This roleplaying system was designed to allow fans of the film to play out other mission ideas they would have. It has all of the terms present in the film and script and is a very accurate representation of everything that millions came to know and love.
|
Roleplaying Game |
Yes |
Yes |
2+ |
3 - Mildly Crunchy |
This is slightly meatier than a nano-game but you should still be able to complete it within 2-3 hours with around 5 or 6 players; it takes an amount of preparation and world-burning though, so make sure your players are up for that kind of activity.
|
Collaborative Story |
Yes |
No |
3+ |
2 - Focus/Imagination |
This is a storygame about hard journeys.
1-8 players 120 minutes
With this one, I am approaching at some serious stuff I bear. The tone doesn't have to be heavy, but it can become very dark, depending on the values you choose to start with and the individualism you put in it. You can lighten the tone by reading "when you stay" instead of "when you reach" in the resolution mechanic.
It is totally inspired by Mesopotamians, by Nick Wedig. |
Roleplaying Game, Collaborative Story |
Yes |
No |
3+ |
3 - Mildly Crunchy |
This is a silly little game poem you can try with players who are familiar with various fantasy, horror or sci-fi tropes.
|
Collaborative Story |
Yes |
No |
3+ |
1 - Super Easy |
This is a role-playing game about a home. In this home lives a family, or a succession of families. You’ll draw the home and watch as it changes with the family over the years.
You will need a good-sized sheet of paper to draw on, pencils, and something on which to record characters (index cards are good). A big pile of 10-sided dice is helpful but not necessary. You'll also need to print and cut out the game cards, or transcribe them onto something.
|
Collaborative Story |
Yes |
No |
2-6 |
2 - Focus/Imagination |
This is a house, where ghosts live.
It houses the living, who are sad.
Their sadness feeds sadness. Their fear breeds fear.
This house has ghosts, who are not sad.
Their successes cause joy. Their failures cause sadness.
Their triumphs instil courage. Their blunders instil fear.
This is a sad place, where ghosts live.
This Is A Sad Place, Where Ghosts Live is a mini RPG where you play a group of ghosts, haunting a house where sadness resides.
|
Roleplaying Game |
Yes |
Yes |
2+ |
2 - Focus/Imagination |
This is a game about the price of freedom, about what we would sacrifice for our people, and for the ones we love. A game about leaving, about journeys that change you, about desperation, and about finding hope in the strangest of places. A game about the Great Long Dark. |
Roleplaying Game, Collaborative Story |
Yes |
No |
2-5 |
2 - Focus/Imagination |
This GM-Less game focuses on the adventurous stories of individual characters, their personal goals and their development as human beings. Players might be allies or enemies, lovers or strangers, but somehow their destinies will end up twining and influencing each other. |
Roleplaying Game |
No |
No |
2-5 |
3 - Mildly Crunchy |
This game was written as a statement against bullying and against hate. This game was inspired by a powerful scene from writing legend Alan Moore and David Lloyd’s V for Vendetta. This game was also written as a protest and as a defiant stance against the hate which seems to currently fuel the world. We must embrace love. And this game hopes to allow opportunities to find that despite the bleakness the surround us.
This game might not be for everyone.
|
Roleplaying Game, Collaborative Story |
No |
No |
2 |
2 - Focus/Imagination |
This game doesn't pretend to accurately represent the experience of fantifas militants. Its rudimentary comment - that there's a contradiction to be overcome between office and street activism - mostly intends to reveal our representations.
Who are the militants? How is a fascist problem structured? Where can we simplify or generalize? |
Roleplaying Game |
Yes |
No |
2+ |
1 - Super Easy |