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The Adventure Creation Kit is a game development tool by Chris Hopkins that allows you to design and play top-down 2D tile-based RPGs like Ultima IV & V, 2400AD & Wasteland. Inspired by the classic ACS/Adventure Construction Set by Stuart Smith. Chris is still adding improvements to his old editor even now!

Dungeon Craft is a Computer Role-Playing Game editor by Richard Turner inspired by SSI's Forgotten Realms Unlimited Adventures. Unlike FRUA this has 16/24/32-bit color, more levels allowed, editable items/monsters/spells, and your design includes the game executable so it is playable without the editor. Other differences exist though DC duplicates FRUA/Gold Box behavior well enough to mimic classic FRUA/Gold Box games. Opensource development continues.

RPG MAKER™ XP by Enterbrain is the Windows XP version of the classic RPG MAKER which allows non-programmers to easily create CRPGs in the tradition of Final Fantasy style games. But if you don't mind a little scripting you can use this amazing editor and your own graphics to create a look quite different from the traditional FF style.

Runesword II (RSII) by Crosscut Games is a CRPG designed to appeal to the "pen & paper" role-player. RSII features turn-based, strategic combat, 50+ skills, 12+ races, and includes several full-length adventures ready to play in world of "Eternia" and other world settings. What really makes RuneSword stand out is a flexible, easy-to-use engine for creating your own adventures and even your own worlds. For more control over your design there is a robust scripting engine that allows you to do just about anything you can imagine.

TADS 3 by Mike Roberts is a robust, modern programming environment specially designed for creating Interactive Fiction. Carried over from HTML TADS is the ability to use HTML text effects, images and sound and also framelike banners in your game. If you are into programming you can even use this powerful tool to create 2d tile based adventure role playing games!

Three years in the making, Inform 7 by Graham Nelson is a radical reinvention of the way interactive fiction is designed, guided both by contemporary work in semantics and by the practical experience of some of the world's best-known writers of IF.