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Eyes Dyed Red

Inspiration from Children Record, the opening song for Kagerou Project by Jin/じん

Eyes Dyed Red is a duet about two people making plans to change an unfair world. It’s about
messing around with friends in your secret base. Gameplay focuses on the characters
discussing their dreams, exploring each other’s lives, and fighting over things big and small, The
game starts with the characters making their super-secret group, and ends once a plan is made.

Character and setting creation

1. Collaboratively decide on a setting and tone.


(e.g. an ancient fairytale, a modern city where dimensions overlap, the world of the last
TTRPG you played together)

2. Decide on who your characters are and how they know each other;
(e.g. robot workers in a laboratory, a rebel and a government spy, companions on a
monarch’s quest)

3. If you haven’t already, decide on the unfair and/or evil thing your characters both want to
change.
(e.g. bullies, being trapped in a time loop, social anxiety, snakes possessing your family
members)

Gameplay

Gameplay takes place over a several rounds, with each round focusing on a minigame played
in-character. When the characters have something to discuss, they sit down to play this game in
order to work through it:

First, draw three circles on a page that both players can see and draw on.

Next, players then take turns drawing lines between circles until neither can make a move.
Whoever drew the last line wins:
1. Draw a line between two circles, or between a circle and itself. Draw a new circle roughly
halfway on the line you just added;

2. Follow the prompt for that round. Write a sentence summing up what you said or did next
to the circle you just drew;

3. If any of the circles are touching 3 lines, draw an ‘X’ through them to show that they
cannot be used anymore.

Restrictions:
Lines cannot touch or cross any other lines
Circles cannot be attached to more than 3 lines (A line going from a circle to itself counts as 2)
Can’t draw through circles

Example:

Player two draws a line and adds a


circle. One of the circles has three
Player one draws a line and adds
Starting circles connections, so it is crossed out and
a circle
cannot be used further. Play continues
until no more lines can be drawn.

If you want another explanation of the rules with pictures, see ​here
First round

Making your group

[Out of character] Before starting, answer: ​Where is your secret meeting place?

Every time you draw a line:​ Make a new rule for your group
(e.g. everyone has mysterious powers, you’ve gotta wear hoodies all the time, )

Winner gets to:​ Name the group

After you’ve finished making your group, play through as many free rounds as you’d like, in any
order you’d like. When you’re ready, play “Last Round - Make The Plan” and finish the game.

Free rounds

Argument

[Out of character] Before starting, answer: ​Why are they ​definitely​ in the wrong?
Every time you draw a line:​ Make your case
Winner gets to:​ Make up with the loser

Catching up

[Out of character] Before starting, answer: ​Why were you apart for so long?
Every time you draw a line:​ Describe something you’ve been up to
Winner gets to:​ Decide when you’ll meet up next

Competition

[Out of character] Before starting, answer:​ What are the stakes you’re competing for?
Every time you draw a line:​ Taunt them
Winner gets to:​ Win
Dreams

[Out of character] Before starting, answer: ​What are you both avoiding?
Every time you draw a line:​ Add a detail to your ideal future
Winner gets to:​ Make the other person face their current problems

Truth(s) and dare

[Out of character] Before starting, answer: ​What’s the hardest ‘truth’ you’ve had to answer?
Every time you draw a line:​ Ask a ‘truth’ question
Winner gets to:​ Dare

Make up your own

[Out of character] Before starting, answer:


Every time you draw a line:
Winner gets to:

Last Round

Make the plan

Before starting, answer:​ Why do you have to turn this plan into action?
Every time you draw a line:​ Write a step on your collective plan
Winner gets to:​ Decide on the signal that will set the plan into motion

Keep a copy of the plan, including the circles and lines; you can use them in later games.

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