T Games List

(Last update 08/22/1998)

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  • Company: Burger Games (Finland)
  • Authors: Ville Vuorela
  • First publication: 1998
  • Genre: Dark and violent post-apocalyptic
  • Theme: In 2039 climate change and other aspects of the still continuing ecocatastrophe have wiped nations from the face of the Earth. Most of the planet has fallen into complete anarchy where masses of refugees, gangs of all sorts and remnants of the organized crime mix, in their common search for security and future. Chaos has broken loose in the cities as all stores have run out of food two decades ago. People eat moulds, rats, cockroaches and each other. Human flesh is sold openly in the streets. Malformed children, victims to radiation, pollutants or solar radiation stare out of the holes in the wall where there used to be windows. Drinking water is a valuable commodity and pushed on by the death of vegetation and warming climate, deserts are swallowing up the fertile lands of Eurasia.
    Law and order, now changed into tyranny and militarism, have retreated into small, closed areas called "Central Sectors", where army is in control and undesirables are shot. There are twenty "undesirables" to every person living inside Central Sectors. To the soldiers and their commanders, people outside the Central Sectors are "noncitizens". Not included in plans of economical rejuvenation. Not protected by any laws. Seen as pests disrupting the peace and routine of decent life and complicating the acquisition of the remaining few natural resources.
    Central Sectors are usually located at the hearts of ancient cities. Their tall skyscrapers glisten pale light in the sun. At the feet of these towers lie minefields, electrified fences and moats, and beyond them ugly scars of a city, Free Zone. The number of people living in these ruins of what used to be cities and where every suburb and nearby population centre has been swallowed by beggar and refugee huts, tents and ramshackle houses. Millions upon millions teem on the streets, night and day. Electricity is scarce, technology hard to come by and ammunition is the most commonly used currency in everyday life. In Central Sectors the humanity is taking its first steps in creating succesfull cybernetics and true artificial intelligence. On the other side of the fence, people light fires with flint and steel.
    Outside Free Zones lie the vast regions of land without any law or control. Armed gangs, riding vehicles they've assembled from parts and using weapons stolen from abandoned army depots and the hands of the dead, spread terror around them, even attacking army supply convoys to obtain fuel and technology. Ordinary people live in dying small towns centered around ancient population centres, or in villages of huts and greenhouses, defending themselves from the outsiders with walls and moats. Shamanistic beliefs are spreading. Cults of every variety are loose on the Free Zones and secretly worshipped even inside the Central Sectors themselves. Humanity is falling into a new era of barbarism, violence and superstition.
  • Homepage: http://home.icon.fi/~bgames


  • Company: Avalon Hill (USA)
  • Authors: ???
  • First publication: ???
  • Theme: Humoristic Sci-Fi
    Live the exciting life of an intergalactic mercenary. Fight your way around the wacky universe. Adventure with all sorts of crazy people.
  • Homepage: http://www.avalonhill.com


  • Company: Sanctuary Games (UK)
  • Authors: ???
  • First publication: 1997
  • Genre: Science fantasy
  • Theme: In 1492 two continents met and the humans known as Karro first sighted the New World. In the villages there they met a simple and peaceful people who greeted them as gods. From these bases the Karro explored and claimed their New Republic of Gevuria.
    It is now 1585 and the Ha'esh villages have grown into pollution filled Karro towns: the Ha'esh relagated to second class citizens in their own land. The new Institutes of the Karro collide head on with the old guard of the church, whilst the bordering realms of Khos-Tavar and Ja'Hall look on with growing apprehension at their swiftly expanding neighbour.
    Into this turmoil come the Clondis, a secret society of adventurers from all walks of life; grizzled streetmen from the back alleys of Rol Katel, educated society men from the mighty capital of Treth and noble Channi, the holy warriors of the Ha'esh. The Clondis accept any who are bold enough into its ranks, and turn away no task that is worthy.
    Gargentihr is a world far different from our own. The continents drift upon endless seas of silt whilst Sa-energy crackles overhead in the blackened skies. The continent of Agasha lies before you, awaiting discovery.
    Gargentihr is a world both ancient and new. The Institute of New Science explores the frontiers of technology, whilst the secret powers of the Ancients reign within the dark corners of Agasha. Man stands on the brink of a glorious new age of knowledge, but many would block his progress.
    This strange world is finely detailed throughout the rules and plunges the players into an alien landscape ripe for exploration.


  • Company: Bard Games, Wizards of the Coast, Daedalus Games, Plaid Rabbit (USA)
  • Authors: Stephen Michael Sechi, Jonathan Tweet
  • First publication: 1987
  • Number of editions: 3
  • Theme: Magical post holocaust science fantasy
  • Genre: Talislanta is an original fantasy setting,a magical post-disaster world, replete with its own history,cultures,customs,flora and fauna.
    Many of the standard conventions of modern fantasy,such as elves,dwarves, and halflings,are not to be found here.
    Instead the Talislantan continent is populated by a host of colorful and unusual races,such as the dual-brained Sindarans,the green-skinned magician of Cymril,brightly plumed Aeriad,tattoed Thrall warriors,butterfly-winged Muses,and many,many others.In short,Talislanta offers a new world design to entertain and challenge even the most jaded fantasy roleplayers.
  • Complexity: Medium
  • Design: Softcover
  • Supplements: ** (Screen, sourcebooks, adventures, novel, figures, music)
  • Homepage: http://talislanta.galstar.com


  • Company: Palladium (USA)
  • Authors: Erick Wujcik
  • First publication: 1985
  • Theme: RPG in which you play mutant animals with humanistic abilities, needless to say that it's based on a famous comic book.
  • Homepage: http://www.palladiumbooks.com


  • Company: R. Talsorian Games (USA)
  • Authors: ???
  • First publication: 1987
  • Genre: Anime
  • Theme: Tommy Tanaka dove under his desk as the Disco Dwarves From Dimension X teleported with a "pop" into the Homeroom. Zap rays sizzled overhead, vaporizing his English Is Fun textbook and scorching one of the slower freshmen nearby. There was a sound like tearing rubber as, in the corner, Vilar Monstered Out to his full thirteen feet-two and began throwing desks around. Cano started to shapechange, but a stray bolt from a Boy/Girl gun turned him into a cute blonde Cannette.
    Rami cringed behind her desk, her saucer-sized eyes wide with mindless terror (actually, everything about Rami was mindless), the tip of her long fluffy tail stuffed in her mouth. "What do we do now?" she wailed at Tommy. "No problem," said Kev, pulling the pin on his Weird Science 101 project and lofting it casually toward the Dwarves. There was a thunderous paisley explosion and the room was suddenly filled with hot buttered popcorn ....
    Welcome to the world of Teenagers From Outer Space: the amazingly weird roleplaying game that lets you become a character in your very own (or even somebody else's) Japanese Animation Comedy Show! Complete with everything you'll need to create Silly Superpowers, Gonzo Gadgets, Bikini Battlesuits, Mecha Mayhem, Magical Girlfriends and the ever popular sex-changing Boy/Girl Gun.


  • Company: Backstage Press (USA)
  • Authors: David Berkman
  • First publication: ???
  • Genre: Diceless generic
  • Design: Softcover


  • Company: Gamelords Ltd (UK)
  • Authors: Richard Meyer, Kerry Lloyd, Michael Watkins
  • First publication: 1984
  • Genre: Medieval fantasy centered around thieves
  • Design: Box


  • Company: Virgin Games (UK)
  • Authors: Ian Marsh, Darvill Evans
  • First publication: 1991
  • Genre: Time travel inspired by the Dr Who TV series.
  • Design: Paperback
  • Homepage: http://www.users.dircon.co.uk/~orun/timelord.html
  • Net Links: * (** for Dr Who stuff whatever the rpg system)
  • Notes: Free to download.


  • Company: BTRC (USA)
  • Authors: Greg Porter
  • First publication: ???
  • Genre: Time travel
  • Theme: Ever feel like popping out to see what's going on in the future? Or how about double checking your history Prof? TimeLords lets you frolic the time lines.
    Of course, it's not all fun and games. The enigmatic Matrix that was foisted upon you did not come with an instruction manual, and it will take you years to figure out how to properly use it. In the meantime, you have a device which will theoretically let you live forever, and take you anywhere, anyplace, anytime or any alternate universe. A lot of people would like to take it off your hands, stranding you forever in some forsaken corner of the timestream.
    Your job? Stay one Jump ahead of the competition, figure out where you are and why the Matrix sent you there, and discover the joys and perils of being a TimeLord.
  • Complexity: High
  • Design: Softcover
  • Homepage: http://members.aol.com/btrc/


  • Company: Steve Jackson Games (USA)
  • Authors: Greg Costikyan, Warren Spector
  • First publication: 1984
  • Genre: Humour
  • Theme: Humourous RPG set in the world of toons, it lets you be a rabbit, duck,mouse,caveman ... whatever you want.
  • Homepage: http://www.sjgames.com


  • Company: TSR (USA)
  • Authors: Merle M. Rasmussen
  • First publication: 1980
  • Genre: Spying activities
  • Complexity: Medium
  • Design: Box


  • Company: WEST END GAMES (USA)
  • Authors: Greg Gorden
  • First publication: ???
  • Genre: Multiverse
  • Theme: Various realities (called 'cosms') have invaded Earth and imposed their rules over certain areas of the globe. These cosms are after a unique form of energy known as Possiblity Energy that Earth possesses in great quantity. Characters are the Storm Knights who are able to maintain their own reality when they enter an alien realm, something normal people cannot do.
  • Design: Box
  • Supplements: **** (sourcebooks, adventures, novels)


  • Company: Chroniques d'Outre-Monde (France)
  • Authors: Dominique Granger, Frédéric Leygonie
  • First publication: 1986
  • Genre: Contemporary (military /crimefighting)
  • Complexity: High
  • Design: Magazine (1st ed), hardcover (2nd ed)
  • Supplements: None (some supports in the page of the home magazine)
  • Notes: The first edition was contained in Chroniques d'Outre-Monde #1


  • Company: Game Designers' Workshop, Imperium Games (USA)
  • Authors: Marc Miller, Frank Chadwick, Dave Nilsen (TNE)
  • First publication: 1977
  • Number of editions: 4
  • Genre: Space Opera
  • Theme:
    The thousand-year empire has fallen in an instant. An assassin has cut down the emperor and his heirs in one bold stroke and thrown the largest, most stable interstellar empire in history into chaos. There are many candidates for the empty throne, and without agreement on their qualifications, the worlds of the Imperium are divided in their allegiances. By a curious twist of fate, the assassin himself controls three rebellious sectors. The emperor's nephew considered by many to be a murderer himself, has assumed the throne over the objections of the Imperial Assembly. Other pretenders have stepped forward. Star fleets battle throughout the disputed territories. Sectors are stripped of their fleets to fight in the rebellion, and imperial territory is invaded by alien forces sensing weakness and plunder. Sector after sector secedes from the Imperium to manage its own defense. Sector after sector falls to external forces.
    Traveller New Era:
    A civilization ready to re-awaken...
    But it cannot do so by itself. Three generations ago, a star-spanning society annihilated itself in a furious war. The final weapon in this war was a new form of life -a malevolent electronic race that hates life itself. But among the ruins, life is stirring - a civilization is waiting to be rebuilt. You are one of those rebuilders, and you know that to regain the stars, humanity must be willing to pay the bill for a generation of carnage and destruction. That bill can only be paid with audacity, courage, and dogged determination. You are bold enough to pay that price, because you've seen what passes for existence in the ruins of civilization, and it's not good enough. Not by a long shot. Winning the stars was never easy, but you're going to make that new future - one world at a time. It's time for a New Era.
    Marc Miller's Traveller:
    In this latest incarnation, we get a new character generation system as well as a new task resolution system. It also tackles the task of bringing all four (!) incarnation of the game together. This is more of a generic system that can be used with any of the background books they will put out. So if you liked the classic Traveller feel, get one sourcebook, but if you prefer the New Era stuff, get that sourcebook instead. You get the idea.
  • Complexity: Medium
  • Design: Box (Traveller, Megatraveller), Softcover (Traveller TNE, Marc Miller's Traveller)
  • Supplements:
    **** (Traveller, Megatraveller)
    ** (Traveller the new era)
    ** (Marc Miller's Traveller)
  • Homepage: http://www.ImperiumGames.com
  • Notes: Traveller (1st ed), Megatraveller (2nd ed), Traveller the new era (3rd ed), Marc Miller's Traveller (4th ed).
    Origins Awards for Best RPG 1993 (Traveller the new era).


  • Company: White Wolf (USA)
  • Authors: ???
  • First publication: 1997
  • Genre: Sci-Fi with lot of psychic powers
  • Theme: Take to the stars in Trinity, White Wolf's new Storytelling game about a high-tech, psi-powered future! As humanity's next step in evolution, you can venture into the depths of space and uncover all manner of mysteries - or you can scheme among the nations and corporations of Earth as they extend their grasp into our solar system and beyond. Battle the hideous Aberrants, monstrosities that seek to destroy our people and our planet. Investigate the unearthly Qin, beings at once supremely human and disturbingly alien. Learn the true power of the Aeon Trinity, the cryptic organization whose goal is to unify all living things against a malevolent cosmic force. Yet the advanced technology and wondrous psi powers at your disposal go only so far; your wits must be sharp if you are to survive the perils and possibilities of the 22nd century.
  • Homepage: http://www.white-wolf.com/
  • Notes: The game name was changed to Trinity, because Aeon was already taken.


  • Company: Flying Buffalo (USA)
  • Authors: Ken St André
  • First publication: 1975
  • Theme: A sort of humourous AD&D.
  • Design: Box


  • Company: Gamescience (USA)
  • Authors: ???
  • First publication: 1995
  • Theme: A really simple (I should say very simple) generic game, a parody of the GURPS system.


  • Company: Games Designers' Workshop (USA)
  • Authors: Franck Chadwick
  • First publication: 1984
  • Genre: Military post apocalyptic set after the third world war.
  • Design: Box

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