Death Takes a Holiday

Every day or so, the Grim Reaper sends the Boxmullers a postcard. Each postcard would be emblazoned with a cryptic clue as to who was about to die. Death Takes a Holiday is a collaborative story-telling entertainment, intended to be played by a small coterie of friends and acquaintances, perhaps two to five in number. You will each portray a unique Primary Character (PC) and collectively you will collaborate on portraying the minor characters (NPCs) and establishing the setting and other details.

Author(s): 
Game Type: 
Roleplaying Game
Collaborative Story
Crunch: 
2 - Focus/Imagination
Players: 
2-5
GM?: 
No
Free?: 
Yes
Excerpt: 

Death has set up a simple system for handling His absence. Every day or so, the Grim Reaper would send the Boxmullers a postcard. (These cards arrive via mysterious means to wherever the Boxmullers happen to be, not via the mundane postal system.) Each postcard would be emblazoned with a cryptic clue as to who was about to die.

You have control over your Primary Character's thoughts, feelings, and intentions. But the moment your character attempts to have a meaningful impact on the world or when you try to state something about the external world, then you are making a statement. Other participants in the game will be given the opportunity to modify or change your statement in certain specific ways. The other people at the table will be able to change what you said by applying a response to the statement. The responses are formalized reaction designed to add additional fictional detail and introduce plot complications. There is a limited pool of responses to pick from. Once a specific response is used, it cannot be reused until the pool empties and refreshes. Once each response has been used once, the pool refreshes and all then each response can be used once more.

Each important NPC, object, location or plotline will get its own story sheet, which is a list of important information about the fictional element, along with what responses have been used to modify it. A story sheet records what you need to know about that element, and identifies its relative importance to the game at large. The more details added (and the more input and feedback other players provide), the more important that character, object, or location is.