You are on page 1of 1

We're All Going To Die: a single-page RPG

Genre: cinematic modern horror. Playing time: 2-4 hours tops.


1. GM supplies general setting of the game, e.g. Teenage Slasher or Suburban Zom
bie Apocalypse. Everyone creates a character accordingly.
2. List FOUR things that the character is especially GOOD at, such as running, d
riving, climbing, picking locks, survival in the outdoors, fast talking or decap
itating zombies using only a vintage 1940s tea set. The GM must ratify these.
3. List TWO things that the character is especially BAD at, such as swimming, fi
nding their way in the wild, avoiding alcohol, keeping their cool in a fight, or
not flipping out in confined spaces. GM ratifies as before.
4. Everyone writes their name on a piece of paper and gives it to the GM.
5. The GM picks out one name at random. This person is the Survivor. No matter W
HAT happens (except see below), this person will survive, so long as he is tryin
g to. Everyone else will die. Without exception. Everyone. The players are not t
old who the Survivor is.
6. The game proceeds. There are no die rolls. The GM decides the outcome of any
situation based on that ONE initial intervention of fate - the selection of the
Survivor - and on the Players' selection of things that they are good at and bad
at. If the GM wishes, however, she can roll dice in private to see which way a
situation goes.
7. Even if a player is fated to die, they can keep that fate from occurring for
as long as possible by simply being practical and efficient, as in any other gam
e. If you run away from zombies, you may escape for the moment. Not being the Su
rvivor does not mean that you get randomly hit by a bus within five minutes of s
tarting the game. However, there is no way to tell whether, on any given occasio
n, you survived because you were the Survivor or because the GM decided that you
r actions were sufficient to let you escape. The only sure thing is that even th
e Survivor has to make an effort to survive. The difference is that the Survivor
*will always* survive.
8. Because of this, the GM is at liberty (and is positively ENCOURAGED) to fuck
with the players' heads as much as possible. Every narrow escape is a hint that
the person MIGHT be the Survivor, OR is the GM screwing with you to make you THI
NK that the person might be the Survivor.
THE META RULE
9. The Survivor's immunity to death covers NPC actions ONLY. It does not apply t
o Players, including the Survivor herself. Thus, any attempt to 'test' who the S
urvivor is, such as by having a character jump into a pool of lava to see whethe
r he dies or not, or any action that the GM interprets as deliberately suicidal,
revokes the Survivor's status for the duration of the test. That is, if you sho
ot yourself in the head to see whether you will die, you will die, whether you w
ere the Survivor or not. In that event, everyone else will still die. The mantle
of Survivor does not pass.
THE OPTIONAL BOO-HOO SHE WAS SO NOBLE AND SELFLESS RULE
10. The mantle of Survivor *may* be passed to a new character if the Survivor de
liberately sacrifices herself so that others can live. 'You go on! I'll hold the
zombies back!' 'But you'll DIE!' 'I know. RUN!' etc etc etc

You might also like