Play fast, flexible fantasy adventures with simple rules, a difficulty-by-level approach, and a focus on action and improvisation.
d20Fantasyd20classestheater of the minddungeon crawltokensAny lengthNeeds a GM
6.7
Geek rating
From 36 firsthand play reports in 6 r/rpg threads. The threads alone average 7.3.
Player rating—/ 10
No visitor ratings yet.
Discussion6.1/ 10
131 r/rpg posts named it, October 2023 to October 2026.
Rules weight
Light. Hype 4.5 for its age.
Have you played it?
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Didn't work for usOne of our best
What players say
At the table
Most reports come from GMs who ran ICRPG as a fast, light d20 game built on loot, hearts and clocks, with little prep. Many commenters only borrow its parts, so firsthand play is thinner than the thread counts suggest. Tables disagree on whether it holds up over a long campaign.
What works
New players can be playing in about half an hour, and it stretches across many genres with little tweaking. (thread)
One announced DC per room, shifted up or down by 3, keeps encounters quick and easy to adjust on the fly. (thread)
Several GMs report long campaigns, including 2+ years, and say low HP keeps tension high. (thread)
D&D content converts with little work, VTT support is good, and one-shots are strong. (thread)
The death countdown timer is widely borrowed for other games. (thread)
What tables struggle with
The rules have gaps and inconsistencies, so the GM has to wing it or house-rule. (thread)
Experienced players can build characters that out-damage the rest of the party, so GMs must police balance. (thread)
One player called combat an HP-pinata and found the game too thin past about five sessions. (thread)
There are no classes or levels, since characters grow only through loot, which doesn't suit players wanting BG3-style power growth. (thread)
Without heavy modification it can feel arcade-like at the table. (thread)
Who it suits
GMs who like improvising and don't mind filling gaps themselves.
Groups after quick one-shots, short arcs or an easy on-ramp for newcomers.
Players who want action and loot-driven progression more than class-based builds.
In players' words
"Running a ling campaign in it right now. It's absolutely viable, but 100% expects you do to some work." (thread)
"I use it to introduce people to RPGs who say, "I want to play D&D". It's simple and a ton of fun." (thread)
"I wouldn't use it for much past 5 session arcs though." (thread)
The threads behind it
Each thread is rated for the play it describes, from the firsthand reports in it. Load one here or read it on Reddit.
7.2
The Index Card RPG
Most GMs who ran ICRPG report a fast, flexible game that supports long campaigns and keeps tension high. They also say it needs DIY filling-in, can have balance problems, and may feel too light for some groups. One player had a miserable Master Edition run that they blamed on a harsh GM and the loot rules. 9 firsthand · 37 comments
The few people who have run or played Index Card RPG describe it as easy to hack, fast to improvise with, and a good fit for a video-game feel built on loot, hearts and clocks. The thread is mostly design advice for a Zelda hack rather than detailed play reports, so the experience data is thin and consistently positive but shallow. 7 firsthand · 36 comments
People who actually run ICRPG describe a fast, low-prep action game that is easy to teach, works for long campaigns and one-shots, and stretches across many genres. The main caveats are an arcade-like feel without modification, and many commenters only borrow its parts or haven't played it. 7 firsthand · 23 comments
The few people who say they played ICRPG describe a fast, simple, combat-focused d20-lite game that works well for one-shots and short arcs. Others found it shallow, unbalanced and unfinished, and many of the thread's comments are about how to read the book rather than about play. 6 firsthand · 29 comments
Why do most folks choose Shadowdark over Index Card RPG (ICRPG)?
The thread is mostly about why Shadowdark is more popular than ICRPG, and about ICRPG's name and marketing. The few people who actually ran ICRPG describe a fast, light, workable game that expects the GM to fill in gaps. 4 firsthand · 116 comments
Help me choose a system (between Dragonbane, Shadowdark, ICRPG, Cairn and Vagabond)
The thread is mostly about Dragonbane and Shadowdark, and only three commenters describe playing ICRPG. They found it simple to teach and run, with good VTT support, easy D&D conversion and strong one-shots, but not suited to level-based progression like BG3. 3 firsthand · 76 comments