Professional Documents
Culture Documents
Roleplaying
Games
For
Two
Games At A Distance:
Connection Lost, Tobie Abad
Message, Aura Belle
Passport, Stephanie Brant & Tobias Strauss
Games In Proximity:
Hex Ed, Sharang Biswas
I Haven’t Seen You Since..., Ash Cheshire
The Adam of Your Labors, Amber & Rick Dean
Cartesian Duel, Jamie Gardner
Cut to the Chase, Johnathon Grach
The Sky is Grey and You Are Distressed, Josh T. Jordan
Dead Friend, Lucian Kahn
Lizzy and Darcy, Epistolary Richard Williams
Through All These Years, Moyra Turkington
Check-In
If at any point during play you find that you are uncom-
fortable with something that is happening in the game, here are
a few ways that you can ask your game partner to slow down,
skip over something, or pause the game so that you can amend
the content boundaries.
Script Change
Brake
Cut
For more information please visit the Nordic larp wiki (www.
nordiclarp.org/wiki) and the Big Bad Con Safety Mechanisms
(www.bigbadcon.com/safety-mechanisms)
Connection Lost
By Tobie Abad
Needed:
Two players
One hour
A deck of cards
A timer
An instrumental song
Older player:
Younger player:
You are the voice on the other end. You answered this
call from the other, and have chosen to respond. Nothing you
do can change the fate of your doomed partner. All you have
to offer them is your voice and your words.
If the other knew your secret, they would feel very dif-
ferently about this grave conversation.
Environment:
Setup:
Gameplay:
On Starting Questions:
On drawing cards:
On drawing Jokers:
Confess: Break down and tell the truth. If you had a secret,
reveal it. If there is an explanation you’ve been hesitant to give
thus far, offer it. This can be a moment of guilt or a sudden
realization of cold hard logic.
Even if they haven’t drawn any Jokers, players may still hint at
or even reveal their secrets to the other player if they wish, or
they can keep this information hidden. Take whichever course
you feel makes the best story.
Conversation vs Narration:
When the timer runs out, the Older Player triggers the
final exchange by saying, “I’m out of time,” followed by a brief
and fitting final line that should be no longer than one minute.
The Younger Player then replies with a final line of their
own, also under a minute. Consider one minute as the longest
it can be, but ideal would be to keep it within 30 seconds.
Once both have given their final lines, stay silent for ten
seconds, then cue your “credits” music. Both players should
now break character and exchange thoughts on the game and
share what you experienced. If you did not reveal your secret
during the course of the game, feel free to do so now, but avoid
revealing the other secrets from the table. Save those for future
games.
Club: You are gravely injured and cannot move from your cur-
rent position.
Heart: Life support is failing, and any rescue effort would
arrive too late.
Heart: You are not actually from the Earth, but are keeping
pretenses.
8, 10: Malfunction.
Even: You can see a meteor storm closing in. Behind it,
a thing half the size of the moon.
During Conversation:
Need a prompt?
Need a spark?
Face Card: You can help the other, but only if they deserve it.
Face Card: You can, if the other accepts they are going mad,
go to join the other (if possible). Represent this shift by allow-
ing third-person narrative as you describe appearing beside
them and giving them physical reassurance or intimacy as
allowed.
You can mention the other’s voice sounds familiar. You can
often ask if your voice sounds familiar. The radio distorts the
sound. You can suggest knowing certain names. Or sharing
stories that sound familiar to the other.
During Conversation:
Need a prompt?
Need a spark?
Illustration Credits:
By Aura Belle
2 players 1 hour
THE BOTS
Long ago, programmers sent spybots to crawl the world’s
email accounts to harvest personal details. The bots were orig-
inally programmed to seek out and collect important personal
data so this information could be later used for advertising or
other nefarious purposes.
PLAY
Each player needs access to an e-mail account with a
healthy amount of emails to comb through. You’ll also need a
means of text chat between the two of you.
To play, you will each privately look at one e-mail at a
time, using the words found inside to form sentences. You
cannot use any words that aren’t in the e-mail you’re currently
viewing. You can switch e-mails at any time, but when you do,
you lose access to the words from the previous e-mail, unless
those same words are in the current e-mail as well.
Illustration credit:
hologramaura.com
patreon.com/auramakesgames
auramakesgames.itch.io
Passport
Introduction
We know each other very well, you and I. Perhaps we
are family or lovers; friends or comrades. Regardless, we will
be apart for a long time. To communicate, we will write to each
other in a shared notebook and learn of each other’s tribula-
tions from afar.
Getting Ready
Materials:
Playing Safely
Whichever player is in possession of the Passport is in
control of the story while they have it. This means they may
write anything they please about either character. They can
add horrible, tragic events or wonderful, joyous ones. They can
make the story sweet or bitter simply by narrating the events,
thoughts, and feelings of the characters.
Characters
Answer the following questions together before the game
begins, and write your answers on the first pages of the Passport:
• Who are we?
• When does our story take place?
• Why are we separated?
• Is written communication our only option for contact,
or did we choose to this method for our correspondence?
Why?
GameplaY:
Correspondence
Game play will take the form of alternating letters writ-
ten to one another in your shared Passport. Letters can be as
short or long as you like (but try not to fill the whole Passport
with one letter!).
Entry Ideas
As before, feel free to mix, match, and modify these basic
concepts, or come up with your own.
Postscript
This little game was made by Stephanie Bryant and
Tobias Strauss.
Illustration Credits:
Open Passport: By j4p4n (Open Clipart) [CC0], via Wikimedia
Commons
By Sharang Biswas
Introduction
Hex Ed tells the story of three magical days in the life
of a freshman student at Toadtongue College of Magic. In a
last ditch effort to achieve a passing grade in a crucial course,
this Student will go through a series of trials and adventures to
obtain crucial information and experience to help them write
their big midterm paper.
One player takes on the role of the Student and will have
full control of the Student’s decisions and actions. The other
player acts as the College and as game master who controls
non-player characters, sets the scenes, and introduces adven-
tures and conflict for the Student.
Player Goals
The Student has one clear, frantic goal: get a good grade
on their midterm paper. Having put off all their work until the
last minute, the Student now has three days in which to finish
writing their paper. In addition to this already daunting task,
they must also attend class and take part in the obligatory night-
time adventures that all students at a school of magic must have.
Tone
Materials Required
●Alastor Crombley
●Marie-Dominique DelaTour
●Tom Obina
●Susan Rodriguez
●Zahra Sarfarazuddin
●Akikazu Hoshino
●A cat
Stats
Set your starting STABILITY at 3.
Classes
Pick two classes and make note of the special abilities
you gain from each of them.
Introduction to Neuroalchemy
Once per game, you can reroll all dice for any
ADVENTURE ROLL that relates to magical creatures. You
cannot choose which dice, you must reroll all of them.
Divination I
Gameplay
Once the Student has defined their character, gameplay
proceeds in three acts:
●Act I: School
Act I: School
This act consists of three days of learning and mischief
at Toadtongue College. You will repeat this sequence of Blocks
three times to represent the 3 days leading to your paper’s due
date.
Block 1: Preparation
Block 1: Preparation
After classes let out, the Student has a little free time
they can use in one of three ways.
Example:
[Student rolls a 6]
Goals
The full moon is out and they say there are werewolves
out and about. You’re excited to see one!
The crenelated roof of one of the schools towers, where the night
watchman hangs his laundry to dry. What mysterious sight do
you spy in the distance?
Example:
College: “Worse! You used magic for an extra die so you get a
Magical Mishap. Instead of enhancing your hearing, you wand
suddenly starts emitting a loud, mournful moan, audible to
everyone within fifty feet. The cloaked figure is startled. He
swivels his head around, and spotting no-one, bursts into a run.”
Lee Bin, Captain of the Broom Racing team, has a third eye in
their cheek.
Complications
The Reward
1. Tropes are good. Tropes are both funny, and help ground
the storytelling for this sort of game.
Example:
College: Great, roll two dice. You got a 6 and a 5, a success! You
spend a few hours writing. That Blazing Bourbon you stole from
your rival has really loosened up your thoughts, and you make
some connections you hadn’t thought of before! Gain one point
of PROGRESS.
This marks the end of one day, and a new day begins at Block 1.
First, the College awards the Student with a GRADE for their
class, and two MERITS from their peers. Then the Student and
the College both narrate an EPILOGUE SCENE each.
GRADE
4 A
3 B
2 C
1 D
0 E
MERITS
Example:
EPILOGUE SCENES
Example:
College (knowing the Student got a C): “For the rest of Term,
Professor Marshwackle, who you caught raising an illegal baby
dragon, is out to get you. He gives you extra homework and
tries to catch you breaking even the smallest rules. On the other
hand, that burn on your cheek makes you look extra sexy, and
the cute boy you’ve been eyeing has started chatting with you.”
Rule Summary
Each Day:
1. Block 1: Preparation
• SLEEP: +1 STABILITY
• STUDY: +1 SUBSTANCE
• 1-2: -1 STABILITY
• 3-4: +1 STABILITY
• 5-6: +2 STABILITY
• Set Goal
• Set Scene
• Start Mission
• Issue Reward
Final Stretch
End of Term
Freshman
Style
Draw/describe your fashion based on one of
these three options:
␣ Introduction to Neuroalchemy
Start the game with +2 STABILITY
␣ Divination I
Once per semester, you may reduce the difficulty of a single task by one die.
Elective ______________________________________________________
Merits
␣ A cat...
…named: ___________________________________
Credits
Illustrations by JM Barros
Special thanks to Kat Jones and Evan Turner, who sparked the
idea for the game.
Inspirations
A Game of Long-Lost
Fictitious Relations
By Ash Cheshire
introduction
“I Haven’t Seen You Since…” is an open-ended story
game of shared reminiscence. You will collaboratively create
an imaginary acquaintance between two characters and tell the
story of their past together. This is achieved through a conver-
sation of questions, offerings, and co-created memories culmi-
nating with each character’s ultimate decision about whether
or not to remain connected.
Making Offers
An offer is a piece of information that you or your part-
ner introduce into the narrative. This game is built on making,
accepting, and elaborating upon offers, which collaboratively
build the story of your characters and their relationship.
Enrolling Your Partner
Enrolling provides your partner with new details about
their role. As you’ll see, the very first step in the game is to
enroll your partner with a name, but enrolling can involve any
detail about your partner’s character or your relationship that
hasn’t been specified yet.
“Yes, and…”
Accepting offers with the spirit of ‘yes, and…’ means
that you accept the reality of what your partner has said, and
then elaborate further. The “yes” validates and affirms the
initial offer, while the “and…” creates a new offer in return for
them to accept and elaborate upon, and the cycle continues
back and forth. If an offer is made that you’d rather not play,
you can alert your partner and amend the narrative as neces-
sary.
Open-Ended Questions
When you’re feeling a bit
stuck, you can ask the
other character an open-
ended question. These questions
often begin with Who/What/
Where/When/Why and allow for
plenty of freedom for your partner
to answer as they see fit.
This provides a seed of an
offer as well as an opening to help
co-create the answer with you.
Examples:
“What did you ever do with that old car?”
OR...
“Why didn’t you ever call me back?”
Gameplay
This game will play out as a spontaneous meeting, so
rather than “taking turns,” treat this as a free-flowing con-
versation. As with real conversations, it is important to share
speaking and listening time with your game partner as the
conversation progresses.
Enrolling Characters
Decide between yourselves who will begin the conversa-
tion. This first player begins the game by greeting their part-
ner and enrolling them with a name (and a title, nickname, or
other name embellishment... if they wish).
Examples:
P1: “Why David Fletchley, I never thought I’d see you here
again.”
P2: “Nor I, Headmaster Ratchett, and yet here we are once
more.”
OR...
P1: “Is that you, Madeleine?”
P2: “Darcy! Oh my goodness, what a marvelous coincidence!”
OR EVEN...
P1: “By the graces Manuel, I’ve finally found you again...”
P2: “Mac! Shh, they mustn’t hear us... but it is wonderful to see
you again, Mackey.”
Examples:
P1: “Yes indeed, here we are. I haven’t seen you since you went
running from this very room cursing my name and the name
of the Academy.”
P2: “I must admit I had a flair for the dramatic, but I assure
you my feelings have not changed; I am here out of necessity
only.”
OR...
P1: “A coincidence I’m so grateful for! I haven’t seen you since
we had that unusual afternoon tea together at your aunt’s
house...”
P2: “Oh Darcy, unusual doesn’t even begin... I ended up en-
gaged to two different guests by the end of that afternoon!”
OR EVEN...
P1: “What on earth Manny, I haven’t seen you since last fall
and now you’re shushing me--”
P2: “Please, Mac. It wrecked me to cut you out last fall and I’ll
explain everything but we must be quiet. God, it’s good to see
you.”
Conversation
With the fundamentals of your characters and last
meeting established, continue the conversation using the tools
from the Principles & Techniques section above. Both partners
should ask and answer questions, make and accept offers, and
further enroll each other’s characters to explore their past
relationship.
Examples:
P1: “Well Master Fletchley, it is a relief to know at last some
more of your reasons for departure. Now it is I who must
depart. I bid you farewell, perhaps you will call ahead before
visiting next.”
OR...
P1: “I’m terribly sorry Mads, but I am late. Please tell me you’ll
come to the reunion lunch.”
P2: “Darcy, you know I wouldn’t miss it. Do keep my atten-
dance a surprise, I want to see their faces.”
OR EVEN...
P1: “Manny, will you be safe if I leave? After what you’ve told
me, I just...”
P2: “Mac. This isn’t your concern. Thank you for listening and
I hope you’ll consider passing along the message I asked you to
deliver.”
Epilogue
After the conversation ends, take a few moments to
imagine your character’s internal response to the conversation.
Ask each other the following questions to see what effect this
conversation has had on the characters’ lives:
Example:
P1: “After leaving the conversation, Headmaster Ratchett left
her office and sat outside behind the school looking at the field.
She still feels unsettled about the conversation, and embar-
rassed. She will try to avoid Fletchley in the future if possible,
but she will not be rude if directly encountering him.”
OR...
P1: “Darcy leaves and thinks about Madeleine for days. The
morning of the reunion lunch, she almost cancels. ...does Mad-
eleine show?”
P2: “She does, yeah. But I think she almost doesn’t. Maybe she
picked up the phone to call and cancel a few times but even-
tually just decides it’s more important to show up. But she
doesn’t stay in touch after that.”
OR EVEN...
P1: “Mac definitely delivers the message. And in so doing, he
gets pulled into the espionage himself. The next time Manuel
sees him, they’ve been assigned on a mission together.”
P2: “Oh man, Manny’s like equal parts relieved and sad. He
really hoped that he could get help from Mac without pulling
him in too, but at the same time it’s so important to have him
nearby where he can keep him safe. Is it okay if I say they fall
in love while being secret agents together?”
P1: “Oh absolutely, that’s awesome! They totally do.”
Debrief
Now, out of character, feel free to debrief and talk with
one another about the conversation and characters you just
created.
Questions to consider:
What moments were particularly interesting to you?
Were there any experiences of synchronicity or surprise?
What are you left wondering about these people?
How are you personally affected by the story you created?
Illustration credits:
‘Granville Cat Courting’ by J.-J. Grandville, 1867
‘Nodier-Johannot’ by Tony Johanna, 1830
‘Sweetly Virtuous’ by Harry Clarke, 1925
The Adam of Your Labors
By Amber & Rick Dean
It’s late, and you are alone in the lab. You’ve been work-
ing for hours chasing down a new theory, scouring the latest
data for patterns, repeating test after test to get something
conclusive. Your shoulders ache, your eyes fight to stay open,
your back longs to lie flat. “Just one more hour,” you tell
yourself, “then I give up for the night.” You take a sip of water,
stretch your limbs, and refocus your mind on the task at hand.
2 Players
1 Hour
2 Writing utensils
Overview
In The Adam of Your Labors, you will create a story
about a Scientist who brings to life a new kind of Creature in
their laboratory, one which has never existed before. As the
Scientist, one player will attempt to communicate, examine,
feed, and understand this bizarre life form. As the Creature,
the other player will explore this strange world in which
they’ve been born, and begin to discover and exercise the fled-
geling supernatural powers they possess.
Choose one of the following four basic settings for your story,
or you may make up your own. Fill in just enough detail so you
can each imagine the surroundings and context:
Top-Tier Professor
Rogue Tinkerer
Fringe Mystic
Sensitivity: Texture
Sentient Plant
Sensitivity: Light
Aquatic Bug
Sensitivity: Vibration
Bio/Tech Hybrid
Sensitivity: Electricity
Customize Characters
Creature
Read aloud your full Creature Type description from the
end of these rules.
Scientist
Each player reads their list silently, then writes the four
bold words from their Final Action list on their note card or
slip of paper.
4) Release - you wish to set the Creature free from its confines
so they can determine their own destiny. This may look like
opening a door, pushing them out a window, abandonment, a
fond farewell, or some combination.
Creature Final Actions
Scene 1
Narrow Options
Each player secretly chooses one Final Action to cross off their
list of possibilities.
Act 2 - Home and Feeding
The Scientist brings the Creature home with them, and tries
to feed it.
Scene 1
Narrow Options
Scene 1
Narrow Options
Each player secretly chooses one more Final Action from their
list to eliminate. You should each have only one remaining
Final Actions.
Act 4 - Reveal & Epilogue
Scientist and Creature play out their Final Actions, and the
story ends.
Reveal
Scientist & Creature: Reveal your final actions and look at the
numbers associated with each action. Starting with the player
with the lowest numbered action (in a tie, the Scientist goes
first), narrate how your Final Action plays out.
Epilogue
Sensitivity: Texture
- Sentient Plant -
Sensitivity: Light
- Aquatic Bug -
Life out in the dry world is not an option for you, but
luckily you do have a way to interact with the non-aquatic
world. Using your fledgeling sentience, you can physically
move objects with your will alone and no physical contact from
your body. You gained this ability only moments before the
game begins, so you will not be very precise or skilled with it,
and you may not be able to lift heavy things or hold things in
the air for a long period of time.
Sensitivity: Vibration
- Bio/Tech Hybrid -
Sensitivity: Electricity
Tools: Homemade,
Repurposed
You will not rest until you prove, once and for all, the
truth about the radical things you’ve suspected. You are very
skilled at sweeping aside the generally accepted explanation of
things and arriving at the real explanation, which absolutely
confirms your suspicions you’ve been harboring.
- Fringe Mystic -
Because of this, we feel the title is all the more apt for this proj-
ect and are proud to provide some some further sustenance for
this hungry myth.
@SecretOrbit
By Jamie Gardner
Time: <1 hour
Materials: 2 or more D6, pencil & paper (and any other draw-
ing tools you desire)
Background
The city is under attack! Terrifying, 5-story tall, conve-
niently untrademarked monsters are descending upon the pop-
ulace, and the citizens are in a panic. Luckily, the city is not
defenseless against such threats - highly trained pilots with
advanced, deadly, awesome 5-story tall mecha suits stand ready
to meet such challenges with deadly force.
In this game, one of you will play as a pilot and the other
will play their advanced mecha suit as you collectively take on
your mighty foe. To save the city, suit and pilot will need to work
together seamlessly - but to save yourself, you may need to turn
against your partner.
But things haven’t been the same between you two lately.
What happened last time you, Pilot, and you, Robot, had to work
together? It didn’t go so hot, that’s for sure. But HQ ignored
both your requests for reassignment, so you’re stuck together.
Overview
During the course of this game, you and your partner will
battle the kaiju cooperatively, but within that battle your rela-
tionship with each other will twist, boil, and shift. Sometimes
you will need to cooperate with your partner against your shared
foe, but other times you might take opportunities to shelter
yourself at your partner’s expense. To simulate the complex
shifts in emotion and trust as the fight goes on, your incentives
to cooperate or shelter yourself are random, constantly shifting,
and unknown to your partner.
Setup
1. Gather your dice, paper, pencil, and other drawing tools.
2. Decide between yourselves who will play the pilot and who
will play the mecha suit.
4. Roll 7D6, add the dice together, and multiply the result by
100 to get the pilot’s HP.
5. Repeat this process for the mecha suit HP, and then again for
the kaiju HP.
(For a quick-start game, you can have each start with 2500 HP)
Combat
The rest of the game will take the form of successive
rounds of combat in which you will add new features to your
mecha and kaiju, deal, receive, and shield yourself from pun-
ishing blows from your foe, and explore the deeper relationship
between mecha suit and pilot.
Each round will have the following 7 steps, and you will
continue until mecha suit, pilot, or kaiju run out of hit points.
any damage from the kaiju will divide evenly between suit and
pilot (so if the kaiju deals 300 points of damage total, each
player will take 150 points of damage).
any damage from the kaiju is cut in half and then split evenly
between suit and pilot (so a kaiju damage roll of 300 is cut down
to 150, and then each player takes 75 points of damage).
Any damage from the kaiju falls on the player that chose Attack.
The player who chose Shield takes no damage (so a kaiju damage
roll of 300 will cause the player who chose Attack to take all 300
points of damage).
Kaiju Damage
Mecha Damage
1: Whew! You dodged away just in time. Good thing you updated
your legs/tank treads/hover-emitters last month. 0 damage.
Illustration credit:
By Johnathon Grach
This is a game of chase for two people who share the nar-
ration. One player will play as Hunter, the other will be the Prey.
The Hunter is much faster than the Prey, but the Prey has a
head start and and can use their wits and cunning to evade cap-
ture. The setting and genre are determined by the players, and
the possibilities are limited only by the players’ imaginations.
Game Narrative
The characters in the game are adversarial; however, the
players are cooperative. The players build a story together by
sharing the narration. Developing the narrative should feel like
an equal partnership. There is a back and forth of narrative con-
trol, and you’ll likely feel as excited for what the other character
does next as you are about what you’ve just done.
The Chase
Rounds
A Round consists of two scenes: one Prey scene followed by one
Hunter scene. If the Prey can evade the Hunter for 4 rounds,
they successfully escape. If the Hunter can win a Clash before
the end of the 4th round, they successfully catch their Prey.
Separation
Throughout the game, you will track the Separation between
Hunter and Prey. The “Separation” between the characters is an
abstract measure and can be considered the challenge remain-
ing for the Hunter to catch up to the Prey.
The Hunter is faster than the Prey, and thus the Separation will
go down by 1 at the end of every round.
Getting Started
Create A Setting
The first thing you need to do is decide who will play each char-
acter. After this you can start building the setting by answering
the following questions together:
• Prey, who/what are you and why are you on the run?
Use a selection of the questions above, and also feel free to add
your own to build out the setting as you see fit.
Resources
At the start of the game the Prey has 2 resources and the Hunter
has 3. Resources are items or knowledge that the characters can
access to give a bonus to an action. You don’t have to decide
what these resources are before you play, they can come to light
in the course of the story as needed.
If you don’t have any resources left, you can still use items you
find in the scene as part of the narrative, they just won’t give you
any bonus.
Actions
In every round, the Hunter and the Prey will each choose one
action from their respective action lists. For every action you
attempt, you must roll 2d6 and keep the highest to determine
the outcome, subject to the rules for certain doubles.
* Double 5’s and double 6’s are always successes, and the roller
always gets +1 or -1 Separation as desired no matter what
bonuses or penalties exist before the roll.
Success
When you roll a Success it means you succeeded at the action
you intended with no adverse affects.
Progress
When you roll Progress it means the action you took was a
fumble. You accomplished what you set out to do but there are
additional adverse affects.
Failure
If you roll a Failure you do not accomplish the action and there
are additional adverse affects.
Prey Actions
Outrun – You make a dash in an attempt to increase the
Separation.
Success: +1 Separation.
Progress: +1 Separation and -1 on your next roll.
Failure: -1 on your next roll and +1 on the Hunter’s next
roll.
In Pursuit
Hunter Scenes
The chase continues with a Hunter scene, which will play out in
three steps:
1. The Prey sets the scene and describes current situation for
the Hunter.
Success: -1 Separation.
or = Success and
+1/-1 Sep. as desired
= Success
or = Progress
, or = Failure
Resolution
The Clash
If Separation reaches 0 at the end of a Hunter scene, the Hunter
catches up to the Prey and they Clash. The first clash is part of
the round in which the Hunter catches up to the Prey.
In a Clash, the Hunter and the Prey make opposing rolls. There
are never any bonuses or penalties to the rolls in a Clash.
Compare the highest dice from the rolls.
For the Hunter, winning the game means capturing the Prey
before they make it to their destination. To do this catch up to
them and take them in the Clash.
The winner of the game gets to narrate the end of the game.
What do you do, now that you’ve succeeded? Is there someone
you share your success with? Do you have a celebration? Go all
out with the narration – you’ve won!
Credits:
I would like to thank all the play-testers, thanks for taking the
time to not only read and play the game but to also take the time
to give feedback.
The sky is gray, and you are
distressed
By Josh T. Jordan
The sky is gray, and you are distressed is a game for two
players in less than an hour.
Trigger Warning
Guide to Touch
Gameplay
Choose who will play which character. Then decide the
relationship between the two characters. They are close, but
in what way? For example, are they best friends, spouses, or a
parent and child?
List of Secrets
[You are playing Meg. Read text in brackets ([]) silently. From
this point forward, read text not in brackets out loud.]
[Frank’s turn.]
[Frank’s turn.]
[Frank’s turn.]
Okay, it’s my turn again, Frank. Is there some part of you that
feels trapped when you are with me?
[Frank’s turn]
[After Frank speaks, hug briefly and awkwardly if you are using
touch, then turn away.]
Frank
You suspect that Meg is
keeping something from you.
The other player will roll some
dice. Look at the dice they rolled.
If they rolled less than seven,
you suspect that Meg feels guilty
about something. If they rolled
seven or more, you suspect that
something is scaring her.
[Meg’s turn]
[Meg’s turn]
[Meg’s turn]
[Meg’s turn]
What part of you feels neglected and what would bring that part
of you to life?
[Meg’s turn]
I’m a cyborg.
There are six bodies under the concrete in our cellar. I put them
there.
I’m an android.
I’ve never put the toilet seat down, and I don’t know who keeps
doing it.
I’m a hologram.
I’m a kitsune.
Illustration credit:
By Lucian Kahn
Survival Guide for New Necromancers
The Players
THE LIVING: A magician or witch — or someone with new-
found ability to conjure spirits.
Storytelling Guidelines
The conflicts are named after Tarot cards; you may wish to
draw one at random.
The Magician The Tower
THE LIVING:
You wish to THE LIVING:
You wish
bring your dead friend back to say a final goodbye to
to life. your dead friend.
THE DEAD:
You wish to THE DEAD:
You wish
kill your friend. to return from the dead
and wreak havoc.
Decide who will play THE LIVING and who will play THE
DEAD.
THE LIVING: Place the Magic Circle in the center of the table.
Sprinkle a large circle of salt around the paper for protection
(or mime this). Place one pen near yourself and the other
near The Dead. Place the circle coin (the large coin) heads-up
slightly outside the circle, so that it touches the word “East”.
Place the star coin (the small coin) heads-up on the altar.
THE DEAD: You died recently and are new to the realm of the
dead. Briefly describe that realm. What can you see, hear, or
smell? How is it similar to or different from the world you left
behind?
THE LIVING: Place your right index finger on the star coin.
At some time before dying, your friend gave you an important
object, represented by this coin. Describe the object.
For the rest of the game, whenever the star coin moves to
a different location, THE DEAD says, “A word from beyond!”,
followed by a single word.
Examples:
“A word from beyond! Moonrise.”
“A word from beyond! Betrayal.”
RITUAL OF EARTH
THE LIVING and THE DEAD remember their shared
community from before the death.
EARTH LEGEND
2 someone enthusiastic and confused
3 someone humble and helpful
4 someone powerful and greedy
5 someone suffering and ignored
6 someone successful and generous
7 someone hardworking and depressed
8 someone productive and cheerful
9 someone beautiful and aloof
10 someone intelligent and forgotten
Page/Knave/Joker someone idealistic and naive
Jack/Knight someone principled and determined
Queen someone respected and emulated
King someone wise and nurturing
Ace someone mystical and intimidating
RITUAL OF WATER
Like a eulogy, THE LIVING and THE DEAD remember
the details of their friendship.
THE LIVING: Invoke Water with the following three motions.
First, to form an Invoking Pentagram of Water, place your index
finger on the Air point of the pentagram, then moving toward
Water, trace the entire pentagram with your finger. Second,
move the star coin to the Water point of the pentagram. Third,
slide the circle coin around the circle counterclockwise to the
West, the cardinal direction of Water.
EVERYONE: Each draw one card, look at it, and describe a past
scene from your friendship that corresponds to the prompts in
the Water Legend. Although this scene is primarily about you
and your friend, it must also include at least one community
member from the paper. Feel free to embellish the story with
descriptive details.
EVERYONE: Repeat part C, but place the card face-up near the
circle of salt. This scene must foreshadow your motivation in
the central conflict.
WATER LEGEND
2 you argued with your friend
3 your friend brought you to a party
4 you reassured your friend about an
insecurity
5 your friend chose someone else over you
6 your friend helped you with a problem
7 you lied to your friend
8 your friend embarrassed you
9 your friend defended you against someone
10 you celebrated a holiday with your friend
Page/Knave/Joker you learned something new about your
friend
Jack/Knight you were jealous of your friend
Queen your friend gave you romantic advice
King your friend manipulated you into doing
something
Ace your earliest memory of your friend
THE LIVING: Place your right index finger on the star coin.
Why is this object so important to you?
THE DEAD: Turn over the star coin, tails up.
There is a secret
about this object that your friend does not know. What is the
secret?
RITUAL OF FIRE
To summon THE DEAD into conversation with THE
LIVING, both friends recall the death. This section establishes
the cause of death, or, if it has already been established, adds
complicating details.
FIRE LEGEND
2 a material need
3 a journey
4 a wedding
5 a community argument
6 a celebrity or popular person
7 a stranger
8 an oppressive force
9 a survivor
10 a sickness
Page/Knave/Joker a careless mistake
Jack/Knight a collision
Queen a well-meaning error
King an order
Ace a noble decision
THE LIVING: You are about to conjure your dead friend into
the circle. Set the scene for this act of magic by answering the
following questions. How much time has passed since your
friend died? What is happening in your life now? What led up
to performing this ritual? How did you acquire the power to
summon the dead?
THE LIVING: Turn the star coin back over, heads up, on the
Fire point of the pentagram. Place your right index finger on
the star coin and repeat this magical formula three times:
Beloved [name of deceased], thou who perished by [means
of death], through this [name of object] I conjure thee.
Beloved [name of deceased], thou who perished by [means
of death], through this [name of object] I conjure thee.
Beloved [name of deceased], thou who perished by [means
of death], through this [name of object] I conjure thee.
THE DEAD: Describe what you look and sound like when
you appear in the Magic Circle.
THE LIVING: Tell your friend why you have conjured them.
THE DEAD: Tell your friend why you believe they must fail.
Remember to express your motive from the central conflict.
RITUAL OF AIR
THE LIVING and THE DEAD draw weapons for the final
battle.
AIR LEGEND
2 a blindfold or darkness
3 a vial of blood or loyalty
4 a rune-covered box or prayer
5 hand-to-hand combat or intimidation
6 a map of the dead realm or travel
7 a key or trickery
8 magic words and hexes or imprisonment
9 a candle or nightmares
10 community allies or solidarity
Page/Knave/Joker a shield or what your friend does not know
Jack/Knight an animal or passion
Queen control of the weather or logical persuasion
King an important document or instilling doubts
Ace an enchanted sword or a higher authority
THE LIVING: Flip the star coin in the center of the pentagram
so that it lands on the table. If it lands heads-up, THE LIVING
will go first in the final battle. If it lands tails-up, THE DEAD
will go first. Place the star coin in the center of the pentagram
so that it touches both names.
THE LIVING: Move the star coin to the Spirit point of the
pentagram.
By Epistolary Richard
Lizzy & Darcy is a roleplaying game that allows two play-
ers to play out their own version of one of the most famous liter-
ary romances: Elizabeth Bennet and Mr. Darcy in Jane Austen’s
Pride & Prejudice.
One player plays Lizzy, while the other Darcy. Both play-
ers will also play smaller roles incidental to a scene.
While Lizzy and Darcy are apart for much of the novel,
this game focuses on the moments where they are together and
so each scene includes questions for you to answer to fill in the
intervening events. You should feel free discuss how to answer
these questions together to deviate from the events of the novel
and create a version of Lizzy and Darcy’s story that is uniquely
yours.
Contents
Restrictions and Constraints explains how the players use
playing cards to limit their interactions to be appropriate to the
period.
The Five Acts outlines the overall arc of Lizzy and Darcy’s
relationship.
Playing Lizzy and Playing Darcy provides a little in-character
description of them before the events of the novel.
Acts & Scenes provide detail to each scene within the game,
along with questions for the players to answer before they
begin, significant choices they can make, and a brief description
of new characters introduced.
The Cards
Ace
● One player plays the Ace of their suit, in which case the
scene ends in shock at the behaviour.
Lizzy and Darcy encounter each other for the first time
and make a first impression.
Playing Lizzy
I am Elizabeth Bennet; sometimes Eliza but always Lizzy
to my friends and family. I am the second of five daughters.
Playing Darcy
I am Fitzwilliam Darcy. I am a grandson of Earl
Fitzwilliam, through his daughter, my mother, Lady Anne.
Act 1 Scene 1
(there is an example of two players playing out this scene
immediately after the scene details)
Overview
Lizzy and Darcy encounter one another for the first time.
Lizzy,
Darcy,
Scene
Lizzy,
Darcy,
Your good friend Charles has asked you to join him at Netherfield
for your opinion on the situation and society, and whether he
should settle here. This purpose, and etiquette, requires you
engage with the local society and attend occasions such as these.
You are certain that gossip has already gone around of your
worth and that, given any encouragement, the eligible daugh-
ters of the county will soon be aimed at you.
Named Third Parties
Notes
If you’re not familiar with the novel, then you may read a
little about the characters introduced in the scene. It’s perfectly
fair to present them differently in your game if you wish.
Mrs. Bennet
Liam then takes Lizzy’s cards for the scene from the
Hearts suit. Dee, not wanting Lizzy too in her own head, removes
the 2 and 3 of Hearts. Dee then takes Darcy’s cards from the
Diamonds suit and Liam adds the 8 and Jack of Diamonds to
give Darcy some choice.
Dee adds with Mr. Bingley. “‘I swear I have only been
there once myself! You must come and visit and show me what
I have. Your parents, of course, and your sisters, all your sisters
must come as well.’ With that, Charles’s gaze lingers on Jane
across the room.”
Lizzy,
Darcy,
What did you not say on a previous evening that you feel you
must?
Starting Cards
Scene
Lizzy,
Your sister Jane has become a favourite of both Mr. Bingley and
his sisters. Whilst Jane visited Netherfield for dinner she became
ill and, at the Bingleys’ insistence, has spent several days con-
valescing there. You walked to Netherfield on the first day to be
with Jane and, despite showing such wilful independence, Miss
Bingley invited you to stay until Jane is well. After looking after
her through the day, etiquette demands that you dine with your
hosts and spend a few hours with them each evening.
Darcy,
Notes
Lizzy,
What has Mr. Wickham told you about how he has been previ-
ously wronged by Mr. Darcy?
Darcy,
What has Miss Bingley told you about Lizzy’s admiration for
Wickham?
Starting Cards
Scene
You are attending the ball with your sisters and are
especially hoping to dance with a rather dashing young officer
named Mr. Wickham. The two of you have spoken often since
you last were at Netherfield and he has told you how he was a
childhood friend of Mr. Darcy, but who has treated him badly
since. You would like to avoid both Mr. Darcy and a new suitor
your mother has forced upon you, the tiresome and fawning Mr.
Collins.
Darcy,
You are attending the ball because you must. Your friend
Charles has formed a serious attachment to Miss Jane Bennet
which, in your considered judgement, she does not return. In
addition, the nature of her connections, especially the want of
propriety of her mother and three youngest sisters, make her
most unsuitable. For his own sake, it would be best for him
to quit Netherfield for a time. Before you leave, however, you
would wish one last conversation with Elizabeth. You find your-
self taken with her greatly, but she is rumoured to have formed
an attachment to Mr. Wickham, a man you know lives his life
full of disguise and deceit.
Mr. Bennet
Lizzy,
Darcy,
Starting Cards
Scene
Darcy,
Colonel Fitzwilliam
Lizzy,
Darcy,
Starting Cards
Scene
Lizzy,
Darcy’s attention to you puzzles you exceedingly.
Etiquette demands you are polite, but you are loath to be more
than that.
Darcy,
None
Act 3 Scene 2
Overview
Darcy,
Lizzy,
Starting Cards
Scene
Lizzy,
Darcy,
You leave Rosings the day after next and, if you stay
quiet as logic and reason demand, you will likely never see Miss
Bennet again. But you cannot deny your feelings and admira-
tion for her. She has remained at Hunsford this evening while
the rest of her party has come to Rosings. This is your opportu-
nity to ask her for a private interview without exposing yourself
to the gossip of her companions. If you propose, you know that
her family will count it as quite the victory to have ensnared
you. It will also cause distress to your aunt and open you up to
the mockery of your friends.
None
Notes
Darcy,
After the prior scene, you wrote Lizzy a letter. What did
you write in it?
Lizzy,
Starting Cards
Scene
Lizzy,
Darcy,
You are home and amongst those with whom you feel
comfortable. You are proud of Pemberley, but know it has been
the work of many generations before you. If you are engaged
then you are taking time to work your relations so that they do
not boycott your wedding. You do not need their blessing, but
would prefer them to see sense and accept your choice.
Lizzy,
Darcy,
Starting Cards
Scene
Lizzy,
Darcy,
None
Notes
Lizzy,
Darcy,
Lizzy,
Starting Cards
Scene
Darcy,
Lizzy,
Darcy,
Starting Cards
Scene
Bingley and Jane are now engaged and take a walk with
Lizzy and Darcy. Lizzy and Darcy are soon left behind and may
have a private conversation.
None
Notes
Illustration credit
HOW DO WE PLAY?
Guidelines
Scenes do not need to proceed in chronological order;
flashbacks or flash-forwards in time are part of play.
By Taylor LaBresh
Two worlds spin as one in the misty air of the void. Two
imposing rocks alight in fog. Both worlds ripple with aerie crags
and the rush of wind buffets those who live on their surface. The
wings of dragons fly here, and those who ride them know the air
well.
Overview
This is a social fiction game for two players. Together,
you will tell the story of a young dragon and its young rider,
both coming of age against an apocalyptic background. You will
both tell the story, but each person will take ownership of their
character’s actions, words, and perspective.
As you play scenes and make wagers, you will bond with
one another, blending the souls of dragon and rider. The more
story beats you wager and include in your scenes, the more
Bonds you will produce with your partner. However, if you
wager a story beat and your scene does not deliver, you will lose
Bonds as the egos of dragon and rider clash.
Writing utensils.
A pair of scissors.
You do not have to explain why you are using any of these
tools if you don’t want to. If your partner requests that you Cut,
Pause, or Brake, you must respect their wishes.
Background
Wagers
When you act out each scene, keep these wagers in mind.
When a scene ends, reveal which wagers you made to your
partner. If a wager happened in the fiction (for example if you
chose “I will give the Dragon a gift” and during your scene, gave
the Dragon something that would count as a gift) gently loop
another round of yarn around your grasped hands. If you made
a wager but did not include it in the fiction, do not loop the yarn.
3. With the exception of the final events of the story, your char-
acters should never die or be seriously hurt. Place your charac-
ters in danger, please, but know that the story must hinge on
their flight for survival in the final act. Until then the stakes can
be high, but not high enough to warrant actual death or any
serious injury or calamity. Don’t let this prevent the characters
from thinking that those things are possible, however. The illu-
sion of danger is much more important than actual danger.
4. If there are any disputes over details, talk briefly over your
opinions on the story. If you can resolve your dispute in con-
versation, that’s the best option. If neither of you are willing to
budge, bid Bonds over it. Whoever is prepared to sacrifice the
most Bonds over this dispute gets their way and must cut the
bonds themself. These Bonds are lost forever.
Prologue
The prologue is When We Met On The Cliffs, and takes
place after you have decided who is playing who, and you both
have tied the first bond around your wrists. The Prologue tells
of how the Rider stumbles upon the Dragon, fresh from the egg,
on a precarious cliff hanging off into the misty abyss. Use the
prologue to establish details about your world and the charac-
ters you’ll be playing. This sets the stage for the bond between
Rider and Dragon. After this scene the second planet becomes
barely visible in the night sky.
Together: We saved each other that day, and began a bond that
would lead us to the end of the world.
Scenes
Scene 1: When We Tested Our Boundaries
Dragon
Rider
Dragon
Rider
I will spit blood to the floor and wipe my mouth with the back
of my hand
I will fall off of the Dragon mid-flight
Dragon
Rider
I will watch the mist from our breath rise into the night sky
Dragon
Rider
I will admire our shadow, as it looks like one beast in flight over
the ground
I will lose myself in the smell of the air and the feeling of the
Dragon’s muscles under mine
Dragon
I will be unable to save the Rider when they ask for help
Rider
I will temper like hot steel when it seems all hope is lost
These are the final words of our story. This scene gives
us the opportunity to show images of our fate. Based on your
Bond Results (see the chart at the end of this document) you
will have a varying number of images available to narrate. This
scene should be like a montage, with small images or move-
ments. Alternate between players, with the Rider starting first.
Use this epilogue to wrap threads, to put a cap on emotions,
and to provide what closure we can. It may not be possible to
resolve everything that came up during play, so choose wisely.
Give narrative priority to what you think is important. If you
received a good ending based on the amount of bonds you had
in the final scene, narrate how your lives recover after the cat-
aclysm. If your ending was less than favorable, narrate still
images, debris floating in the mist, or images of grief.
20-30 Bonds: The cataclysm has taken both planets, but you
are both alive. You survey the destruction and give thanks for
your lives. You both get three images.
Once the epilogue ends, cut your bonds and let go of the other
person’s hand. The game is over.
Reference Pages
When We Met On The Cliffs
Fill out and then read this script as you begin the Prologue
Together: We saved each other that day, and began a bond that
would lead us to the end of the world.
Wagers
When We Tested Our Boundaries
Dragon
Rider
Dragon
Rider
I will spit blood to the floor and wipe my mouth with the back
of my hand
Dragon
Rider
I will watch the mist from our breath rise into the night sky
Dragon
Rider
I will admire our shadow, as it looks like one beast in flight over
the ground
I will lose myself in the smell of the air and the feeling of the
Dragon’s muscles under mine
Dragon
I will be unable to save the Rider when they ask for help
Rider
I will temper like hot steel when it seems all hope is lost
Bonds Results
Count how many Bonds you have around your grasped
hands and consult the table below. This is the result of your
story. If you wagered high and capitulated, you will have a pos-
itive ending. If you wagered and failed, or if you did not wager
enough, it will end in tragedy.
0-10 Bonds: The worlds have ended, taking you both with it.
Only debris remains. Each person has only one image to show
during the Epilogue.
20-30 Bonds: The cataclysm has taken both planets, but you
are both alive. You survey the destruction and give thanks for
your lives. You both get three images.
By Johannes Oppermann
What this is
Common Ground a cozy story game for two about build-
ing a relationship as a collaborative work of art. You will sit in a
quiet place with your partner and create a visual, metaphorical
map of your characters’ relationship. You will find out about
their inner selves, their stories, their wishes, their aspirations,
and their love as you go along. When you’re finished, your table
will show you a visual representation of their bond.
For your playing space, you’ll want a quiet room, a table, refresh-
ing drinks and snacks, and about 2-3 hours of uninterrupted
time.
Now start.
Two homes
Each player takes one piece of paper and begins to draw
the separate homes they had before they knew each other. Give
your home a name and write it on the sheet. Take turns describ-
ing things about your home. Draw every detail you describe.
Symbols are fine, just make sure everything you say finds some
sort of visual representation on your map.
Questions to consider:
●What is terrible?
Stories of home
Take turns giving little snapshots or vignettes of scenes
or events at your homes. You can invite each other into these
scenes as supporting characters, or simply narrate the actions
and events yourself. Draw a picture or symbol for each scene on
your home map.
First meeting
Use a new sheet to collect details about how you meet.
Place it in the middle of the table, above your two sheets. Build
this story moment by moment, taking turns, using new ele-
ments as well as those introduced in the previous stages. Take
your time, as if the events were playing out in slow motion.
Questions to consider:
●What is special?
●What is strange?
●Does your heart beat faster?
●Resources
●Strengths
●Motivations
●Hesitations
Imaginary journeys
Tell your lover about your life alone. Look at the draw-
ings and notes you have created and take turns showing little
vignettes of your life before you met. Add pictures to your sheets
where appropriate.
Choose at least one vignette where you felt at home, in
balance, strong.
Now take your lover with you. How is your life different
with them present? Go on a journey with your lover to their
home. Let them tell you what it’s like there. Describe what it’s
like alone, and what it’s like with you present.
●What is scary?
●Is it closer to either one of your homes?
●How much, and how often do you need your home away from
your love?
Life's crossroads
What are the big crossroads & decisions in your life
together? Each player separately writes each one they imag-
ine on a sticky note and places them in the order in which they
think they will encounter them. Each crossroad will either bring
you closer together or further apart.
Ask yourself:
●Can you build a path to love, from the farthest apart to the
closest together?
Compare your paths:
●Did they leave it in good shape? Or did they trash the place
and rip it to pieces?
●What is it like?
The Future
Make pictures in your head. Give them names.
Take turns describing what the other lover wants and needs.
●What is there?
Thanks
A big thank you to my playtesters Julia Bond Ellingboe
and Kitty Stoholski (at Metatopia), and Ida Moen Braateng
(Vienna). And thanks for reading and feedback to Lucian Kahn
and Marek Golonka.
Illustration credit:
By Sara Williamson
Shelter is a game for two players that answers the ques-
tion: How will you reach the City of Scarabs?
How to Play
Each player will take turns playing the Wanderer, a lone
pilgrim journeying to the mythical City of Scarabs to reunite
with their lost love. While your partner plays the Wanderer,
you will describe the cruel environment and craft a dream-like
landscape with obstacles drawn from your fears. It should take
about an hour, or less, to play.
Touch
At any point, either player may pause the game to re-open this
discussion, proceeding only if both players wish to continue.
Setting Up
• By strange disease
• By monstrous beasts
• By divine wrath
Your people were famed for their beauty. What forms do you
take?
• Enormous bodies
• Feathery bodies
• Scaly bodies
• Shifting bodies
• Human bodies
What terrain must you cross?
• Vast desert
• Mercurial sea
• The heavens
• The City’s rulers are never seen; floating robes and masks
appear in their stead.
Once you have answered these questions, each player will take
a moment alone to write down three fears. These are things that
you, the player, are actually afraid of. Take your time, and keep
them secret when you are done.
Playing Scenes
The game consists of five scenes: the first four will be with one
player as the Wanderer and the other as the Narrator, switching
roles after every scene. The fifth scene will be a flashback to the
time before the Wanderer and their love were separated. You
may choose to split or share the two roles. After the flashback is
a short epilogue.
Scenes I - IV
As the Narrator
At the end of a scene, switch roles and start a new scene. Repeat
until you each have played both roles twice. Then move on to
the final scene.
Scene V
Just before the Wanderer reaches the city gates you will play a
short flashback scene between the Wanderer and their lost love.
This can be the last moment they shared, the first time they met,
or any point in between. The purpose of this scene is to describe
the sense of anticipation the Wanderer feels—are they excited
and hopeful? Are they filled with a sense of dread? Both?
Discuss how you would like to frame the scene and divide the
roles; one person may play the Wanderer and another their love,
or the roles may be shared. Then decide together whether to
both keep your eyes open or closed while you play it out. Either
way, maintain physical contact.
Epilogue
After the flashback is an epilogue to describe what happens
once the Wanderer passes through the city gates.
You may answer these questions, or create your own:
iamtheonlysara.itch.io
Editing:
Amber Dean, Rick Dean
Layout:
Johnathon Grach