2014 RPGGeek 24 Hour RPGs
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Twenty-four hours isn't much time at all to write an entire game, concept to completion. This year, we had twenty people take up the challenge and create an RPG from scratch with an added challenge. The games this year had a theme: Travelling.

Discover new games, or share your thoughts on those entries that caught your eye.
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1. RPG Item: Cult Hunters [Average Rating:0.00 Unranked]
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Fort Meade
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From the Introduction:

This is a game where players assume the roles of cult hunters, who travel through the United States or Europe around 1900 for a maximum of 5 players.

To play you'll need a tarot deck.
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2. RPG Item: Desperate Journeys [Average Rating:0.00 Unranked]
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From the Introduction:

Welcome to Desperate Journeys the role playing game of perilous travel!

Desperate Journeys is a story telling game designed to tell the tale of a group trying to complete a mission through dangerous country. This could be the tale of heroic fantasy where the heroes must deliver an artifact to save the world, or a post apocalyptic tale of crossing to the other side of a ruined city to take control of gasoline refinery or anything in between.

What you need to play

To get playing you'll need a few things.
A Journey (Either write one yourself or use an example provided in this game)
A standard deck of cards with jokers removed.
Some tokens or glass beads in two colors (Preferably in white and black)
Some paper
Some pencils or pens
3-5 players (it could work with 6 but might run long. More than 6 and you'll need to combine two decks of cards, and may be better off with two groups).
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3. RPG Item: Dirtbags [Average Rating:0.00 Unranked]
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Designer's Description:

Dirtbags is a game about living off the grid at the edge of nature, and the communities that gather there.

The system is light and materials can be tucked away in pockets, enabling play while hiking or otherwise exploring off the beaten path - and more importantly, away from the table.
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4. RPG Item: The Elsewhere Society [Average Rating:7.00 Unranked]
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Designer's Description:

The world is full of exciting places to visit. You can't afford to travel to any of them. However, your dream to go on grand adventures is too powerful for something as inconsequential as money to stop you. You and a group of friends are determined to explore the universe without leaving The City. Dress in costumes! Carry outlandish props! Pretend the bus is a dragon! Tilt at windmills! Save the world (or at least rescue a kitten)!

The Elsewhere Society is a 24 Hour Role Playing Game about role-playing.
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5. RPG Item: A Fantasy Trip [Average Rating:6.00 Unranked]
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What happens when Fantasy RPGs meet the road trip game I Spy

From the Introduction:

A Fantasy Trip is a Role Playing Game (RPG) that takes the tropes of traditional sword and sorcery fantasy RPGs, games like Pathfinder, D&D and Lord of the Rings and applies them to the kinds of games people have been playing for years on long car trips. Like traditional fantasy RPGs, one of the passengers will take on the role of the story teller or Game Master. We call that player the Navigator. The rest of the passengers will be the players. As the Navigators role is more involved than the other roles and may require some record keeping and notes, this person should NOT be the driver.
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6. RPG Item: I shall rather go alone... [Average Rating:0.00 Unranked]
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From the Introduction:

This is a game about people who are stuck traveling together, their route planning and their choice to rather go alone. It is hybrid of a role-playing game and a boardgame. Boundaries blur anyways.

Gather at least three persons for playing, though you might not want to go above seven. This game is designed to comfortably fit into an evening, maybe you can squeeze even two or three games in there. How long it takes will scale with players and your collective decision-happiness.

To play this game, you will need a large sheet of paper to draw a map on, a few pencils and both a red and blue pen, as well as a deck of index cards. If you take the number of players, multiply it by 13 and then add 7, take that many index cards and you should have enough for most games.

Each of you will take on the role of a person that is stranded in hazardous environment and needs to travel to several places out there, a Wanderer. As the Wanderers meet in the Hub, their current starting location, they figure out it might be safer to travel together and accept some detours. The Wanderers and the local Map are created in chapter Preparation.

During the main part of the game, the Wanderers sit together and plan their route, trying to find a compromise for everyone. If that is not possible, individual or multiple Wanderers may leave the group to form an alternative Traveling Party.

The game is finished by the Journey in which the actual trip of the one or several Traveling Parties is resolved and narrated. Each Wanderer will also receive a Score, how well they did.

At the very end of this document you will find a short chapter named Settings, which contains ideas for a few scenarios in which you might want to play this game.

Have fun!
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7. RPG Item: Mad Dash for Cash [Average Rating:0.00 Unranked]
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From the Introduction:

Mad Dash for Cash is a game about a group of people who find out about an unclaimed cache of money and begin a mad scramble to find it. It seeks to emulate stories such as It's a Mad, Mad, Mad, Mad World and its various clones. Characters will be allies with those that they travel with, but traveling companions may change throughout the game, so that your ally may become your rival. In contrast to many RPGs, this game could be considered to have winners and losers: the goal is to reach the treasure first and the group of characters that does so could be reasonably described as the winners. However, the point of the game is not to win, but to have fun telling a zany story. This is decidedly a silly game. It will play best if the players are also decidedly silly.

The rules are designed to allow play to begin immediately, as the rules are read for the first time.

To play this game, you will need:
at least a few players, preferably four to six
one shuffled deck of 52 standard playing cards
some tokens that can be handed around, in two distinct colors; they are called luck tokens and victory points
some pencils and index cards, for character creation
some sort of figurines, or miniatures, or other tokens to represent characters.
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8. RPG Item: Menagerie [Average Rating:0.00 Unranked]
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From the Overview:

The game is run by one person, known as "The Barker". In other RPG games this person might be known as the DM or the GM, but in Menagerie, they are called The Barker. One to five players, in addition to The Barker are also required. You'll also need these rules, some pen and paper, as well as a pile of six sided dice, also known as d6.

As a player you will assume the role of a circus performer. You might play the part of the Strongman, the Bearded Lady, or even the Ringmaster!

You struggle to make your way across the country, putting on shows in any town that will have you. A bigger and better show will make you famous, but life on the road is never easy. Will your circus prosper or wither away into obscurity? Play Menagerie and find out!
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9. RPG Item: On a Roll: Travels Through Time [Average Rating:0.00 Unranked]
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From the Introduction:

The "On a Roll" RPG system is designed to be somewhat setting agnostic. Its intended "setting" is the "real" world, if time travel were a reality, as well as possibly things like aliens, laser guns, and psychic abilities.

While the base system doesn't include fantasy elements like Elves and Dragons, or magic spells and talking animals, there's nothing to say an enterprising Game Master couldn't implement such elements into a campaign using these core rules.
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10. RPG Item: Overlook [Average Rating:0.00 Unranked]
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From the Introduction:

Overlook is a game in which you and 2-3 of your friends will construct a fantasy world by following the journey of a group of explorers and adventurers as they travel though that world. You'll describe sinister city streets, ancient temples overgrown with horrific death vines, and the Prison of Demons hiding just below the surface of an idyllic lake. You'll generate factions and communities to fill that world, striving for both good and evil. By the end, you'll tell the story of your explorer's discoveries, and her triumph or failure - and you'll be left with a dynamic world full of adventure possibilities. Overlook can thus be used to generate a setting that your group will explore with another game. But it can also be played as a self-contained game for an evening's entertainment. The game should take about 45 minutes per player.

Overlook is a role-playing game in the sense that you will invent characters to inhabit as you play the game, characters you should care about and cheer for. But it is also a story-telling game in the sense that you will often step away from those characters to author details of the world – many of which will conflict with your character's goals. It is not always easy to move between these viewpoints, but keep the dichotomy in mind as you play.
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11. RPG Item: The Pilgrimage [Average Rating:0.00 Unranked]
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From the Introduction:

You're walkin’ along the road. It's wet. It's been real wet lately. Nowt can take root when it's daily washed away. Yer skin is stretch tights aginst a hollow cage. A cough splutters like a dyin' bird. You got a mark on you. A burden. Somethin’ evil. You never lived a good life 'til now. But you had a dream. A prophet stood afore you with eyes turned blind to the uncaring sky. He spake of stoppin' the rain but even as he talked the black clouds moved to blot out the sun. You asked him for a cure. He pointed to the road. The devil smiled.

You make this pilgrimage to find a cure. Something’s changing in you. Something awful. You cover it up in rags and clothes. A transformation. A mark from the devil.
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12. RPG Item: Planetfall [Average Rating:10.00 Unranked]
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Designer's Description:

A storytelling RPG of space exploration created for the 2014 24 Hour RPG Contest! Play a fearless crew encountering the tentacle-fiends of Grublak 4, or the majestic hives of the Wurnun on Zeblok!

No prep is required and Planetfall plays in one hour.

Designed by Marco Kaisth.
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13. RPG Item: Ride On! [Average Rating:0.00 Unranked]
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From the Introduction:

Ride On! is a mini-system to use for riding

Designer's Comment:

I'm not professing to be a great rider (only consider myself an average rider at best), but I don't recall seeing any "real" rules for horses and horseback riding. So, figured I'd come up with something simple to use when players want to jump on an animal and ride. I'm basing some of the behavior (handling), stability and endurance based upon a couple years of trail riding experience on mainly Appaloosas, paints and a single quarter horse. Plus some half-arsed research using Google.

With Support Book:
http://www.rpggeek.com/rpgitem/166814/wagons-ho
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14. RPG Item: Road Trip [Average Rating:0.00 Unranked]
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From the Introduction:

In Road Trip players will take on the role of one of several people participating in a road trip. Each of them has some reason for being on the trip which they determine themselves and each of them has a relationship with each of the other people on the trip. The nature of that relationship is determined by the players involved.

The destination and purpose of the trip is determined by the players. Each trip will consist of a number of scenes, two per player, which are played out in order. Changes to characters from one scene carry over to the next scene.

To play the game , players follow a number of steps:
Discuss Boundaries
Determine the nature of the trip.
Determine the method of travel
Create characters and roles
Play out the scenes
Create an epilogue (optional)
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15. RPG Item: The Second-Richest Safari [Average Rating:0.00 Unranked]
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Designer's Description:

Inspired by the delightful Carl Barks story of two billionaires deciding who was the wealthiest by unrolling their balls of saved string across the heart of Africa, the PCs must do the same in this one-shot competitive RPG. The players will try to outwit and bluff their way to victory by aiding Africa's natural ability to destroy their opponents' balls of string while desperately trying to preserve their own.

This game is an entry in the 2014 24-Hour RPG Contest sponsored here on RPGGeek.com.
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16. RPG Item: The Sixth Factor [Average Rating:0.00 Unranked]
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From the Introduction:

The Sixth Factor stands out from other RPGs as it utilizes the concept of what many call the Sixth Sense. It's the Sixth stat of what each character has, and is unique in how it operates. It's an ability all can choose to develop, but most will not due to how it operates (perhaps similar to real life).

The basic rules can be played in any campaign or world, however the main surroundings of the Sixth Factor is an apocalyptic type fantasy world where the adventurers travel the wastelands seeking ways to bring back the previous glories of the world.

Basic conflict resolution - Resolution of conflict is simple. You take the same characteristic of each character. Each rolls 1d12 and adds that characteristic to the total rolled. Whoever has the higher number, is the victor. Ties always go to the defender.

A secondary conflict resolution that is occasionally utilized, especially when it is something being resolved within oneself instead of outwardly, is to roll 1d12 and try to roll under the relevant characteristic.
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17. RPG: The Traveller [Average Rating:0.00 Unranked]
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From the Introduction:

A mysterious figure, the Traveller, appears in places of conflict and trouble. He solves a mystery or clears trouble, then disappears again. Nobody knows where he comes from or where he is going to. Sometimes he appears as a woman, sometimes as a man. He may or may not have psychic powers. There are speculations about his origin, but so far his allegiance remains a mystery. There seems to be no bigger agenda behind his actions. He helps both those considered good and those considered bad.

The Traveller is a storytelling games in which no dice or a game master is needed during the play. In the setup phase a single 1d10 is used if desired. Every players needs 3-10 tokens depending on a desired length of the game.
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18. RPG: Traveller (24-hour RPG) [Average Rating:10.00 Unranked]
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From the Introduction:

"Traveller" the game system is intended to introduce an unlimited scope of gameplay, with the ability to utilise the details of other systems. This helps to reduce the learning curves in gaming, and the game master can quickly assemble a group together with a common-known game system, and apply a "Traveller" adventure to it.

"Traveller" only stresses one thing, which is role-playing over system. Since the intent is to have fun, why stress over the mechanics or waste 80% of the time looking up a myriad encyclopedia of rules?

The key concepts to "Traveller" are:
Attributes selection
Performing tasks
Combat mechanics
These are the recommended prerequisites for gameplay:
A fun game master
Some players intending to have fun
Some D30 dice (okay, so you don't have these - how about some D20 dice then?)
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19. RPG Item: Travelogue: A Tapestry of Tales [Average Rating:8.00 Unranked]
Dokter Ekwilibreum
United States
Fort Meade
Maryland [MD]
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From the Introduction:

You are travellers resting for the night. While you relax, you share stories of your journeys and encounters. Your goal as players is to weave a web of stories together, and to explore the personalities of the characters as well as the world you create through your stories.

First, agree on a genre and some basic setting information: Are you playing travellers in a medieval fantasy world or urban horror setting? Is some advanced technology important for the setting? If you can't agree, let the host decide or choose randomly. Also, agree on the tone of the game: Are you going for goofy stories, tall tales, epic adventures, gruesome reports or everyday experiences?

Then, create the round of characters. Pick three traits - these are the traits that will influence all your characters. You all share one trait in the same way. For the two other traits; each player is free to either have her or his character share this trait or an opposite of it.

Pick names for your characters.

If you're the host, you may establish where the group of characters currently is. Are you sitting round a campfire on a glacier? Are you in a run-down tavern on a bustling space station?

Now start telling stories!
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20. RPG Item: Unseen Borders [Average Rating:0.00 Unranked]
Dokter Ekwilibreum
United States
Fort Meade
Maryland [MD]
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From the Introduction:

You don't belong here.

Something about you is foreign to this universe and it wants you to leave.

There is a constant pressure on you that pushes you against the Brane, the barrier between universes.

Because of this you can sense the Brane, and the presence of other people and things who are also being forced out of this reality, or trying to make their way in.

Only the fact that you are a thinking being keeps you from being pushed into the flux, the unreal place between universes in which all things are broken down. You can however allow yourself to be pushed part way which allows to use the Brane to travel within a universe, to pull things from the outside in, or push them out.

There are those who guard this world from invaders from beyond, they have discovered you and given you a choice, join them, or be sent away.

You are one of the ones who chose to stay.
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