- [Mongoose Publishing] Traveller: Pirates of Drinax: Harrier Class Commerce Raider
- [Ennead Games] Equipment Maker 4: Armour
- [Mongoose Publishing] Traveller: Pirates of Drinax: Ship Encounters
- [Mongoose Publishing] Traveller 2nd Edition
- [Ennead Games] Creature Description Generator Volume 7: Dwarf
- [Mongoose Publishing] Traveller: Pirates of Drinax: Gods of Marduk
- [Ennead Games] Name Maker Volume 2: Dwarfs
- North Star
- [Matakishi’s Tea House] The High Seas Hack
Stitch – playtesters/feedback needed
Once upon a time Iain McAllister of The Giant Brain was working on a game called ‘Stitch’ which was heavily inspired by 12 Monkeys. He got it to a point where he was quite happy with it but around about that time he sort of lost interest in developing RPGs. His gaming group didn’t really like playing the more indie flavoured games he was designing and so he was unable to really polish the game off.
Anyway, he recently put The Giant Brain onto Google+ and Joe Prince asked him about Stitch’s progress. He’s tidied it up a bit and you can find the rules and required sheets over on his site.
So here is a quick overview:
The game is set after an apocalypse that has wiped out the majority of the human race. The Administration that runs the bunker that the remainder of the population lives in are experimenting with sending people back in time to discover what happened. Each of the characters has been chosen for this mission because for some reason they have been identified as having had something to do with the apocalypse, their Residual Time Signature puts them close to the Event. The characters can’t remember what they did to contribute to the event, that is what the game will tell us.
Each player takes it in turn to GM a single episode of the mission, called a Knot, which happens in real time for the players. Each Knot is 30 mins long that happens in real time for the players. During a Knot the objective of the GM is to shift blame for the Event away from his character and onto the others, whilst the other players are trying to do the exact opposite. Once each player has GMed a single Knot the game ends and their is a fallout based on how much blame has been placed on them over the course of the game.
The game is reasonably complete in its current form but needs a bunch more playtesting and a bunch more examples. He’s hoping the folks here who are so inclined can help him out with that. You can download the rules and sheets from here and post comments/questions over in the forum.