 15-30 seconds, all players close their eyes, and cover it with their hands. The killer (if there is one {see below}) will move the kill card close to the player of their choice
[Day Phase 2] All players wake up, the player with the murder card in front of them is considered dead. Now, they shall play as a distant relative of theirs who looks suspiciously like the dead person. This person is now the judge presiding over the court case. Have a bit of fun with it. Set another minute to two minutes on the clock for more accusations. During this time period, if an Undead is in the storybook, you can claim it’s an undead {see undead}. The judge can ask questions but cannot come to a conclusion until the end of the second day. After the time is up, proceed to the evening.
[The Evening] All players except for the judge fall silent and the judge determines who they shall execute. They may take up to a minute to make their speech and deliberate. At the end they must point at a player and that player is executed. Determine the winner after revealing roles. In the core script if the witch is voted out, the witch loses, otherwise they win. But of course most evil have special win conditions.
Everybody knows somebody… (Roles)
Townsfolk (Red Pip Cards)
Why do people keep dying?
This is the most basic role of the game. Try to defeat the witch, survive if you can.
Corrupted Villager (Black Pip Cards)
Little do they know…
While you behave the same way as townsfolk, you win with evil and should work to help the sorcerer.
Witch (Queen of Spades)
Curses be upon thee!
At night, kill a player other than you. During the day, you must survive being executed
Undead (King of Spades)
My blood is cold…
At night, move the murder card to yourself. During the second day, the living players can vote whether they think it's an undead game. If all living players vote it’s an undead game, you lose. If even one does not vote it is, the undead wins. But if it isn’t an undead game, and the living players vote it is an undead game, evil wins.
Fanatic (Jack of Spades)
I see visions of madness…
At night, kill a player other than yourself. If you get voted out the next day you win, otherwise you lose. You can still win via undead.
Gossip (Jack of Clubs)
A little birdie told me something.
At night, kill no one. There is no witch, but you, an evil gossiper, have spread rumors. During the next day all players must deliberate and after a minute, all players vote on who they think the gossiper is, and if someone besides you has the most votes, or there is a tie of votes, you win. Otherwise you lose.
Storybooks and running a game
The characters that could be in play are called your storybook. The storybook contains all possibilities of gameplay. Basic ones you can make with these characters will be listed below. Only one sorcerer can be in play, but any number of them can be in the storybook. All evil characters in the storybook will be shuffled together and one will be picked at random without looking at it. The corrupt villager also has a 50/50 chance of being in play. Shuffle it together with one villager card and pick one at random without looking. There must be a number of cards in a game equal to players. If you play with extra people, just add more villagers. You don’t need to use these storybooks, make whatever you want! Following are five core Storybooks that run the best for each villain
She’s a Witch!!!
Cards Included:
Witch
Townsfolks
The Gameplay: The classic social deduction game found in werewolf and mafia! Strictly the core game of social deduction. Have fun!
The Cthulhu Fan Club
Cards Included:
Fanatic
Townsfolk
(50/50) Corrupted Villager
Gameplay: Trust no one! All of your neighbors could potentially be in league with the great old ones. Paranoia is on the rise!
Night of Living Dread…
Cards Included:
50% Witch, 50% Undead
Townsfolks
Gameplay: No one is innocent, not even the dead. This is the classic undead story, where the killer can be anywhere.
The Rumor Spreads
Cards Include:
50% Witch, 50% Gossip
Townsfolk
Gameplay: A witch is (correction: Might) be amongst us. In a town full of rumors, the source is hard to find… Good luck!
The Darkening…
Cards include
25% Witch, 25% Fanatic, 25% Undead, 25% Gossip
Townsfolk
(50/50) Corrupted Villager
Gameplay: What is even going on here? All evil has been released into the night, find the darkness, destroy it, or find yourself lost deep in its depths…
Creator Note: Hello everyone! You thought a fully functioning three player social deduction game would be the smallest it can go, but now, a bite size social deduction game for two players is being made called The Lycanthrope. Will post the link to it soon once core rules have been made. Also be on the lookout for updates, erratas, new characters, and more for “Summer of ‘92”. Share this with your friends, then accuse them of witchcraft and littering!
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onepagepamphlet · 3 months ago
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The Hell of the Ball
A one page RPG about avoiding people at a Regency party
It is one of the most anticipated nights of the London Season. You are at a fine ball, surrounded by the wealthy and titled, wearing a gorgeous (and extremely expensive) outfit. Hundreds of candles light the room, and a small orchestra is playing a minuet.
You hate it and you want to leave.
Let us be frank: some gentlepersons simply would not enjoy the glittering spectacle of a grand Society occasion—or at least not every night. This game envisions an unwilling, unimpressed, somewhat grumpy participant at the sort of grand rout one sees in hundreds of Regency romance novels, as many of us who read them must admit we sometimes would be.
It is hot, it is loud, it is unpleasant, and someone has just stepped on your foot. Can you find a single moment of privacy at this event?
You will need: A standard deck of 52 cards and a six-sided die.
Free PDF available here!
Just because no one had invented the word "introvert" yet doesn't mean they didn't exist.
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onepagepamphlet · 3 months ago
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Took a little break from Weal & Woe to make a one page rpg for quick and easy spooky games! Hope you enjoy!
[PDF]
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onepagepamphlet · 4 months ago
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Play Diary, January 30, 2025
Every other week for the duration of 2025, I'm going to a local art space with a game, pre-fab character sheets, and a one-shot adventure, if the game calls for it. Then, I'll play with any group of 3-5 that wants to. My goal is to give people an entrance into tabletop games that isn't D&D, and to introduce gamers of all levels of experience to games they might not have heard of.
This week, I played John Harper's Lasers & Feelings - here's how it went.
My group this time was largely made up of friends of mine, which is to be expected - I anticipate I'll pick up new players as time goes on. But there was one newcomer, someone who was tipped off about my table and had the time and inclination to come.
To the surprise of absolutely no-one, Lasers & Feelings is an absolute blast. It's tailor-made to put you into the headspace of those old TOS episodes. The sillier ones, most often; in our game, we faced off against a rogue ship's captain who wanted to power-up an old decommissioned weapon of mass destruction. Which makes it all sound very political - our adventure was kicked off when the newcomer decided that the thing his intrepid explorer needed most was a pet monkey. As a result, they ended up chasing an abducted wildlife preserve (not just its proprieters, nor just the animals - the whole preserve, land and all) through space in pursuit of their dual goal.
With limited time and the light atmosphere, things got zany pretty quickly, and L&F kept up without issue. By the end, there was a robot with the face of a war criminal, working to rehabilitate the reputation of the late original; the original explorer vaporized in space; and the entire population of Ireland building hospitals on a small, remote moon.
The greatest compliment I can pay to Lasers & Feelings is its excellent use of space; with a single compound d6 table, I was able to roll the concept of an adventure at the table 10 minutes before play, and I never once felt unprepared.
You can check out Lasers & Feelings Here - the rules are free, and it's a single page. Next time, I'll be playing the strange and fantastical Worlds In-Between by M. E. Smith.
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onepagepamphlet · 4 months ago
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Summer Camp and Strange Cryptids- One Pager
Deep in the woods of camp Amber Rapids, dwells strange creatures. Monsters, creatures straight out of folklore. You are a group of kids at this summer camp, who must investigate the strange happenings of this weird camp.
What Is Going On?
1 A gigantic sea monster dwelling at the bottom of the lake
2 A strange humanoid lizard that seems to be kidnapping campers
3 Fickle little fae, intent on ruining this summer trip
4 Gigantic (Animal) that was seen roaming around the camp
5 A curse that is passed around, turning campers into (Blank)
6 A strange lovecraftian creature that is plotting world domination
Your character:
Creating a Character: 
In this game you have two stats
School- your intellect, problem solving, awareness, etc
Cool- Your ability to do rad stuff and be super awesome. 
When you create your character, you will set one Stat high and one Stat low. Then, depending on which Stat is higher, you may pick your class:
School
• Gamer Geek
• DnD Player
• Teachers Pet
• Engineer Nerd
Cool
• Jock
• Cheerleader
• Goth
• Hoodlum
• Hunter
These Are just examples, if there is another class you want in the game, just determine whether its a school class or a cool class
Making Rolls: Whenever you make a roll, roll two 6 sided dice. If you are rolling for the stat you are better at, you take your higher dice as your roll. If you roll for your lower stat, you take your lower dice as your roll. If you believe your roll directly relates to your class, you may reroll it if you fail.
Running the game:
Creating Encounters (For GM) : Whenever our players interact with this strange creature, they must enter an encounter.  These encounters may be: Fending it off, Being chased, Hunting the creature, hiding from the creature, etc. An encounter has a difficulty set by you (usually 5-15). Every time a player makes a successful roll against the creature subtracts points from this difficulty. If the difficulty is reduced to zero, the encounter is over and the players are victorious. But every time they roll all failures, the creature gains 1 victory point. When the creature gains 3 victory points, the creature wins the encounter. A standard adventure should have 3 encounters, scaling in difficulty as they go. The first few encounters should be nonlethal, but any encounters over 10 are usually life threatening.
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onepagepamphlet · 4 months ago
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Small Spotlight: Bloodstone
Gothic horror one-shot rpg where players hunt monstrous entities in a damned city.
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onepagepamphlet · 4 months ago
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Okay maybe its a lil more than one page but its a short rpg and lots of fun!
The Darkness Under London One Pager
Something is stirring. An ancient sea, black and inky, the primordial pit from whence all dark things crawl is awakening. It is the 1800s, london. This primordial blob that has created demons, monsters and all manner of evil is churning beneath london as we speak. And now, all manner of cryptids, monsters and strange eldritch spellcasters have made their way into this world. Your job as secret occult detectives is to hunt down these creatures and destroy them.
How To Play:
In this game you have 3 Stats:
Physical: Athletics, Agility, Toughness
Intellect: Your Cunning, coordination
Persona: Your Way with people, charm or intimidation
When you create your character, you will determine one stat as your high stat, one stat as your medium stat, and one stat as your low stat. When you make a roll, roll 3 dice and if you are rolling your high stat use the highest dice and so on. Rolling a 1 is an extreme failure and has extra punishment. Rolling a 6 is an extreme success and you get a little extra.
Awareness Vs. Unawareness: while danger is ever present in this world of darkness, those who are aware of the horrors are in much greater danger than those who arent. Mark on your character sheet whether you are aware on unaware of the monsters. Of course this may change if you encounter a creature, or become the victim of a mind wipe spell. Aware individuals may use magic, but are at greater risk of the horrors that lurk.
Magic:
Magic is not some charming happy type of wand waving. It is dark, it is evil. Whenever a roll is made, you may choose to cast a spell, turning that roll either into an extreme failure or extreme success. In doing so, you explain what kind of spell you cast to make that happen (an extreme attack roll: you create an arrow of blood to pierce your enemy). Whenever you cast a spell, you gain one darkness token. At any time, your Storyteller may expend one of your darkness tokens to have the darkness momentarily take control of you, controlling your actions for one turn. It may also be used to cause an automatic failure. During combat (explained in a bit) you may use your magic to make an attack succeed or fail (explaining how you do it), but other spellcasters may choose to counteract you. If they do, they must gain darkness to where they have one more darkness than you. (If you cast a spell with 5 darkness, they must go up to six darkness to counteract). Having more than ten darkness causes you to immediately become possessed by the darkness. Only a ritual of dawning light can heal you. You may also gain one darkness to cast a divining spell, gaining extrasensory knowledge whether this be prophecy, mind reading, spirit calling, etc. When you create your character, flavor their magic and how it behaves (whether it be necromancy, enchantment, curses, etc)
Amulets and the ritual of dawning light: in the wake of the great darkening, spellcasters seeking to use magic to protect mankind sought for a way to protect their souls from the darkness. They created amulets that spellcasters use to heal themselves of the darkness. For every hour spent meditating with an amulet, you may remove 1 darkness token. While meditating the Storyteller may not use darkness to control you. Resting with the amulet will remove all darkness tokens. But once you reach ten darkness, you become fully consumed and instead must be brought back from the darkness by the ritual of dawning light. It must be done for 20 hours in the circle of golden rays. 4 Spellcasters must work for those 20 hours to probe deep into the spellcasters mind and pull them out.
Combat: Humans have 5 HP. a successful attack deals 1 damage. To make a melee attack, roll physical against their physical. To make a ranged attack, roll intellect against their physical. When combat starts everyone rolls intellect and the person with the highest intellect roll goes first. You may also choose to cast a spell as your attack and your roll is equal to your current darkness.
Monsters: Monsters behave the same way as humans, though their stats can change. They can have multiple high stats or multiple low stats. They can have x2 multipliers on all of their rolls. Whatever changes make sense for your monster you should go with. They can also cast spells generally, but set a limit for them. A tough creature may have 5 or 10 spells to cast. Weaker creatures may have only 3.
Grimoires and Magick Items:
These items will be able to cast a number of spells that you give them. They take one hour to recharge spells and anyone using the items may use their spells (of course, specify the type of magic its made for). Sounds great right? Except magic items have a mind of their own and may attempt to influence you. They may twist your spells to benefit them and their goals
Examples:
Grimoire of Damning Fires: 6 Spells (Used for flame enchantments, summoning fire and oil spirits, creating heat blades and flame shields)
Rod of the Dominator: 4 Spells (Used for persona rolls against mortals)
Grimoire of the clawing departed: 7 Spells (used to summon vengeful spirits to do your bidding)
Storytelling: One of you will play as the storyteller. And while you work for the players, creating the world and adventure, explaining what their actions do, you have another job. Twist everything. A poor choice of words may be their downfall. Using darkness is one of your primary tools of woe. Think about the darknesses motives, what does it want from them?
Whats the story?
In this game you work as investigators and occultists who fend off these creatures on the daily. Any classical horror monster will do. But remember the core concept is how these creatures emerged from the dark primordium.
But maybe you want some quick tables to roll to design the perfect rpg. Here you go!
Who needs help?
1: A Wealthy Land Owner
2: The Foundation Of Occult Defenders
3: An Old Nightmare Ridden Professor
4: a middle aged librarian who saw something strange last night.
5: A police force who are dumbfounded by what they are seeing
6: A young sailor who saw something strange upon the see
What strange horror did they see?
1: a strange flesh eater that used to be human. Their eyes are inky black
2: A vampire lord intent on gaining godhood
3: Strange pitch black bug like spellcasters who wish to use humans for their ritual
4: An Inky Black Portal that spits out fleshy creatures
5: Many Corpses being puppeteered by pitch black fleshy ropes
6: A grimoire tempting people to use it. No one knows how it got here. It is glowing. Probably not a good sign
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onepagepamphlet · 4 months ago
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Small Spotlight: Flesh Like Marble Blood Like Flame
Inspired by Vampire the Masquerade, this game has all the drama with far fewer rules to remember!
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onepagepamphlet · 4 months ago
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An RPG i made. Pretty happy with it
Beetlejuice One-Pager
All You Gotta Do Is Say His Name
In this RPG you play as either a human making contact with the world of spirits, or a ghost, having to navigate the lands of death.
In The Game You Have 4 Core Stats
Physical
Agility
Intellect
Supernatural
All Skills start at ten, but by increasing one skill by an amount, you may decrease another skill by the same amount (Lower is better). To succeed on a roll, you must roll 3d6 and roll higher than you score.
Investigator Stat Meaning
Physical: Your Strength, Physique
Agility: Your Quickness and Stealth
Intellect: your investigative and quick mind
Supernatural: your affinity with the dead. Anyone with a supernatural of 6 or lower can see the dead without aid. Can also be used for summoning, banishing, sensing etc.
Ghost Stat Meaning
Physical: Your ability to transform, shapeshift etc
Agility: Your swiftness as a ghost, your ability to fly etc
Intellect: Your ability to influence minds
Supernatural: Your ability to interact with world, move things, etc. also your ability to transform others
Dying
When you die, it is not the end. Clearly. When you die you become a ghost. You may choose to let your character go on and create a new one. Or you may choose to come back as a ghost. If you choose to come back, you may edit your stats the same way you did when you created your character, and may modify which ghost abilities you want to have
Beetlejuice Stats
Physical: 5
Agility: 5
Intellect: 5
Supernatural 5
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onepagepamphlet · 4 months ago
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Hellbound One Pager. 1st Edition Rules
A Rock And Roll RPG set in the world of Hazbin Hotel and Helluva Boss.
D666 System:
In this system you roll three 6 sided die. Depending on whether that stat is high, medium or low, you will take the high medium or low roll.
Physical
Agility
Intellect
When you make your character, make one stat high, one stat medium and one stat low.
Multipliers: depending on your power level in hell you will have a different roll modifier. When you calculate rolls, you will multiply it by this number.
Imps (And Other Native Hell-Born): x1
Sinners (and their counterpart winners) x2
Lords (Demon Lords, Goetians, Angels) x3
Angelic Weapons and magic items: Increase your multiplier by 1
Combat:
Combat is made up of opposed rolls. At the start of combat all players roll agility to see who goes first (ties reroll). On your turn describe what you do (Attack, Interact, Dash). Don’t worry about distance unless you are attempting something extreme or far away.
Attacks:
Melee- Physical v. Physical
Ranged- Agility v Agility
Spell- Intellect v. Intellect
Magic: Magic isn’t a set practice but here is a general rule of thumb when trying to cast a spell.
- Imps cannot regularly cast spells unless they have a grimoire or other magic item. (Though maybe they got taught some cool tricks).
- Declare its effects and if the GM believes your character would have that power level, you may attempt to cast the spell. Roll d666 and 1-2 is a failure, 3-5 is a success and 6 means it works even better than you expected.
- Magic In Combat: When you make an attack with a spell, you declare what kind you are casting and attack, using your intellect against theirs.
Damage: You might not care about damage and honestly for a fun game, HP should be narrative but if you want a more number crunchy, Imps can take 3 Hits, Sinners can take 6 Hits and Lords can take 9 Hits. Each attack counts as 1 damage. If it is 6 or higher it is 2 damage. If it is 12 or higher, it is 3 damage.
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onepagepamphlet · 4 months ago
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Small Spotlight: Hex & the City
You are members of a monster hunting crew. You are all that stands between the forces of darkness and the innocent people that don't believe in them. Whatever hijinks and personal drama you have going on in the background, you have always managed to come through and save this City. Or at least, you have until SERENITY THE CHOSEN ONE got herself grievously wounded in the last battle, leaving you with no prophetic visions to guide you or convenient one-shot monster killing powers while she recovers. (Or maybe she's off "recuperating" with her demon boyfriend again, who knows).
Hex & the City is a Lasers & Feelings hack of supernatural shenanigans!
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onepagepamphlet · 4 months ago
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Small Spotlight: Bad Blood
Your vampire coven has been in conflict with the village for a long, long time. One way or another, this needs to end. Can you survive?
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onepagepamphlet · 4 months ago
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Small Spotlight: Halos & Hellfires
The Lasers & Feelings hack for fans of angels and demons! Play as messengers of heaven and hell: performing miracles, conveying messages, and getting together after work to complain over drinks.
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onepagepamphlet · 4 months ago
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Small Spotlight: Crescent Grin
Take on the horror and survive the night. Crescent Grin is built on the innovative horseshoe system: where both high and low rolls progress the story, but at what cost?
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