D Games List

(Last update 06/22/1998)

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  • Company: West End Games (USA)
  • Authors: George R. Strayton
  • First publication: 1996
  • Theme: Generic rules for the different WEG movies adaptation.
  • Design: Softcover
  • Supplements: None (but it's the game system of several WEG rpg)


  • Company: Games Designer Workshop, TSR (USA)
  • Authors: Gary Gygax, Dave Newton
  • First publication: ???
  • Genre: Generic heroic-fantasy
  • Complexity: Very High
  • Design: Softcover
  • Supplements: * (Sourcebooks)
  • Notes: After a juridic imbroglio between GDW and TSR, TSR acquired the rights to it.

Role playing action & adventures in the two fisted thirties

  • Company: Fantasy Games Unlimited (USA)
  • Authors: Paul Hume, Bob Charette
  • First publication: 1982
  • Genre: Pulp
  • Complexity: High
  • Design: Box
  • Notes: Daredevils is the third in the series of games developed by Charrette and Hume. Daredevils uses a streamlined version of the game mechanics used in Aftermath and introduced in Bushido.


  • Company: GDW, Archangel Entertainment (USA)
  • Authors: Smith
  • First publication: 1991
  • Theme: X-Files meets Cthulhu and Cyberpunk.
    Shapes that rip and tear. Shadows that live in corners. Windows in space and time that lead to realms of madness and decay. A dark, lurking horror that feeds off the echoing anguish of a billion souls. When an ancient, brooding evil is released from its dimensional prison, humanity's worst nightmares come to life. Set in the near future, the world of Dark Conspiracy is fraught with peril and challenge. Can you turn back the forces of darkness?
  • Homepage: http://www.archangelent.com


  • Company: Schmidt Spiel (Germany)
  • Authors: Ulrich Kiesow
  • First publication: 1984
  • Genre: Heroic-fantasy
  • Complexity: Low
  • Design: Box
  • Supplements: **** (adventures, sourcebooks, character sheets, novels, figures, computer games)

Be part of the Legend!

  • Company: Mayfair (USA)
  • Authors: Greg Gorden (1st ed), Ray Winninger & Thomas Cook (2nd ed), Bryan Nystul (3rd ed)
  • First publication: 1986
  • Genre: Superhero
  • Theme: From the skies above Metropolis to the back alleys of Gotham City, you can live exciting adventures in the DC Comics universe.
    Take on the role of your favorite DC Comics character, or create your own hero with unique powers and abilities. Either way , your imagination is your guide to exciting adventures in the DC Universe and beyond.
    Enter a whole new world: a world filled with heroes, a world infested by villains and great dangers, a world where anything can happen.
  • Complexity: High
  • Design: Box (1st and 2nd edition), Softcover
  • Supplements: **** (adventures, sourcebooks, figures)
  • Unofficial homepage: DC Heroes FAQ


  • Company: Pinnacle Entertainment Group (USA)
  • Authors: Shane Hensley
  • First publication: 1996
  • Genre: Spaghetti western/ horror
  • Theme: The Old West has changed a bit from the way you probably heard about it in history class. An Indian shaman named Raven, and his followers, the Last Sons, released a horde of evil manitous upon the world, hoping to avenge their peoples' deaths. This led to all sorts of strange happenin's. No doubt you're curious about what's going on, and why you're involved with it. Read on, but be warned...many of those who have entered the Weird West have yet to return.
    Truth be told, there ain't much good left around these parts. The Pinkertons are around to explore the strange events that've been taking place, but for the most part, they keep their operations under wraps. If ya got a riot on yer hands, you can always call on the Texas Rangers (as long as you're south of the Mason-Dixon Line, that is). Then, of course, there's your posse: a group of hardy souls with a variety of skills and talents, gunslingers, hucksters, mad scientists, preachers, and shamans. It's up to you to prevent the terror which grips the West from spreading, and stay sane at the same time.
    It's a good thing you have the abilities you do, too, since you're gonna need 'em. Creatures fantastic, horrific, and just plain disgusting have erupted from nowhere. There're sights out there to make any man quiver in his boots. Ticks that come up to your knees. Huge serpents patrolling the Maze in California. And wolves that turn into men.
    As if that isn't bad enough, the North and South are still shootin' at each other. Many of the critters Raven released feed on fear; a battlefield is a veritable buffet to them. All the weirdness that follows a battle has prevented either side from finishing the job. As a result, the Civil War is dragging on into its 15th year. To make matters worse, the Sioux have used this opportunity to reclaim the Dakotas and form their own nation. And, naturally, everyone's got their ideas about this ghost rock that's turned up.
    See, you can light a hunk of this stuff, and it just keeps burnin'. Gives the power to all sorts of new-fangled contraptions those mad scientists dream up, like the steamwagon, or their flamethrowers. Makes this awful wailin' when it's alight, though, like somethin's trapped in there, tryin' to get out. And the powder it leaves behind's impossible to wash away. Sure, a bunch say it's the thing that'll save us all. Most just wish nobody found it in the first place.
    Not to say that's the only thing people wish nobody found. Seems there was this feller...went by the name of Hoyle. Anyway, he was a sharp type, and always interested in games of chance. Well, no one knows exactly what happened, but somehow, he managed to make use of that chance stuff, and manipulate it to do what he wanted. Called 'em "hexes" and jotted 'em down in a notebook of his, and titled it Hoyle's Book of Games.
    Naturally, somethin' like that doesn't stay secret for long, and a bunch of ambitious fellers have taken to studyin' this text. Call themselves "hucksters," and while they may not carry a gun, they can just as easily kill a man with the power they channel using an ordinary deck of cards. Of course, hucksters ain't the only ones to watch out for. Preachers' faith can make them dangerous foes if you cross them, and the rituals of the shamans to call upon the power of the spirits will make your toes curl. No doubt about it, there's been some strangeness about lately.
  • Homepage: http://www.peginc.com
  • Notes: Origins Award for Best RPG 1996


  • Company: FASA (UK)
  • Authors: Michael Bledsoe, Wm John Wheeler, Guy W. McLimore Jr
  • First publication: 1985
  • Theme: Time travel, based on the cult TV series.
  • Complexity: Medium
  • Design: Box


  • Company: Mind Ventures (USA)
  • Authors: ???
  • First publication: 1994
  • Genre: Modern day horror/conspiracy game
  • Theme: Madness lurks behind an orderly facade... watching, waiting to devour the observant and the inquisitve. Things are not as they seem: politicians rewrite history; the media dictates truth and benevolent institutions shroud wicked deeds beneath sacred robes.
    Don't Look Back is a role-playing game set in an eerie, modern world with elements of the supernatural and paranormal, where secret conspiracies work to hide the truth and age-old horrors strive to control the world. Players take the roles of everything from special government agents investigating the paranormal to modern day vampire and witch hunters. Don't Look Back features logical, fast-paced, innovative game mechanics; a flexible 10-minute character creation system; and a cohesive game world with a unique blend of supernatural, paranormal and conspiracy elements that easily accomodates themes from modern horror and science fiction movies, television and novels.
  • Homepage: http://members.aol.com/mindventur/


  • Company: TSR (USA)
  • Authors: Connors, Cook
  • First publication: 1996
  • Genre: Epic heroic-fantasy
  • Theme: Now more than ever, the world needs heroes.
    A generation ago, the War with Chaos heralded a new age for the world of Krynn - the Age of Mortals. Just as the shattered land of Ansalon had begun to recover, a new threat from across the sea descended upon the populace: the Great Dragons. Larger and more fierce than any wyrms ever to battle in the wars of past ages, these beasts have brought terrible oppression to the land they now claim. Humans and elves, dwarves and centaurs, minotaurs and kender all suffer under their shadow.
    But the FIFTH AGE is not without its heroes. Born of myriad races, these valiant souls found inspiration in legends of the heroes of yore. They now take up sword and lance, master an almost forgotten primordial magic, and harness the untold energies of the human heart to defend their people from the dragon lords of Ansalon.
    DRAGONLANCE FIFTH AGE is an all new role-playing game that builds on the foundation of the best-selling nover Dragon of Summer Flames, by Margaret Weis and Tracy Hockman. The game features the unique Saga dramatic adventure rules, designed to reproduce the sweeping romance and fantastic epics of the DragonLance tradition.
    The challenge is upon all of us!
  • Homepage: http://www.tsrinc.com


  • Company: SPI, TSR (USA)
  • Authors: ???
  • First publication: 1980 (???)
  • Theme: A very simulationist heroic fantasy rpg.
  • Complexity: Medium
  • Design: Box (1st ed), hardcover (2nd ed), softcover (3rd ed)
  • Supplements: ** (screen, map, adventures)
  • Netlinks: *
  • Homepage (unofficial): DragonQuest Home Page


  • Company: Black Dragon Press (USA)
  • Authors: Susan Van Camp, Mark Harmon
  • First publication: 1996
  • Genre: Heroic fantasy
  • Theme: A game that combines the best of rpg and trading card games, the players play shapeshifters in a fantasy world. Shapeshifters are feared and hunted everywhere, especially by evil necromancers seeking after power.
  • Complexity: Medium
  • Design: Deck
  • Supplements: * (new cards, adventures, screen)
  • Homepage: http://www.dragonstorm.com


  • Company: Corgi Books (UK)
  • Authors: Dave Morris & Oliver Johnson
  • First publication: 1985
  • Genre: Heroic fantasy
  • Theme: Dragon Warriors is the key to a magic world. A land of cobwebbed forests and haunted castles. A land where dire monsters lurk in the shadows of night, where hobgoblins shriek across the bleak and misty moors, where wizards and armoured warriors roam dank dungeons in their quest for gold and glory. The realm of your imagination.
  • Complexity: Low
  • Design: Paperback
  • Supplements: * (adventures)
  • Netlinks: *
  • Unofficial homepage: Cynewulf's Dragon Warriors Page


  • Company: Target Games (Sweden)
  • Authors: ???
  • First publication: 1982
  • Number of editions: 6
  • Genre: Generic medieval fantasy
  • Complexity: Medium
  • Design: Box, Hardcover (6th edition)
  • Supplements: **** (sourcebooks, adventures)
  • Notes: The first Sweden rpg and the most popular one (100.000 copies sold).


  • Company: R. Talsorian Games (USA)
  • Authors: Michael Pondsmith
  • First publication: 1992
  • Theme: Virtual worlds adventures.


  • Company: TSR (USA)
  • Authors: Gary Gygax, Dave Arneson
  • First publication: 1974
  • Theme: Heroic fantasy, a mythic game cause it's the first rpg in the world.
  • Complexity: Low
  • Design: Box
  • Supplements: **** (sourcebooks, adventures, figures)
  • Homepage: http://www.tsrinc.com


  • Company: Penguin Books (UK)
  • Authors: Ian Livingstone, Steve Jackson
  • First publication: 1989
  • Genre: Heroic fantasy
  • Complexity: Low
  • Design: Paperback

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