C Games List

(Last update 07/15/1998)

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Fantasy Role Playing in the Worlds of H.P. Lovecraft

  • Company: Chaosium (USA)
  • Authors: Sandy Petersen
  • First publication: 1981
  • Genre: Horror game based on the worlds developped by H.P. Lovecraft.
  • Theme: Call Of Cthulhu is a horror roleplaying game set during the 1920s. Much of the world remains unexplored; the dark and forbidden realms are inhabited by hideous monsters, powerful entities, otherworldly horrors, and their worshipers. This game is based upon the writings of Howard Phillips Lovecraft and a few others. Lovecraft wrote during the 1920s and 1930s, and he became a cult figure before dying in 1937. Since then his stature has grown, and now he is generally recognized as the major American horror-story writer of the twentieth century. The Cthulhu Mythos is named after a god-like entity, Cthulhu (kuh-THOO-loo is the easiest, though not the most exacting way to say it). Many Great Old Ones, Cthulhu included, are prophesied to wake and to lay waste to the world 'when the stars are right.'
  • Complexity: Medium
  • Design: Box, Hardcover
  • Supplements: **** (adventures, sourcebooks, screen, figures)
  • Homepage: http://www.chaosium.com/cthulhu/"



  • Company: R. Talsorian Game (USA)
  • Authors: Michael Pondsmith
  • First publication: 1994
  • Genre: Victorian fantasy
  • Theme: It's a novel. It's a game. It's both! It's Castle Falkenstein, an amazing journey into another universe just a few steps away form our own: a place where Dragons and Steampower rule the skies, Faerie Lords duel atop the battlements, and the forces of Wizardry and Magick meet the gaslight streets of the Victorian age. But with Castle Falkenstein, the story never ends, as you too take up sabre and spell to adventure in a new world on the other side of the mysterious Faerie Veil: a world of Swashbuckling Fantasy, High Romance, and Magickal Technology. The world of Castle Falkenstein!
  • Complexity: Medium
  • Design: Hardcover
  • Supplements: ** (sourcebooks, novels)
  • Homepage: http://www.best.com/~rtg1/
  • Notes: Origins Award Best RPG 1994

The Super Hero role playing game

  • Company: Hero Games, R. Talsorian Game (USA)
  • Authors: George McDonald(1st ed), Steve Peterson, Burnham (New Millenium), Steve Long (New Millenium), Bruce Harlick (New Millenium), Michael Pondsmith (New Millenium).
  • First publication: 1981
  • Genre: Superhero
  • Theme: A major cataclysm has shaken the very foundations of our universe, utterly destroying the mighty heroes who once protected humanity. The old Champions are gone, but from the ashes of their annihilation, their enemies have arisen to threaten a helpless world. Dr. Destroyer. Black Paladin. Mechanon. Eurostar. They were almost too much for the old crew to handle. Now they're back, bigger and badder than ever, and nothing is standing between them and complete and total world domination.
    Nothing, that is, except you.
  • Complexity: Very High
  • Supplements: * (New Millenium)
  • Design: Hardcover, softcover (depending on edition)
  • Note: A new edition compatible with Fuzion was released under then name Champions: New Millenium.
  • Homepage: http://www.herogames.com


  • Company: White Wolf (USA)
  • Authors: Chump, Lemke
  • First publication: 1995
  • Genre: Faeries in modern times
  • Theme: The Storytelling game of modern fantasy. The Kithain are heirs to Earth's secret kingdom of faerie. And yet they are only part fae; to survive the disbelief of all things magical they are forced to adopt mortal guise. The fae must strive to forestall the coming Winter and bring about an endless Spring lest Banality consume all and the Dreaming be lost.
    The gates to Arcadia, the original paradise, are closed. Only the world of humanity remains. Without any awareness of our true nature, humankind crushes us beneath its banal heel. Joy and laughter are gone; only the Dreaming remains.
    We are changelings, the forgotten ones, neither fully fae nor wholly mortal. The last of our kind on Earth, we have built ourselves an invisible kingdom. We are everywhere, yet you have never seen us. We hide, not behind some fragile Masquerade, but in plain sight, with the power of our Glamour. We exist within a real world of make-believe where "imaginary" things can kill, and "pretend" monsters are real.
  • Homepage: http://www.white-wolf.com/


  • Company: Pacesetter, Mayfair (USA)
  • Authors: Micheal Williams
  • First publication: 1984
  • Genre: Horror
  • Theme: Enter a world of terror, where creatures of the dark feed on the flesh and spirit of humankind. Join SAVE as they battle the Unknown throughout the past, present, and future. From the cold nights of Chicago to the misty moors of Scotland, evil roams, and so too shall you.
  • Complexity: Medium
  • Design: Box (Pacesetter), hardcover (Mayfair)
  • Homepage: http://www.public.iastate.edu/~sargon/chill/CHILL2.html



  • Company: Fantasy Games Unlimited, Highlander Designs (USA)
  • Authors: Edward E. Symbalist
  • First publication: 1976
  • Number of editions: 3
  • Genre: Medieval fantasy
  • Complexity: Very High
  • Design: Box (FGU), softcover (Highlander Designs)


  • Company: Jeux Actuels (France)
  • Authors: Fabrice Cayla, Jean-Pierre Pecau
  • First publication: 1986
  • Genre: Post apocalyptic
  • Theme: Earth is plunged in a new ice-age and is ruled by railway companies. Based on a French series of sci-fi novels.
  • Complexity: High
  • Design: Booklets wrapped in the game screen
  • Supplements: * (adventure)


  • Company: New Millennium Entertainment (USA)
  • Authors: Madewell, Ernst, Pallace
  • First publication: 1996
  • Genre: UFOs and Modern-day horror game inspired by the X-Files
  • Theme: On the surface the world looks very much like the one outside your bedroom window. The same people are walking the same dirty streets, the same animals rummage through the same garbage, and the same mindless drivel is shown on the same television stations.
    Sometimes that world just doesn't seem right. you wake up in the morning and get the feeling that something isn't as it should be. Why do certain figures appear out of nowhere and become famous overnight? Why do the rich get richer, and the poor get poorer? What is the government really paying for when it shells out 75 bucks for a screwdriver? Why is it the more questions you ask the less answers you get? Why is it any answer always leads to another question?
    Sometimes you cannot see what defines your world. This is the nature of conspiracies. This is the nature of Conspiracy X.
    Conspiracy X takes place in a world of dark secrets and hidden agendas where the only certainty is nothing is what it seems. The president might not be human. and the sign carrying paranoid on the street corner ranting about CIA mind control satellites may very well be right.
    In other words, a world just like yours, if you could see beyond the lies...
  • Design: Softcover
  • Homepage: http://www.conspiracyx.com

The Global Conspiracy Role-Playing Game

  • Company: BTRC (USA)
  • Authors: Greg Porter
  • First publication: 1990
  • Genre: Conspiracy (1st edition), Generic (2nd edition)
  • Theme:
    1st edition:
    They know who you are.
    They know where you live.
    They know that you know about them.
    And they're coming to get you.
    What if... all the strange tales you hear are true? What if there really are UFO's, vampires, mind-reading mutants, secret societies and government conspiracies? What if the world is not as it seems, but as those who really run things just want it to look like? And what would they do to if you found out?
    Corps is the Rpg of a present just like your own, identical in every detail... except that you know the truth, and they don't like it.
    Your best weapon is knowledge, but when they are armored in deception, how effective can it be? You can't trust anything you see or hear, and the only person you can believe in is yourself. Your only hope lies in the fragile alliances of the underground, the tiny minority that fights back in secret against the Goliaths that manipulate everyone and every thing to reach their secret goals.
  • Complexity: High
  • Design: Softcover
  • Supplements: * (sourcebooks, adventures, screen)
  • Homepage: http://members.aol.com/btrc/



  • Company: R. Talsorian Games (USA)
  • Authors: ???
  • First publication: 1995
  • Genre: Cyberpunk
  • Theme: 2027.
    The Incorporated States of America rules the land of the fast-gun techno-hero with a cybered fist. And a terrifying new plague sweeps the wasteland that streetkid America has inherited from the Edgerunners of 2020. Now, with amazing powers beyond mere cybertech--abilities that defy known science--a handful of angry juvegangers have evolved to become the Cybergeneration. A generation born to the street, raised on danger and deception, leading the battle to win back the world. The ISA is closing in, hunting them down to eliminate or control them. But these kids know that the war's just beginning...
  • Supplements: * (adventures, sourcebooks)
  • Homepage: http://www.best.com/~rtg1/


  • Company: R. Talsorian Games (USA)
  • Authors: Michael Pondsmith
  • First publication: 1988
  • Genre: Cyberpunk
  • Theme: The corporations control the world from their skyscraper fortresses, enforcing their rule with armies of cyborg assassins. On the Street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party, as fashion-model beautiful techies rub biosculpt jobs with battle-armored roadwarriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The Future never looked so bad.
    BUT YOU can change it. You've got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You're wired-in, Cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and coolest can go. Because you're Cyberpunk.
    Cyberpunk: The original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain-burning cyberhackers, packed with cutting-edge technology and intense urban action.
  • Design: Box
  • Supplements: *** (adventures, sourcebooks, novels, card game)
  • Note: Uses the Interlock system.
  • Homepage: http://www.best.com/~rtg1/


  • Company: ICE (USA)
  • Authors: Foley, Amthor, LaDell, Barrett, Charlton
  • First publication: 1989
  • Genre: Cyberpunk
  • Theme: Cyberpunk game with a higher level of technology than many other cyberpunk games
  • Complexity: Very High


  • Company: New Infinities (USA)
  • Authors: Gary Gigax, Mohan, Mentzen
  • First publication: ???
  • Genre: Military Sci-Fi with cyborgs warriors
  • Design: Box

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