A downloadable collection

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Little systems to inspire TTRPG writers.

  • Rules Art Games Stories (RAGS), based on a token economy.
  • Spice, which has a distinctive approach to 'stats.'
  • Hat Adventure, which adapts a Taboo-like mechanism for storytelling.
  • Glimpse, inspired by tarot cards, memes, Mysterium and Dixit.
  • Engine, which features a little more strategy and crunch than the others.
  • Duplex, where every roll has a magnitude of success/failure.
  • Apprentice, where every partial failure helps your character grow.
  • Drama & Dice, where every success comes with a cost.
  • Cascade, where players choose their failures with care.
  • Bonus: RPG Generator.

See also: Sad Press's crowdsourced list of SRDs and hackable games.

Image: Gustav Klimt


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Click download now to get access to the following files:

Sad Press SRD Collection 4.0.pdf 5 MB
Sad Press SRD Collection 4.0.docx 7 MB


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This collection gave me some ideas to think about. I'm trying to build a game ecology that tends toward equilibrium from actions. Winning doesn't mean you keep winning and losing doesn't mean you keep losing. At the same time, you want incentives for PCs to take action, share and not hoard resources. RAGS and Engine both have something that I cannot quite put my finger on.

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Thanks - maybe Spice too a little? Any success with a "stat" makes failure more likely next time, and vice-versa.

Glad you got a little inspiration! 

This is all 'in progress'. I have only two 'traits': Body, Soul. Right now the idea is to allow the players to trade Soul for Body and vice versa. The current price to buy one with the other is equal to the current number of that trait. If you have zero for both, you're 'dead'. You earn Soul 'points' in the typical game-play reward manner and they can be used to 'accentuate the positive' in the game like Fate or Fudge coins.

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This is such a great set of SRD/mechanics! Many interesting and resourceful ideas and I wish I had less work and more design time to experiment with each!!!!


RAGS is great. You’ve captured the feel of an OSR system using token mechanics. I love the idea of starting with 1d6 tokens and using tokens as hitpoints. You’ve also allowed for a lot of room to maneuver with the spend/gain token economy. Well done!