Complete games and rule books from the Red Room. Select a title below to see its cover, description, and store links.
Core Books · Periodicals and Other Products · Scenarios · Sourcebooks
Titles
- Belle Époque
- Blood and Dust
- Conspiracy Files
- DARKER
- Final Frontier
- Gothic
- Grindhouse Red
- Interbellum
- MEN
- New Flesh
- Novanexus
- Orbital Decay
- Red Role-Playing Game
- Savage Swords
- Savage Swords – Rule Book
- Savage Swords – Setting Book
- Soldiers of Fortune
- Solo Red – A Game Master and Player Emulator
- Stays in Vegas
- The End of Innocence
- The Other Side of the Mirror
- Twilight of Empires
- Uncharted Seas
- Vice: Sandcove Under Fire
- Voidhaven Outpost
Belle Époque

This game takes place in the period known as the Belle Époque, dated between 1871 and 1914, ending when World War I started. This is the time and the fictional place where Umberto Eco’s Simone Simonini – the most cynical and disagreeable character in the History of literature, as the author meant him to be – crosses paths with Jacques Tardi’s Adèle Blanc-Sec, Edgar Allan Poe’s Chevalier Auguste Dupin and Maurice Leblanc’s Arsène Lupin, amidst anarchist bombings, the echoes of the Dreyfus affair, the catastrophic side effects of secret societies conspiring in the shadows and the mysterious results of experiences conducted by mad geniuses. Not yet pulp, not quite historical, it is neither the right time nor the right mood for Steampunk or Dieselpunk. Welcome to the times of Nouveaupunk!
Belle Époque presents a condensed version of the Wretched Époque setting as a standalone game.*
Belle Époque is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
Belle Époque unfolds in Paris between 1871 and 1914. The streets buzz with invention and glamour, but blood stains the cobblestones more than most admit. Anarchist bombs rip through calm afternoons. Old grudges, fresh betrayals, and secret plots thrive behind Art Nouveau façades. Fiction and reality collide: those who know the names Auguste Dupin, Arséne Lupin, Simonini, and Adèle Blanc-Sec have already glimpsed this world.
The city hosts inventors, forgers, killers, and visionaries. Some move in salons by gaslight, while others roam in alleys washed by rain and shadow. One may find galvanists reanimating corpses in cellars, mesmerists working their strange craft, and sharp-eyed men in dusty archives chasing leads that could change France overnight. Science and sorcery clash in strange ways. Mesmerism works when handled by the skilled. Vampires and other supernatural beings mingle with nighttime crowds. Chemists push beyond safe bounds. Gallery owners, stage magicians, and priests all might answer to the same occult master. Societies like the Golden Dawn, the Theosophists, and their unknown rivals plot in silence. The world pushes hard for light, but the dark keeps pace. Every advance rides on secrets; every marvel hides its price. Paris offers many technological wonders: telephones, radios, motorcars, and electric lamps, but evil awaits in its darker corners.
Shadows
Secret groups hunt for old artifacts and ancient powers. The Knights Templar, the Illuminati, the Rosicrucians, and dozens more gather in secret. Some chase telluric currents, believing these lines of earth energy bend fate. The right device, placed on a city’s ley line, may call fire from the sky and bend minds like clay. History scars the world with violence. In a few decades, armies march from Crimea to the Balkans, Russia to the Atlantic. Bombings by anarchists tear through train stations. Rival empires bait each other, leaving corpses and orphans behind. Did this blood open a fault in the world, or draw in something not born of Earth? Perhaps false texts like the Protocols of the Elders of Zion mask deeper plots. Some traitor writes slanders and serves unseen masters; his reasons matter less than the chaos left behind.
Iluminations
In this age, new inventions amaze the world. Marie and Pierre Curie find radioactivity in Paris, 1898. Pasteur develops vaccines against anthrax (1881) and rabies (1885). Bell patents the telephone (1876); Edison delivers the phonograph (1877) and the lamp (1879). Santos-Dumont’s plane lifts above Bagatelle in 1906. Artifact hunters dig up Troy and Knossos. African and Arctic explorers mark the edges of maps—Serpa Pinto, Amundsen, Shackleton.
Yet, not every scholar craves facts alone. Mesmerism, phrenology, mediumship, and spirit photography draw crowds. Helene Blavatsky writes Isis Unveiled; fellow members of secret orders try to wrest meaning from the void. Spiritualists contact the dead. Sex and drugs seep into some rites. Ideas from America—New Thought and mind-over-matter cults—reach Paris on cheap pamphlets. A few turn dream and madness into power. Aleister Crowley emerges in England, writing laws for a new faith: “Do what thou wilt shall be the whole of the Law.”.
The Dreyfus Affair
In 1894, Captain Alfred Dreyfus faces trial for treason. The army wants a scapegoat. Dreyfus, both a Jew and an outsider, fits the role. Officials push forged documents into evidence—the “bordereau.” Dreyfus spends years on Devil’s Island, impoverished and humiliated. The case splits France. Dreyfusards demand justice, and their enemies tighten their grip. Journalists, priests, and soldiers choose sides. Crowds riot in the streets. The forgery that started it all spreads, twisting as it falls into new hands. The Protocols of the Elders of Zion surface to muddy the story and stir hatred. No peace comes easily. France’s intellectuals turn the case into a war about the soul of the nation: truth or dogma, reason or hate. The affair sets Europe on edge. The face of progress hides a raw wound, still open, still bleeding. Behind every new idea, old hatreds wait.
Videos: Watch video 1 · Watch video 2
Length: 178 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Blood and Dust

Inspired by both Spaghetti Westerns and classic American frontier tales, Blood and Dustis a role-playing game of gunfighters, outlaws, lawmen, and fortune seekers in the Old West. Whether playing a ruthless bounty hunter driven by greed and revenge or a sheriff struggling to uphold justice, player characters roam a harsh frontier where settlements are fragile, authority is uncertain, and survival is never guaranteed. Designed to support both the morally grey world of the European Western and the more heroic traditions of the American West, Blood and Dust offers a flexible rules system for tales of violence, ambition, redemption, and hard-earned survival. In a land where fortunes are won and lost at gunpoint, every confrontation may be your last.
Full description
The Setting
Inspired by both the raw, lawless world depicted in Spaghetti Westerns and the more traditional American films of the genre, Blood and Dustallows players to immerse themselves in the roles of characters roving the expansive plains and lawless towns of the Old West. While the great American cowboy tales notoriously hold a special place, we’ve taken our cues mostly from the European take on the genre, populated with a cast of roughened rogues and desperate outcasts. This game draws primarily from the tradition of the European Western – commonly referred to as Spaghetti Western – where the frontier is not a proving ground for virtue, but a landscape where survival, profit, and vengeance hold greater weight than law or sentiment. In these stories, men are rarely clean in conscience or reputation. They arrive from nowhere, carry their past like a burden they do not speak of, and leave little behind but bodies and unanswered questions. Violence is not exceptional; it is routine, deliberate, and oftentimes the only reliable instrument available. At the same time, Blood and Dust does not confine itself to that interpretation alone. By design, it permits a broader range of characters than its predecessor, Wretched Country. Without the moral framework imposed by Sins and Virtues, players are free to approach the setting through more traditional roles if they so choose: the lawman who believes order can still be imposed, the rancher defending his land, the soldier who has not yet abandoned his code. These figures belong to the older American tradition, where the West still carries the possibility of justice, even if it must be upheld at gunpoint.*
The Mechanics
Like other Redgames, Blood and Dust isn’t strictly an old-school game, but instead an OSR-compatible game: it shares enough similarities (such as being d20-based) to be easily adaptable using the rules of Wretched, or any other OSR game. This compatibility allows for seamless integration of existing OSR materials – including any of our previous settings, sourcebooks and scenarios – and provides a familiar foundation. Characters are defined by six Attributes—Strength, Intelligence, Wits, Agility, Toughness, and Charisma—which measure natural ability, and a range of Skills that reflect training, experience, and profession. Players choose an Archetype that determines their role, granting recommended Skills, special abilities, Health bonuses, and unique talents. Additional customisation comes through Perks and Drawbacks. As characters gain experience, they improve their Skills, acquire new abilities, and may even change Archetypes to reflect changing fortunes and hard-earned lessons.
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Length: 244 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Conspiracy Files

In the hidden corners of today’s world, the Veil Syndicate pulls strings from the shadows, shaping events and burying truths. You’re now part of this secretive group, embedded within government ranks, tasked with maintaining order and concealing the supernatural forces lurking beneath daily life. The Veil Syndicate, a sinister organization with roots in ancient secret societies, has infiltrated the highest echelons of power in government, industry, and academia. Over millennia, these groups have merged and evolved into the powerful and enigmatic organization that now stands before you. With cutting-edge technology, powerful weaponry, and vast resources at your disposal, you will join the ranks of the Syndicate’s elite agents, sworn to protect the organization’s interests and uphold its mysterious agenda. As you venture deeper into the shadowy urban landscapes, you will uncover hidden truths and dark secrets that have been carefully concealed.
Conspiracy Files adapts the Wretched Conspiracies setting into a standalone game.*
Conspiracy Files is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
From ancient relics of power to supernatural creatures that defy imagination, the Veil Syndicate has worked tirelessly to keep the masses ignorant and oblivious to the reality beyond their comprehension. With each mission, you will grow in power and influence and become more deeply entwined in the Syndicate’s control network. You will face supernatural and mundane challenges, from rival factions seeking to undermine the Syndicate’s authority to the very creatures you are sworn to keep hidden from the world. Your choices and actions will have far-reaching consequences, perhaps even changing the course of history and the fate of the world as we know it. Prepare for a thrilling journey into the heart of darkness, where the line between good and evil is tenuous, and only the most cunning and ruthless survive. Welcome to the Veil Syndicate, may your wits and skills guide you through the treacherous path that lies ahead.
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Length: 210 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
DARKER

DARKER is a contemporary mature horror RPG, OSR-compatible, challenging you to confront themes of faith, morality, and the human condition amidst escalating supernatural peril. Face the true nature of Good and Evil, moral erosion, and humanity’s decline, investigate modern-day horrors hidden behind a façade of normalcy and tackle contemporary issues like corporate power, ideological grooming, and the erosion of traditional values.
In the world of Darker, ancient evil forces have resurfaced to torment humanity. The roots of this unfolding nightmare trace back to the Age of Enlightenment and later the Industrial Revolution, two historical periods that fundamentally reshaped humanity’s relationship with the divine and spiritual realms. Rationalism and the growth of science and technology marked the beginning of a long process that led to the modern-day horrors that now hold the world in their grip.
For those ready to face the abyss and defy the darkness, DARKER awaits!
Full description
Gameplay Mechanics:
- OSR Compatibility: Easily adaptable using the rules of Wretched or other OSR games, combining old-school mechanics with a modern horror twist.*
- Attributes and Skills: Characters are defined by core statistics (Strength, Intelligence, Wits, Agility, Toughness, Charisma) and a set of skills.
- Character Creation: Roll for attributes, select skills, and choose perks and drawbacks to create a balanced and compelling character.
- Archetypes: Define your character’s role and capabilities with unique feats. Archetypes include Archaeologist, Conspiracy Theorist, Cult Leader, Cybermancer, Demon Hunter, and many more.
- Fear Mechanics: Accumulate Fear Points from traumatic events, influencing character behavior and decision-making.
- Simplified Combat: Deadly combat system to enhance tension and stakes in every encounter.
- Ritual Magic: Designed to enhance the horror atmosphere, with rules for magic corruption.
Major Themes:
- Faith and Rationality: The game explores the tension between faith and rationality, questioning humanity’s reliance on science and reason in the absence of divine guidance.
- Human Condition: Darker delves into the resilience of the human spirit when exposed to overwhelming darkness and the existential challenges posed by a world in moral decay.
- Infernal Influence: Demonic entities manifest with increasing frequency, bringing terror and cruelty. The weakening of divine influence allows these hellish forces to corrupt societal institutions and individuals.
- Rise of Evil: As faith waned, malevolent entities that once lurked in the shadows of ancient civilizations found their way back, corrupting modern society.
- Corruption and Decay: The influence of these entities has grown pervasive, manifesting through wars, economic upheavals, and technological advancements. Humanity’s moral and spiritual erosion has created fertile ground for these forces.
- Twisted Progress: A religion of “Progress” has emerged, with rationalists and atheists turning to ancient pagan beliefs and dark practices, furthering the chaos and depravity.
- Silence of the Divine: The game world is characterized by the absence of divine intervention, reinforcing the isolation and despair faced by the characters.
- Struggle Against the Abyss: Characters must face a cosmos devoid of solace, confronting eldritch horrors and preternatural mysteries alone. Their actions are acts of defiance against overwhelming evil.
- Cults and Organizations: The game features various cults and organizations, each with its own dark agenda, influenced by infernal entities.
Videos: Watch video 1 · Watch video 2
Length: 610 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Final Frontier

Final Frontier is a complete game that adapts the Wretched Space setting as a standalone game. This book provides everything you need to craft your own worlds, from huge starports to desolate backwater colonies. Create your character from a choice of archetypes, alien races, and lifepath events, then brave the lawless zones of the galaxy with grit and cunning. Explore forgotten colonies, forge alliances and fight for justice or profit. Strap into the cockpit, check your gear, and prepare to conquer the challenges of space!*
Final Frontier is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
The galaxy is a vast, untamed frontier, fraught with danger and ripe with potential. In Final Frontier you can be a daring explorer charting unknown worlds, a hardened operative enforcing order in lawless sectors, or a cunning rogue seizing opportunities where others see only chaos. In this game, survival demands wit, grit, and a willingness to face the unknown, whether for glory, profit, or the sheer thrill of discovery.
As a character in Final Frontier, you rely on your skills, instincts, and resourcefulness to thrive. You might pilot a sleek starship through asteroid fields, negotiate uneasy truces with alien factions, or wield a blaster in a desperate stand against raiders or Outer Rim rebels. The frontier rewards those bold enough to seize its opportunities, but it spares no one who falters.
While there are multiple ways to experience the galaxy, there are two concepts to which we devoted more attention. For those craving action, the default campaign casts you as members of the Outer Rim Legion, a rough-and-tumble corps tasked with maintaining order in the galaxy’s wildest sectors. Equipped with patched-up ships and second-hand gear, Legion operatives tackle high-stakes missions where violence is often the only language spoken.
For those drawn to discovery, the Cosmic Exploration Society offers a different experience, sending you to map uncharted planets, uncover ancient relics, and make first contact with unknown species.
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Length: 460 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Gothic

In gas-lit streets, behind the elegant façades of Victorian manors, and deep within the misty forests of the countryside, darkness lurks. In this game, science and superstition collide, the ghosts of the past refuse to rest, and madness is always a risk. Gothic draws its inspiration from 19th-century literature and the enduring legacy of gothic horror in literature, cinema and the small screen. From the psychological terror of Henry James’ The Turn of the Screw to the doppelgänger motif in Robert Louis Stevenson’s Strange Case of Dr Jekyll and Mr Hyde, from the decadence and moral decay explored in Oscar Wilde’s The Picture of Dorian Gray to the cosmic horror hinted at in the works of Arthur Machen, this game seeks to capture the essence of Victorian and Edwardian-era fear and fascination with the unknown. The goal of Gothic is to immerse players in a world of atmospheric tension, moral ambiguity, and supernatural dread.
Full description
Gothic uses the Red system, a ruleset inspired by Old School Renaissance (OSR), making it accessible to newcomers. The core mechanic involves rolling a twenty-sided die (d20) and adding relevant modifiers to meet or exceed a Target Number (TN) set by the core rules or by the Game Master (GM). Players begin by rolling for six primary attributes: Strength, Intelligence, Wits, Agility, Toughness, and Charisma. These attributes, ranging form the foundation of your character’s capabilities. Characters also possess a range of skills, from the scholarly (Knowledge, Linguistics) to the practical (Stealth, Combat). Skill levels range from +1 to +5, representing increasing degrees of mastery. Specializations allow for further refinement, granting +1 bonuses in specific applications of a skill.
Central to the Gothic experience is the management of Fear Points. As characters witness horrific events or confront the supernatural, they accumulate Fear Points. When these points exceed a character’s Panic Threshold, they must make Panic Rolls, risking breakdowns, flight, or even descent into madness. This mechanic ensures that the psychological toll of horror remains a constant threat, even for the bravest souls. And while Gothic is not primarily a combat-focused game, when violence erupts, it is swift and potentially deadly. The combat rules emphasizes quick resolution and high stakes, with critical hits capable of inflicting lasting injuries or even instant death.
But Gothic is much more than just its mechanics; it’s an immersive experience that seeks to evoke the atmosphere of dread and wonder that characterizes Gothic literature. The game explores several key themes: History is never truly dead, family curses, ancient pacts, and long-buried secrets all play crucial roles in shaping the present. Characters will grapple with inherited guilt or unravelling mysteries set in motion generations ago. The 19th century was an era of rapid scientific advancement, yet old beliefs died hard. This setting places players at the intersection of rationalism and the supernatural. As characters investigate the unknown, their grip on reality will begin to slip. Perception cannot always be trusted, and the greatest horrors sometimes lurk within one’s own mind. Finally, beneath the cosmopolitan veneer of Victorian propriety lies a world of corruption, debauchery and excess. Gothic doesn’t shy away from exploring themes of forbidden desires, and the moral decay that often accompanies great power and wealth.
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Length: 336 pages (Lulu print edition).
Grindhouse Red

Grindhouse Red adapts Wretchploitation, one of our earliest Wretched titles, into a standalone game set in the world of 1970s exploitation cinema.*
This game captures the raw essence of grindhouse theaters, where double features of B-movies packed with sex, violence, and taboo-shattering perversion ruled the screens.
In Grindhouse Red, you create hard-edged characters haunted by their scars, trying to survive in a harsh urban nightmare. Play focuses on brutal action and morally murky choices, with inspiration from exploitation genres such as blaxploitation and giallo.
Grindhouse Red is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
Grindhouse Red is a love letter to the sleazy, blood-soaked world of exploitation cinema—films that thrived on sex, violence, drugs, and every taboo from the 1960s to the 1980s. These low-budget flicks, shown in grimy theaters or drive-ins, didn’t pull punches. They reveled in the forbidden, from blaxploitation’s street swagger to giallo’s razor-sharp murders, nunsploitation’s sinful convents to carsploitation’s roaring chases.
This game isn’t for the faint-hearted. It dives headfirst into the muck of exploitation’s darkest themes—rape, torture, and gore—because that’s what grindhouse is about. If you or your players can’t handle the heat, walk away now. There’s no consent forms or lines and veils here, no session zero to coddle sensitivities. No safety tools bullshit at all! Grindhouse Red is for adults who crave the thrill of discomfort, who find entertainment in the sick and twisted plots of exploitation movies.
Grindhouse Red is pure, unfiltered escapism; quality and entertainment trump all. You’re free to play a sadist Nazi, a deranged pimp, or a vengeful slasher; no theme is off-limits in this fictional hellhole. The only rule is fun. Let your players embrace the chaos, from Ilsa, She-Wolf of the SS’s sadism to Coffy’s street justice. Laugh in the face of absurdity, crank the violence to eleven, and give your table a grindhouse night they’ll never forget.
Running Grindhouse Red is about unleashing a world where anything goes, and the only rule is survival.
Videos: Watch video
Length: 143 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Interbellum

The Great War is over, but peace remains fragile. Across the world, empires struggle to survive, and rival powers compete for influence in the uncertain years between two global conflicts. Steamships cross distant oceans, railways link continents, and daring aviators push into uncharted skies. It is an age of explorers, spies, archaeologists, and adventurers. Yet beneath the surface of history lies a darker reality. Forgotten gods sleep beneath ancient ruins. Secret societies pursue forbidden knowledge. Occult conspiracies operate behind the doors of embassies, universities, and government ministries. Strange forces stir in remote deserts, jungles, and port cities where the modern world collides with mysteries older
than the civilization itself.
Interbellum is a tabletop roleplaying game of pulp adventure, historical intrigue, and cosmic horror set during the turbulent years between the World Wars. Travel from the canals of Venice to the streets of Shanghai, from the deserts of North Africa to the islands of the Pacific. Hunt lost treasures, expose secret cabals, uncover ancient civilizations, and confront powers that challenge humanity’s place in the universe.
Full description
Interbellum takes place in an era still haunted by a catastrophe that reshaped the modern world: the four-year conflict known as the Great War. What began in the heart of Europe soon engulfed much of the globe, leaving behind shattered nations, collapsed empires, and millions of dead. Although the guns have fallen silent, the war’s consequences continue to define the age. Cities bear the marks of destruction, economies struggle to recover, and entire generations carry the physical and psychological wounds of a conflict unlike any that came before. Beneath this uneasy peace, another truth is hidden from most of humanity: the supernatural is real. Ancient powers, forgotten gods, occult traditions, and things that should not be linger in the shadows of the modern world.
Interbellum is a game of adventure, mystery, and intrigue, where pulp action exists alongside historical realism and cosmic horror. Stories range from archaeological expeditions and espionage operations to treasure hunts, occult investigations, political conspiracies, and encounters with forces beyond human understanding. Characters must find a way to survive in a world of competing ideologies, colonial ambitions, economic instability, and the lingering trauma of war. While governments, secret societies, criminal organizations, and revolutionary movements struggle for influence, ancient powers pursue agendas that stretch back centuries, or beyond human history altogether.
The world of Interbellum is neither wholly heroic nor entirely cynical. Players may portray explorers, investigators, journalists, aviators, adventurers, scholars, revolutionaries, mercenaries, criminals, occultists, or any number of individuals drawn into extraordinary events. Some fight for justice, truth, or national ideals. Others seek wealth, power, forbidden knowledge, or simply a way to survive in uncertain times. Many find themselves somewhere in between. Thus, the setting allows for morally ambiguous protagonists – just like its predecessor, Wretched Interbellum – but also traditional pulp heroes.*
Videos: Watch video
Length: 332 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
MEN

In MEN you play real men who kill, fuck and eat things in a science-fantasy setting, the weird world of Hatia, where the main power groups are the Butt Pirate fleet, the Boomistani theocracy and the matriarchal dystopia of Oxvardridge. How did those humans got there? Well, Hatians were planning to invade Earth but, before charging in guns blazing, they decided to capture some humans and settle them in Hatia to study them. Of course men being awesome, they escaped their laboratories and now roam free and proud in the wilderness. They answer to no one but The Dude and they are always ready to fuck some shit up!
Full description
MEN is a work of a satyr. A very serious satyr. If you do not like what this satyr says, he is gonna ram you in the guts with his big-ass horns and then ram you in the ass with his big-ass dick and then kill you and eat you. This is not a disclaimer. This is a fucking death threat!
If you do not like MATURE THEMES in RPGs DO NOT BUY this game. If you are easily offended DO NOT BUY this game. If you cannot cope with satire* DO NOT BUY this game. There are plenty of “edgy” games out there less likely to get your panties in a twist. Maybe try the Wretched line instead?*
Are you still there? Cool, then you’ll probably enjoy this!
* Satire is the literary or artistic use of humour, irony, or exaggeration to criticize and ridicule human vices and follies. It is a form of commentary that employs sarcasm or parody to expose and highlight the flaws of individuals, institutions, or society as a whole.
Length: 131 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
New Flesh

Enter the dystopian world of New Flesh, a future-noir roleplaying game where cyberpunk meets biological horror in the neon-drenched streets of Interzone. Set in then near future, when corporate power runs unchecked, this game draws inspiration from the works of William S. Burroughs, David Cronenberg, and other masters of transgressive fiction.
New Flesh embraces the surreal and visceral, biotechnology reigns supreme over chrome and steel, transforming human bodies into corporate commodities. Underground labs conduct forbidden experiments, pleasure dens offer metamorphic experiences, and reality itself distorts in the wake of chimeric entities. In this haunting setting, player characters inhabit a world where flesh warps at corporate whim, consciousness fragments across biological interfaces, and survival demands moral compromise.
As agents of ZoneSec, corporate operatives of Takeda Technologies, underworld fixers, private operators or rogue scientists, player characters pursue labyrinthine mysteries through dimly-lit streets while wrestling with their own humanity. Each faction offers its own perspective on Interzone’s horrors, from enforcing corporate will, to profiting from its excesses, or perhaps seeking to expose its darkest secrets.
Based on the streamlined Red system and compatible with OSR games, New Flesh offers a weird mix of noir investigation, corporate intrigue, and biological horror. Perfect for fans of body horror, tech-noir, and psychological thriller RPGs who aren’t afraid to confront darker themes and moral ambiguity.
Full description
Major differences between New Flesh and Wretched New Flesh:*
Rules
New Flesh uses the Red System instead of the Wretched System. Unlike Wretched New Flesh Second Edition, which was primarily a setting, New Flesh is a standalone, fully-fledged game.
Not Wretched
The Wretched factions are gone, as well as the the whole concept of Wretched characters.
Tone and Focus
New Flesh places greater emphasis on Cronenbergian biopunk and body horror than the previous versions.
Interzone, not Avalidad
The City is now officially named Interzone, marking a change from previous versions where Interzone was merely an outdated term. However, the name Avalidad persists as the term used by native Moroccans.
Supernatural
New Flesh removes overt supernatural influences; for instance, Hideo Kobayashi is no longer depicted as a demonic entity. Instead, the game emphasizes themes of corporate greed and biotechnological ethical decay. Some alien entities, such as the Machinatores, are retained, maintaining a subtle otherworldly presence. Ritual Magic is no longer available, but it was replaced by Chaos Magic, which makes more sense in the Burroughsian atmosphere of the game.
Setting Scope
This iteration expands on the world beyond Interzone, providing more detailed descriptions of other countries.
New Art
The game features updated visuals, including: Cover and back cover art by Ibai Canables, an introductory comic by Kris Villarosa, illustrations of weapons, vehicles, and armor by Rob Necronomicon. It also includes a cool new logo, a page border and new character sheet by Terra Hitzing. Finally, the style of AI illustrations is completely different from the previous book to make it coherent with the human-made art.
Other changes
New Flesh introduces more plot hooks and an adventure generator, the Psionic rules were revised and the AI in the game setting was updated to keep up with real world changers, among other minor things.
Videos: Watch video 1 · Watch video 2 · Watch video 3
Length: 603 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Novanexus

Novanexus is a role-playing game set in a retro-futuristic French metropolis where towering skyscrapers pulse with holographic light, and a mysterious phenomenon called the Glitch threatens to unravel the city’s fragile balance. In this setting, players can take on the roles of diverse characters, from craftsmen preserving ancient traditions to hackers exploiting chaotic code, enforcers upholding order amid chaos, or investigators chasing elusive truths. Guided by the rogue AI Quirkmatrix, the Glitch disrupts technology with unpredictable, often deadly consequences, forcing Novanexus’ citizens to confront the cost of their dependence on technology.
Heavily inspired by Jacques Tati’s Playtime (1967) and Trafic (1971), Novanexus combines gritty sci-fi with melancholic nostalgia, inviting you to a bizarre world of corporate intrigue, factional strife, and moral ambiguity. The setting is a city of contrasting districts. The Ultra-Modern Plaza dazzles with Neon Arcade’s VR parlors and Crystal Galleria’s elite boutiques, yet its smart systems falter under Glitch surges. The Corporate Tower looms as a sterile monument to NexusTech’s ambition, its labs birthing innovations that fuel Quirkmatrix’s chaos. The Heritage District, with its luxurious villas and faux-traditional shops, masks the Syndicat du Patrimoine’s schemes, while the Ancient Quarter clings to Novanexus’s pre-tech soul, offering refuge from the Glitch.
Seven factions vie for control: the Agence de Contrôle des Anomalies battles the Glitch, NexusTech hides its role in creating it, the Coalition du Quartier Ancien champions tradition, Néoluddites sabotage tech, the Syndicat du Patrimoine orchestrates its maneuvers from the dark corners of the megalopolis, Hackers Souterrains exploit the chaos, and the Gouvernement Municipal struggles to maintain order.
Novanexus is a game of contrasts: human connection versus technological isolation, tradition versus progress, order versus chaos. Player characters will forge their paths in a city where the Glitch exposes the fragility of machines and the resilience of the human spirit.
Novanexus is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Length: 110 pages (Lulu print edition).
Orbital Decay

Orbital Decay is a standalone hard science fiction role-playing game adapted from an expansion for Wretched New Flesh. The setting, while keeping its ties to New Flesh, is fully optional. Game Masters can introduce it into their campaigns or create their own, adapting the game to any sci-fi universe they envision. In this game, player characters live in a cosmos of ruthless ambition, gnawing desperation, and moral decay, where humanity claws its way beyond Earth to build orbital stations and colonies across the solar system.*
Inspired by cinematic landmarks like Alien, Outland, Stalker, Event Horizon, and 2001: A Space Odyssey, Orbital Decay thrives on isolation, dread, and the suffocating weight of space. Gone is the noir sheen of New Flesh; here, the tone is raw and industrial, with old, jury-rigged technology prone to failure. Every moment tests the player characters’ will to survive in a void that cares nothing for their existence.
Orbital Decay is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
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Length: 192 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Red Role-Playing Game

Red is a generic role-playing game system designed to bring your creativity to life across a variety of settings and genres. With mechanics adapted from Wretched, Red is easy to pick up for those already familiar with our games, yet distinct in its approach, breaking free from the anti-heroic roots of its predecessor. Red invites you to explore a broader spectrum of characters—heroes, villains, or somewhere in between. Unlike Wretched, it exists outside the Wretchedverse continuity, leaving the aesthetic and narrative choices in the hands of players and Game Masters to build their unique worlds. The system retains enough compatibility to integrate with existing OSR materials, while simplifying rules for faster, deadlier combat and more versatile character progression.*
Videos: Watch video
Length: 275 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Savage Swords

In a world where strength is measured in blood spilled, only the toughest endure. Inspired by Robert E. Howard’s tales of Conan, Savage Swords is no realm for the timid. Here, the bones of ancient civilizations jut from the earth like broken teeth, their cyclopean ruins hiding treasures and terrors older than man. The known lands stretch from the jagged cliffs of Albiyu, lashed by relentless storms, to the sun-bleached wastes of Alkebula, ruled by merciless tyrants. Ruined empires rot beside ambitious warlords, and older, darker things stir in the shadows. In Savage Swords you can take up the role of a battle-scarred warrior, a sly rogue, a spell-weaver, or a priest of the old gods, scraping by in a place that spares no one. Tangle with schemers, confront nightmares from forgotten ages, and weigh decisions that leave lasting scars on you, or the world. Triumph is never cheap, and power slips through the fingers of the careless.
Full description
Themes
Savage Swords emphasizes a dark, mature tone and the unforgiving reality of a low-fantasy world. The atmosphere is one of constant tension: harsh realities collide with flickers of hope, and every victory comes at a price. Magic exists, but it is rare and feared by most; sorcery offers great power at a terrible cost, and the priests of long-forgotten gods cling to fading miracles.
The core themes of Savage Swords are struggle, ambition, and fate. Life is a constant struggle against brutal forces, from the savage wilderness and hungry monsters to scheming tyrants.Characters are driven by ambition or honor: knights fight for justice, warlords vie for dominion, thieves hunger for riches, and exiled nobles seek to reclaim lost thrones. Prophecies, ancient curses, and the whims of capricious gods weave through the player characters’ adventures.
Character Possibilities
In Savage Swords, there are countless roles to play. Your character may be one of many archetypes provided, but these are merely a few examples. The game encourages you to create any character concept that fits the brutal, decadent civilizations of this world. Whether born in a gutter or a palace, every adventurer has the chance to write his name into legend, or die trying.
Mechanics
Savage Swords uses deadly, straightforward, mechanics to keep the focus on the immersion and the stakes high. The game relies on familiar polyhedral dice to represent the chaotic twists of fate in battle and adventure.
Attributes
Every character has six core attributes – Strength, Wits, Intelligence, Agility, Toughness, and Charisma – which define their innate capabilities. During character creation, the players generate these attributes by rolling 3d6 (three six-sided dice) for each, yielding scores typically between 3 (feeble) and 18 (legendary). High scores grant bonuses,
and poor scores impose penalties. These attributes influence everything from how hard a warrior hits to how acutely a rogue notices danger.
Skill Checks and Actions
When a character attempts a challenging action (picking a lock, tracking prey, intimidating a guard, deciphering an ancient script), the player rolls a 20-sided die (d20) to determine the outcome. Any relevant skill level, attribute bonus, and situational modifier is added to this roll, aiming to meet or beat a target number set by the GM. The more difficult the task, the greater the number. A simple climb or an easy bargain requires a modest roll, while disarming a complex trap or bluffing a battle-hardened warlord will demand a high result. Luck and skill go hand-in-hand; even a legendary swordsman can stumble with a poor roll, and a peasant might succeed against the odds with a lucky toss of the dice.
Combat Resolution
Battles in Savage Swords are fast, brutal, and unforgiving. When a character swings a sword or shoots an arrow at an enemy, the player makes an attack roll (again using a d20 plus combat skill level and Strength or Agility bonus) against the opponent’s Defense. Defense is a value representing how hard they are to hit (influenced by Agility, armor, or shield). If the attack roll meets or exceeds the foe’s Defense, the strike lands. Players then roll damage dice based on the weapon (or spell). Health Points (HP), tied to Toughness, track how much injury a character can endure.
In the OSR spirit, combat is truly dangerous: a skilled warrior can succumb to a fortunate strike. Critical hits, grievous wounds, and quick deaths are all possible if fate and the dice turn against the player character. These core rules make Savage Swords (hopefully) quick to learn and lethal in execution. There are rules for all manner of situations, from fear mechanics to domain rules, but at the heart the system is designed to be intuitive.
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Length: 642 pages (Lulu print edition).
Savage Swords – Rule Book

The Savage Swords Rule Book contains the game’s mechanics in a separate volume. The complete edition includes the rules and setting in one book; the separate Rule Book and Setting Book let you purchase only the material you need.
Length: 408 pages (Lulu print edition).
Savage Swords – Setting Book

The Savage Swords Setting Book covers the world, factions, cultures, and dangers of its sword and sorcery setting. It includes minimal rules references and can be used with other OSR systems with little adaptation. This volume is available separately from the Rule Book; the complete edition includes the rules and setting in one book.
Length: 252 pages (Lulu print edition).
Soldiers of Fortune

In Soldiers of Fortune, player characters are elite ex-soldiers turned mercenaries. They take on dangerous jobs that demand guts and creativity, from storming cartel compounds to slipping through enemy lines to sabotage a weapons cache. The game draws from the spirit of 1980s action shows, especially The A-Team, where a band of fugitives dodges the law while aiding the desperate. Just as in the inspirational show, fights leave bruises and knockouts, blasts toss foes aside, and clever tricks scatter threats without bloodshed. Characters bounce back from hits, ready for the next chase or brawl.
Player characters have clear roles in Soldiers of Fortune: a leader who comes up with the plan, a pilot who gets them where they need to go, a mechanic who turns scrap into traps, a face who talks past guards and scrounges much-needed gear, a muscle who clears the way, and a scout who spots ambushes first. Missions might take them to small American towns, Mexican pueblos, or the Congo jungles, against varied foes such as corrupt sheriffs, mob enforcers, and guerrilla commanders. Adventures focus on high-stakes action, where a team pulls off the impossible, all while staying one step ahead of pursuit.
Soldiers of Fortune is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Length: 82 pages (Lulu print edition).
Solo Red – A Game Master and Player Emulator

Solo Red brings official solo play to Red Room role-playing games. For years, players asked for a way to experience Red and Wretched titles without a group or Game Master. This book answers that request with a complete framework designed specifically for solo sessions, developed with the guidance of Abraham Zetina.*
Inside you will find a structured Game Master emulation system that replaces traditional GM duties with clear procedures and fast table-driven results. The system allows you to generate situations, encounters, NPC behavior, and plot twits through interconnected tables and prompts. Designed as a toolkit, Solo Red works with titles from the Red and Wretched lines and can also be adapted to other role-playing systems.
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Stays in Vegas

Stays in Vegas is a heist RPG set in mid-20th-century Las Vegas, inspired by the original Ocean’s 11. Put a crew together, case the floor, and walk out richer—if the Heat doesn’t catch up first. The focus is on crime, cons, nightlife, and the constant pressure of law enforcement, the mob and casino security.
Stays in Vegas is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
Psychics are included as an optional rule. Paranormal and supernatural elements are outside the scope of the core game.
Length: 156 pages (Lulu print edition).
The End of Innocence

There’s a moment in late summer when the light changes, when the endless days of idleness begin to shorten, and the first yellow leaves appear on maple trees, when childhood stands on the edge of something else, something less magical… This is a game about that moment. About the last great adventures of childhood, the mysteries solved and secrets uncovered before the world becomes too rational. It’s about kids riding their bikes down sun-dappled streets, investigating strange happenings, and discovering that reality has many more layers than adults would have them believe.
The End of Innocence draws inspiration from various sources, some widely known, others less familiar. While movies like Stand By Me and The Goonies inform its spirit of adventure and friendship, the game’s soul owes more to Ray Bradbury’s bittersweet tales of childhood in books like Dandelion Wine and Something Wicked This Way Comes. Like Bradbury’s Green Town stories, this game exists in a liminal space between reality and fantasy, where the extraordinary hides behind an ordinary façade.
Full description
The Setting
The game offers two distinct settings that personify different aspects of childhood adventure:
San Cristobal Bay, a Gulf Coast town where summer seems eternal, provides a backdrop for lighter mysteries and sun-soaked adventures. Here, kids can investigate haunted lighthouses, uncover smugglers’ secrets, or befriend mysterious summer visitors. The town’s mixture of fishing community and tourist destination creates natural tensions and opportunities for storytelling, while its Spanish colonial history adds a layer of historical mystery.
Oakbrook, inspired by Bradbury’s fictional Green Town, represents autumn’s approach, seasonally and metaphorically. This Midwest railroad town holds deeper mysteries and more melancholic adventures. In Oakbrook, the Fall carnival brings much more than rides and games, the ravine contains paths to other times, and the town library has books that choose their readers. The supernatural weaves through daily life, mostly visible only to those who know where to look.
Both settings are intentionally placed in a somewhat undefined recent past, roughly spanning the 1970s through early 1990s. It was the world GenXers and early Millennials grew up in, before cellphones and the internet, when kids navigated by landmarks rather than GPS, and where adventures can’t be interrupted by text messages. While video games and computers might already exist, especially in later periods, they remain fixed objects rather than portable distractions.
The Characters
Players take the roles of children, typically between ages 10 and 13, though younger or slightly older characters are possible. Character creation emphasizes both ordinary abilities and extraordinary possibilities.
The game uses a straightforward attribute and skill system, but adds unique elements like the Weird Meter (tracking a character’s exposure to supernatural elements) and Childhood Dream Abilities (representing those inexplicable talents that seem to work only when no adults are watching).
Characters also have Best Friend Bonds, mechanical representations of the special connections between childhood friends.
The Rules
The End of Innocence uses a d20-based system for most actions, modified by relevant skills and attributes. However, the game emphasizes storytelling and exploration over combat. While characters can get into dangerous situations, violent confrontation is rarely the best solution. Instead, the rules focus on investigation, problem-solving, and the creative use of childhood resources.
The Stories
Adventures in The End of Innocence can range from solving neighborhood mysteries to confronting genuine supernatural threats. A typical scenario would begin with something seemingly mundane, like a new family moving into their new home, a renovated Victorian house, or strange lights in the lighthouse after hours, and gradually reveal deeper mysteries.
The game encourages Gamemasters to mix ordinary childhood experiences with extraordinary elements. A baseball game can lead to discovering a ghost in the dugout, building a tree house may reveal a gateway to another plane of existence and summer camp adventures include both typical activities and encounters with mysterious creatures in the woods.
Playing the Game
While The End of Innocence can be played by younger players, it’s primarily designed for adults who want to revisit and explore the feeling of childhood adventure. The game’s mechanics and themes support stories that work on multiple levels, simple enough for straightforward adventure but with depth for those who want to explore more complex themes.
The End
Every game of The End of Innocence should eventually face its titular moment, that point where childhood’s magic begins to fade and the world becomes more ordinary. This isn’t necessarily a sad ending; it’s part of growing up. But the game suggests that even as characters move beyond childhood, they might retain some of the magic they’ve discovered, carrying it forward into their next adventures. This is a game about childhood’s last great summer, or its final autumn. About racing bikes down hills so steep it feels like they are flying. About secrets shared in tree houses and mysteries solved by flashlight. About understanding that growing up doesn’t have to mean leaving all the magic behind.
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Length: 256 pages (Lulu print edition).
The Other Side of the Mirror

The Other Side of the Mirror is a role-playing game of obsession, vice, and horror inspired by the delirious cinema of Jesús “Jess” Franco. Step into a world of smoke-filled cabarets, seaside hotels concealing grotesque experiments, and aristocrats whose appetites are as dangerous as they are decadent. One night may begin as a spy thriller in Madrid, twist into a vampiric nightmare in Lisbon, and end with masked cultists performing forbidden rites on a lonely island.
This is not a game of noble quests or polished heroes. Characters are singers, spies, detectives, charlatans, or scientists entangled in plots driven by lust, greed, cruelty, and survival.
Dare to cross the mirror and lose yourself in Franco’s cinema of obsession!
Warning: This is an NSFW game. It contains themes of sex, exploitation, addiction, violence, and moral corruption. It is intended only for mature players who can handle explicit subject matter responsibly. If you are looking for safe or sanitized horror, this is not the game for you.
The Other Side of the Mirror is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Full description
When you try something risky or complex, you roll a twenty-sided die, add the relevant skill and attribute modifier, and see if you meet or beat the target number. Combat, seduction, and investigation follow the same process.
Characters are defined by a handful of attributes—Strength, Agility, Toughness, Intelligence, Wits, and Charisma.
Skills determine what they’ve learned: Knowledge for scholars and scientists, Influence for silver-tongued seducers, Stealth for prowlers following marks through back alleys, and more.
Perks give them quirks or talents, while drawbacks saddle them with vices: addictions, jealous rages, or obsessions.
Length: 132 pages (Lulu print edition).
Twilight of Empires

Twilight of Empires is a role-playing game set in one of history’s most fascinating periods, the Spanish Golden Age of the 17th century. Drawing heavily from Arturo Pérez-Reverte’s masterful Captain Alatriste novels and – to a lesser extent – his acerbic historical chronicles Una Historia de España, our game invites you to explore an era when Spain was one of the world’s largest empires, even as the seeds of its decline were already sprouting.
The 17th century dawned with Spain at its zenith. From the Americas to the Philippines, Spanish power stretched across a domain where the sun never set. The streets of Madrid teemed with soldiers, poets, and rogues, while Spanish galleons carried silver from Potosí and spices from the East. Yet beneath this golden surface, cracks were beginning to show. While Spain dominates the era’s political landscape, Twilight of Empires also explores the story of Portugal during (and after) the Iberian Union. From 1580 to 1640, Portugal and its vast overseas empire were united with Spain under Habsburg rule. However, the Portuguese were allowed a degree of autonomy, retaining their legal systems, local administrations, and even coinage.
Twilight of Empires is a book which includes cover art by Jae Tanaka, a 4-page introductory comic by Ibai Canales and plenty of public domain art.
Full description
In this game you’ll find plenty of options for adventure and intrigue. In Madrid, soldiers rub shoulders with poets in taverns while plotters scheme in noble houses. In Seville, the Casa de Contratación oversees trade from Seville, including the silver shipments from the Americas. The Spanish Netherlands remain a battlefield where the tercios face Flemish and French armies. In the Americas, vast territories await exploration while established colonies generate enormous wealth.
Meanwhile, the Mediterranean remains a frontier where Spanish forces face Ottoman power and Barbary corsairs. The Philippines connect Spain to the exotic East, while Portugal’s outposts in India and Africa struggle against European rivals and local powers. From the poorest Madrid tavern to the glittering Hall of Mirrors in the Alcázar, from the dockyards of Seville to the silver mines of Potosí, adventure beckons.
Themes and Atmosphere
Twilight of Empires emphasizes the harsh reality of 17th century life. This was not a simple time of heroes and villains, but an era where honor and treachery, piety and corruption, glory and misery coexisted. Like Captain Alatriste, characters will face a world where noble ideals clash with harsh realities.
The game captures the period’s distinctive atmosphere: the contrast between Spain’s cultural golden age and its political decline, the tension between religious orthodoxy and practical necessity, the gap between imperial ambition and financial reality. Players might defend Spain’s interests while recognizing the corruption and inefficiency that undermine them.
Character Possibilities
Twilight of Empires offers numerous character options, inspired by both historical reality and fictional creations:
• Soldiers and Veterans: Many characters might be veterans of the Flanders wars, now seeking opportunities in Madrid or the colonies.
• Nobles and Officials: From impoverished hidalgos to powerful court figures.
• Clergy and Inquisitors: The Church’s enormous influence makes religious characters particularly interesting
• Artists and Writers: The Spanish Golden Age’s cultural flowering provides options for creative characters
• Merchants and Rogues: From legitimate traders to smugglers and thieves.
• Women of the Era: From actresses to courtesans and aristocratic ladies, female characters can also play important roles.
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Length: 304 pages (Lulu print edition).
Uncharted Seas

Embark on a journey to the edge of the known world and beyond with Uncharted Seas, a role-playing game that takes you into the heart of the Age of Discovery. As the 15th century wanes and the 16th dawns, the maps of Europe end in conjecture and myth, their edges adorned with sea monsters and whispered legends:
Hic sunt dracones.
Here be dragons.
Built upon the framework of the Red game system, Uncharted Seas’ mechanics were tailored to the unique challenges of maritime exploration and exploration of the unknown world.
As intrepid explorers, player characters navigate treacherous waters, facing both realistic maritime challenges and fantastical encounters. The game’s mechanics cover navigation, resource management, crew morale, naval combat, while also incorporating elements of the supernatural and mythical, such as miracles and alchemy.
Drawing inspiration from Luís Vaz de Camões’ epic poem The Lusiads, the game blends historical figures and events with legendary creatures and mystical locations. Players might cross paths with famous explorers like Vasco da Gama or seek out fabled lands like El Dorado. The possibilities are vast, ranging from uncovering historical mysteries like the fate of the Roanoke Colony to confronting mythical beings such as Adamastor, the spirit of the Cape of Good Hope.
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Length: 424 pages (Lulu print edition).
Vice: Sandcove Under Fire

Vice: Sandcove Under Fire is a Wretched Role-Playing Game supplement for maverick cops, low-down punks, gangsters and other lost souls living in the blurred lines between good and evil. This is an updated and expanded version of Vice: Sandcove Gets the Blues. More setting, more characters, a city guide, more plot hooks, new introductory scenarios and optional rules for forensic sciences, hostage negotiation, crime scene investigation, gang generation, vehicle chases and more.*
The job consumes you, sucking away your humanity day by day. Maybe you still cling to some semblance of ideals, or maybe you’ve embraced the dog-eat-dog law of the streets.
Either way, you’re in too deep to get out clean… The criminals and crooked cops you deal with are not cardboard cut-outs, but complex souls wrestling with their own demons. Even the worst monsters have some shred of humanity left…or do they? In Sandcove, ethical lines blur fast. How far will you go to get the job done? What will be left of your soul afterwards?
At home, your personal life crumbles. Your ex-wife hounds you for alimony you can’t pay. Your kids are estranged, caught up in their own troubles. You hit the bottle hard most nights, trying to drown out the screams that echo in your mind. This city chews up good people and spits them out as husks. So what does that make you? A hero fighting for justice? Or just another poor devil trying to survive?
Length: 324 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.
Voidhaven Outpost

Voidhaven Outpost is a science fiction role-playing game inspired by Babylon 5, set entirely within a gargantuan space station at the edge of known space. The setting was originally conceived as a supplement for Wretched Space, a space opera sourcebook for the OSR game Wretched RPG. This edition is a standalone game. Voidhaven Outpost draws from space opera tradition, it is not a hard science fiction game. It favors intrigue, action, and adventure within the confines of a vast and volatile station rather than interstellar travel.*
On the Galactic Federation’s frontier, Voidhaven Outpost is a vast station at the border of the Outer Rim. Originally a leisure and entertainment venture, it now hosts a diplomatic center intended to promote peace through commerce and culture. Corruption threatens that project as rival powers compete for control.
Voidhaven Outpost is a MicroRed game. MicroRed is a stripped-down take on the Red system. You don’t need to master the full Red rules to run it. However, because the rules explanations are concise, we recommend that you download the free digital edition of the Red Role-Playing Game.
Length: 200 pages (Lulu print edition).
* The Wretched line of core books and settings is now part of the Precis Intermedia catalog. The Red Room continues to publish compatible scenarios.