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GM:
give the spideys opportunity to be heroes and people.
make every person important; death is a big deal and even
villains have their reasons. play to find out what happens;
SPIDERS
SPIDERS !!
ask questions and build on the answers: “have you fought
electroboy before? how’d it go?”. ask “what do you do?”,
and use failures to push the story forward.
A THREAT...
2. an upstart teen who just
1. a shady businessman got powers
PLAYERS: MAKE YOUR SPIDERS ROLLING THE DICE: 3. an evil scientist 4. a greedy corporation
pick a spider name and look, and choose your extra gimmick if you do something risky, roll 1d6, +1d if you’re extra 6. an opportunistic
along with your usual spider-powers (sticky hands/feet, prepared, +1d if you’re extra skilled. compare each die 5. a scheming mob boss antihero
web-slingers, spidey-sense, comedic timing). result to your number.
IS TRYING TO...
give your spidey a backstory, complete with the one they if you’re rolling spider, you want to
1. build a reality-bending 2. genetically modify
couldn’t save and how it changed their life. roll under your number. machine themself
a game by riley rethal, metagame.itch.io / @jaceaddax. a hack of “lasers and feelings” by john harper.