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McNally Robinson is now a participating retailer in the Bits & Mortar Program!

This program is a pro-retailer, pro-brick-and-mortar, pro-PDF initiative backed by many tabletop game & fiction publishers.

When a customer buys an RPG book published by a participating publisher from McNally Robinson Booksellers (Grant Park location only) and that book is available online as a combined print and PDF bundle, they are entitled to receive a PDF copy of that book at no additional charge.

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Note: Wizards of the Coast, Paizo Inc. and Goodman Games are NOT participants in the program. Dungeons & Dragons, Pathfinder, Starfinder and Dungeon Crawl Classics titles are not eligible.

For more information about the Bits & Mortar Program, please visit bits-and-mortar.com.

Mothership Rpg Pound of Flesh

- Tuesday Knight Games

Trade paperback $21.00
Reader Reward Price: $18.90

Sooner or later, everybody pays.  A Pound of Flesh is a toolkit for building your own run-down, back-water, black market space station. And all in a compact zine format. For use with MOTHERSHIP.  Includes: Mothership 1E: First Edition compatible! The fully developed space station Prospero’s Dream, packed with dozens of locations, NPCs, and tools for running adventures in the city-sized station. Tools for generating your own space station. Rules for customizing your character with cybermods. Tons of brands new weapons, creatures, drugs, and anything else void-faring criminals would want to get their hands on. The Team: Written by Donn Stroud, Sean McCoy, and others.
Art and Layout by Sean McCoy. Published by Tuesday Knight Games 48 pages. A5 size, staple bound zine, two color interior. Includes PDF.

Mothership Rpg Dead Planet Adv

- Tuesday Knight Games

Trade paperback $21.00
Reader Reward Price: $18.90

A violent incursion into the land of the living... Dead Planet is the first module for the MOTHERSHIP Sci-Fi horror roleplaying game. It's packed to the brim with usable, gameable content for any sci-fi rpg.  Includes: Mothership 1E: First Edition compatible! The Screaming on the Alexis: A one-page adventure on a derelict ship filled with corpses and a strange artifact. A planetcrawl of the Dead Planet with several locations, including The Red Tower, a five-level underground bunker filled with a horde of Gaunt, a terrifying, nightmare-inducing creature. Moon Colony Bloodbath: An exploration of a ritual cannabilistic society trapped on the Dead Planet's moon. Civil war is brewing, and nightmares are driving the colonists to compulsively sculpt nightmarish totems. A generator for making your own derelict ships at the table. Several incredible tables ripe for stealing, including: d100 nightmares, d100 colonists, an eerie sculpture generator, and a hyperdrive malfunction table And much, much more! This adventure is suitable for characters of any level in a survival horror setting and is sure to pose a challenge to even the most battle hardened party. The Team: Written by Donn Stroud, Fiona Maeve Geist, and Sean McCoy
Art by Sean McCoy and Stephen Wilson Published by Tuesday Knight Games 48 pages, A5 size, staple bound zine, full color interior. PDF included .

Never Going Home Rpg Tome of Corrupted Beasts

- Wet Ink Games

Trade paperback $26.00
Reader Reward Price: $23.40

The Veil has thinned. The Corruption seeps in. The war is the least of your worries. The Tome of Corrupted Beasts is a full sourcebook for the Never Going Home horror RPG, with 24 monsters and 3 adventures. Requires Never Going Home to play.

Never Going Home Rpg Spit in the Dirt

- Wet Ink Games

Trade paperback $26.00
Reader Reward Price: $23.40

1918   The fighting will not stop until it has consumed everything.   Join the Americans as they finally enter the conflict. The front lines have been stalled for years. You will be sent to break the stalemate. You will see more horror than ever before and you will find terrible new ways to survive. What do you think your life is worth?   Spit in the Dirt A Campaign Dossier for Never Going Home 2 Whisper Paths Trinkets Nightmares 5 Monsters 6 Connected Adventures  A Copy of Never Going Home is needed to play. 

Never Going Home Rpg from Beyond the Veil

- Wet Ink Games

Trade paperback $26.00
Reader Reward Price: $23.40

The war has never been more strange.
The world has never been this deadly.
There is light in the darkness.
And the darkness overwhelms it. 3 Magic Paths Corruption Scars Deterioration Deck The Materiel Pool 3 Adventures   A Copy of Never Going Home is needed to play. 

Never Going Home Rpg Book of Whispers

- Wet Ink Games

Trade paperback $26.00
Reader Reward Price: $23.40

The Others speak words of power.  They are Corrupting your mind.  They say you can do anything. You are starting to believe them.  This full sourcebook for the hit horror RPG Never Going Home is full of captivating material for players and Narrators alike, including:  3 Whisper (Magic) Paths giving more options for characters to fight the horrors of the Others  9 Constructs to aid the players in battle 9 Fetishes imbued with magic and power  The Corruption Pool allowing Narrators to influence encounters based on how corrupt the characters are  4 Adventures Requires Never Going Home to play.

Never Going Home Rpg Bile in the Streets

- Wet Ink Games

Hardcover $26.00
Reader Reward Price: $23.40

1914 The disaster did not happen by accident. 
Join Serbian partisans tasked with stirring up trouble for Austria-Hungary. You will have to negotiate a path between the shifting borders of nations and the murky allegiances of your commanders. Plans and counter-plans swirl around an official visit to Sarajevo. Do you know what you’re really doing?
Bile in the Streets A Campaign Dossier for Never Going Home Grimoires Alarm Limits  The Tattered Veil  12 Antagonists mundane and monstrous 6 Connected Adventures  A Copy of Never Going Home is needed to play. 

Mothership Rpg Warden's Operations Manual

- Tuesday Knight Games

Trade paperback $27.00
Reader Reward Price: $24.30

HOW TO RUN MOTHERSHIP FOR WARDENS
[a Mothership 1E: First Edition Core Rulebook] A nuts-and-bolts, easy to master, step-by-step approach to teaching new Wardens how to run Mothership. About the book: The Warden's Operations Manual takes you from prepping your first Mothership session, to running it, to prepping the rest of your campaign in a simple, easy-to-read format. It's chock full of simple advice to improve your horror game, as well as basic procedures for preparing great scenarios for your players. Custom fit the game for your table Generate random horror scenarios Grow your one-shot to an ongoing campaign This little toybox can take you from newbie Warden to veteran in 60 pages. With the Warden's Operations Manual in your arsenal, you'll be able to handle common problems like:  How do I prep for a session? How do I know when I'm done prepping?  How do I run a horror game? How do I maintain tension?  What about campaigns? How do I even begin to structure and run one? The Team: Written by Sean McCoy Edited by Jarrett Crader Developed by Donn Stroud, Nick Reed, Tyler Kimball, Fiona Maeve Geist, and Luke Gearing Illustrated by Ryan Barry, William Davidson, Daniel Francisco, Ty Garlando, Dan Hawksworth, David Hoskins, Junmin Kim, Sean Mccoy, Nayla, Mykell Pledger, and Zach Hazard Vaupen 60 Page saddle-stitched digest sized zine. Includes PDF.

Mothership Rpg Unconfirmed Contact Reports

- Tuesday Knight Games

Trade paperback $27.00
Reader Reward Price: $24.30

THIS ISN'T SOME DUSTY MONSTER ENCYCLOPEDIA.
The Not-So-Classic MONSTER BOOK for Mothership.
[a Mother ship 1E: First Edition Core Rulebook] Unconfirmed Contact Reports is Mothership's answer to the classic Monster Book, with guidance on creating monsters, aliens, and other terrifying horrors. About the book: Unconfirmed Contact Reports is your guide to running terrifying encounters with strange entities and horrendous abominations. It comes complete with a section on designing your own horrors, and over 40 unique, fully illustrated monstrosities 40+ fully illustrated unique horrors 100+ in-world prompts Guide to designing your own creatures

In Mothership there is a saying: Every monster is a boss monster. That means that each unique horror is a threat that you build 1-3 sessions around, rather than an obstacle meant to be defeated in a single encounter. These horrors are puzzles meant to be solved, ordeals to be survived, or terrors to save innocents from. Unconfirmed Contact Reports  has taken a novel approach to the classic bestiary style guide. It keeps the stat blocks simple, and instead provides you with first-hand accounts of encounters with its strange and terrifying entities. Each eye-witness account is written to be dropped directly into your game as evidence or clues that you can share directly with your players in game.  The Team: Written by Izzy Bull, Luke Gearing, Fiona Maeve Geist, Alan Gerding, Tyler Kimball, Wendy Pippin, Donn Stroud and David N. Wilkie Illustrated by Franck Besançon, Daeva Hotline, William Davidson, Dylan.s, Daniel Francisco, Nick Grant, Dan Hawksworth, Trevor Henderson, Justyna Koziczak, Ben Longoria, Patrick Loveland, Trevor Mccoy, Nayla, Noizevul, Luis Perez-banus, Nick Tofani, Scrap Princess, Theotherwell, Luka Shults, and David N. Wilkie Edited by Jarrett Crader 56 pages, saddle-stitched digest sized zine. Includes PDF.

Mothership Rpg Shipbreaker's Toolkit

- Tuesday Knight Games

Trade paperback $27.00
Reader Reward Price: $24.30

New tools for spacecraft in Mothership
[a Mothership 1E: First Edition Core Rulebook] The Shipbreaker's Toolkit is a new core rulebook dedicated to building, buying, breaking, and battling ships. About the book: Mothership: Shipbreaker's Toolkit is the ultimate guide to space travel in the Mothership universe. The Shipbreaker's Toolkit gives you all the tools for operating, maintaining, and, if the need arises, battling spacecraft.

Build, buy, break, and battle ships 10 pre-made ships, ready to play and customize Addresses common issues with space travel and ship combat: Failure on a ship and its effects on the crew's stress How ship damage affects the environment, such as life support systems and navigation Handling ship combat as group choices called "Ship Rounds" in place of individual actions before time returns to normal for players to deal with the issues that arise from any damage sustained.

A Repair & Maintenance table of d100 maintenance issues, made up of major and minor repairs. The Team: Written by Sean McCoy

Ships designed by Sam Wildman

Edited by Jarrett Crader

Developed by Donn Stroud, Nick Reed, Tyler Kimball, Fiona Maeve Geist, Luke Gearing, and Sam Wildman

Illustrated by Ryan Barry, Jordan Farquhar, Gil Rodrigo, Sean McCoy, and Sam Wildman 44 page saddle-stitched digest sized zine. Includes PDF.

Mothership Rpg Player's Survival Guide

- Tuesday Knight Games

Trade paperback $34.00
Reader Reward Price: $30.60

Award-Winning SCI-FI HORROR! [a Mothership 1E: First Edition Core Rulebook] Mothership is built on a rules-lite d100 chassis with custom rules for Stress & Panic, streamlined mechanics for violent encounters, and a world-class easy-to-learn character creation system. About the book: The Mothership 1e Player's Survival Guide has all the rules you need to play, including Character Creation, How to Play, Violent Encounters, Stress & Panic, Shore Leave, Weapons and Equipment, and more!

Everything has been streamlined with an eye to being fast and easy for new players to learn. Mothership: Player's Survival Guide features: Streamlined Character Creation - The flow-chart character sheet has been upgraded and simplified to make character creation a breeze. All the rules for character creation fit on this one page, so making a character is as easy as 1, 2, 3 (...4, 5, 6, 7).

Back to Brutal Basics - After extensive player feedback a bunch of edge-cases and weird one-off rules were removed to get the game back to its brutal basics.

Dead Simple Rules - So simple, in fact, they're printed on the back of the book. Essentially, Mothership® is a d100 roll-under system, where if you want to do something (or avoid something bad happening) you try and roll d100 under your relevant Stat or Save. 

Panic Checks - Whenever you roll doubles over your Stat/Save,  that's a Critical Failure, and you have to make a Panic Check. To make a Panic Check you roll a special die only used for Panic Checks: a d20 called the Panic Die. If you roll under your total Stress, you Panic and look up what happens on the Panic Table. If you roll over your current Stress, then you keep your calm... for now. The Panic table is one of the core elements of the Mothership experience. Every roll has the potential to inflict a permanent Condition, which must be dealt with by seeking treatment during your Shore Leave. Shore Leave - Mothership is a level-less game. That means characters don't gain XP or level up. Instead, they take Shore Leave whenever they get a chance, blowing their hard earned credits at the closest Port. This allows them to convert their Stress into improved Saves. This means that whatever Stress doesn't kill you, will eventually make you stronger. Violence - Any encounter that turns violent can completely change the course of a game. Characters are weak by design, and can only take a few Wounds before dying. Avoid violence at all costs, and when it can't be avoided, tilt the odds in your favor as much as humanly possible. Armor Points - To protect against Wounds and death, players will want to stock up on Armor. Each piece of Armor has a certain number of Armor Points. Any damage you take under your Armor's AP is ignored completely. But as soon as you take damage greater than your AP, your Armor is functionally destroyed and no longer provides protection.
Yet another reason to make violence a last resort. *Mothership is a horror game for mature audiences. It contains violence, foul language, some sexual content, drug use, and depictions of mental illness, trauma, stress, and panic that may not be suitable for all audiences. Please be advised. The Team: Written by Sean McCoy

Edited by Jarrett Crader

Developed by Luke Gearing, Fiona Maeve Geist, Tyler Kimball, Nick Reed, Donn Stroud, and Sam Wildman
Illustrated by Ryan Barry, Jan Buragay, Abe Cerda, Jota Cravo, Daniel Francisco, David Hoskins, Patrick Loveland, Sean McCoy, and Zach Hazard Vaupen 44 page digest sized saddle-stitched zine. Includes PDF.

Bettin' Bullets RPG

- Radio James Games

Trade paperback $25.00
Reader Reward Price: $22.50

Saddle up for the ride of your life!  Bettin' Bullets is a tumbleweed of a TTRPG is about a generation of cowpokes in the small frontier town in the late 1800s, showing off and showing each other up, and rallying together to overcome dangers. Conflict resolution is all diceless—who needs dice? You've got bullets. You bet your life on the bullets themselves here in Bettin’ Bullets. This book includes: Gunslingin’ and horse wranglin' Lonesome campfire songs All the fixins of cowboy life—riding, homesteading, and a sense of wonder for the natural world Rivalry between cowboys of a plain immature nature, such as who has the better looking horse Sassy writin' and some pretty rough and tumble hand-drawn cowboy art Quick as a rattlesnake, here's Bettin' Bullets. Mechanics At a Glance The rough of it is this. Each PC starts the game with 6 Bullets. To resolve any conflict that’s worth considering, the GM holds an auction, and each PC bets a number of Bullets against the GM’s Secret Bid, a number they’ve assigned to the difficulty and danger of what’s at hand, but they’re not about to tell you. It's a unique system. Some might even call it plumb strange, but, it services the setting well. You get your Bullets back by doing cowboy things like riding a long while, sharing a campfire, or singing a sad song. Setting at a Glance There's a little town out there somewhere, out West, called "Johnsford". That's your town. Rather than having a bunch of cowboy PCs goin' off and questing in dungeons (an abandoned mine shaft will maybe do?) you're expected to stick around town. You're the important people in town, for better or worse. Trouble comes to you. Now, putting setting and mechanics together, here—this isn't a "PvP" game, as they say, but the other cowpokes around the table are you main competition in anything that matters in Johnsford, like proving how fast you can ride, being the one to stop the bank robbery in a flasher way than your peers, and who's wearing the better lookin' hat. Why You Want This Game You want this game if anything on the following list you find mighty appealing. It's got some fun rules for horses. There's an earnest consideration for the cowboy life—homesteading, animal husbandry, and such. I dare say there isn't another game out there giving a mechanical meaning to singing lonesome campfire songs. Iffin' you find crudly drawn pictures of horses charming So, come out guns blazin' and win the day or die trying, here in Bettin’ Bullets. For more information on this publishing house please visit www.radiojamesgames.com. Format: 5.5 x 8.5 perfect-bound black-n-white
Type: Core Rules
Pages: 62
Rule System/Engine: Diceless system where you spend tokens (bullets)

Seven Sealed Spirits RPG Expanded Edition

- Made For Knave

Trade paperback $20.00
Reader Reward Price: $18.00

A flexible island setting for Knave 2e and other OSR/NSR systems.
Self-replicating dwarven engines guard a spirit prison.  Smoke wizards consort with gaseous demons. Pirates hunt a screaming dream. All New Expanded Edition, first time in print! We’ve expanded the island to 32 pages, doubling the adventure in this already jam-packed book. This micro-setting contains: 29 Monsters 7 Spirits with 5 Boons and 1 Curse 6 Dungeons with 53 total rooms 9 Hexes of island adventure 21 Black and white illustrations 7 Black and white maps Wizard and Pirate loot tables All in a 32 page A5 zine Format: A5 zine black-n-white
Type: Adventure Module
Pages: 32
Rule System/Engine: Knave 2e

This Wretched House RPG

- Ex Stasis Games

Trade paperback $18.00
Reader Reward Price: $16.20

A ghost story. This is a game about a house and its tenant.  You are the Tenant. Your new home is many things. Huge. Sprawling. Too much for you. A refuge. A prison.  In this solo, journalling roleplaying game of gothic horror, move into an eerie, dilapidated house that may well be the death of you. Resist the ghosts, fix the damage, shoulder the demands and burdens of the outside world, and wrestle with your own melancholy.  This Wretched House uses the Wretched & Alone system, so you'll need a six-sided die, a pack of cards, and an optional wooden block tower. This Wretched House includes instructions on how to use additional playing cards instead of the block tower. Content Warnings Wretched & Alone games are horror experiences. Characters encounter a variety of traumatic experiences and rarely achieve a positive outcome. This Wretched House in particular is a game about depression which may end in suicide, though this is a choice fully under the player's control. As part of the gothic horror subgenre, it also features unreliable senses and gaslighting.

These Wretched Tales RPG

- Ex Stasis Games

Trade paperback $36.00
Reader Reward Price: $32.40

Between these pages, darkness falls. Three solo RPGs: Final Girl, Catch Me and This Wretched House. Isolated and alone, you’ll experience three horror stories about slasher killers, obsessed investigators, and haunted houses. These Wretched Tales collects three solo TTRPGs, all using Chris Bissette’s Wretched & Alone system. You’ll need a pack of cards, a tumbling block tower, and some way to write and record your story – or stories. These games use prompts, determined by card draws, to inspire scenes in your horror story. Exactly how they play out is up to you… but they rarely end well. As well as reprinting all three games in their entirety, These Wretched Tales includes: Rules for playing Wretched & Alone games with an additional deck of cards instead of a block tower A new set of prompts for Final Girl, providing an alternative Clubs suit with a (slightly) better chance at a happy ending Cleaned up rules and text for all games Format: A5 72 page colour softcover book with PDF
Type: Horror
Pages: 72
Rule System/Engine: Solo rpg

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