Professional Documents
Culture Documents
by BJK White
v0.3
This is not a place of total despair, and it is not a place of common hope.
It is neither the best
nor the worst
of all possible worlds.
What it is, is all you've got.
Make the most of it.
theory
But They Were Not Alone is a diceless GMless TTRPG. It follows a day in
the life of a social worker in a post-singularity world. The social worker visits
clients, dealing with their problems and getting to the heart of what they want
and need. Between clients the social worker travels through this changed place,
reflecting on the nature of the world, and themselves.
This game can be played by yourself or with others. You can take turns playing
the social worker and clients, or one person could be the social worker while the
others play their clients and other aspects of the world. This is a conversational
game; however things play out, everyone is involved.
necessities
Something to write on and something to write with is useful, and printing out
the materials in the Handouts document could be helpful. You'll also need
some sort of timer. If you like, you can use a Spindlewheel deck. Rules for
incorporating Spindlewheel into the game are provided in each section. This is
completely optional. You don't need a Spindlewheel deck, or to be familiar with
Spindlewheel, to play this game.
origin stories
This game is based on concepts found in the sixth book of the Charlotte
Powers series, One Girl Army. It was made for the Beyond The Super Jam,
hosted by riley rethal (https://metagame.itch.io/) on itch.io.
Spindlewheel was created by Sasha Reneau (https://www.sashareneau.com/)
and can be found at https://22to22.itch.io/spindlewheel-microgames. If you
want to make your own Spindlewheel deck, you can find the necessary files at
https://tinyurl.com/spindledecks.
your world
This is a game about helping people adjust to a dramatic, irreversible change in
the world. It's important to establish where it takes place. The only restricting
factor about your world is that there can be no escape. Whether it's an entire
planet, a single region, a space station, a biodome, a city or a ship, there's
nothing else, or at least nothing reachable. You either make this place work or
that's it. There's nowhere else to go.
So, what is this place? It could be our world. It could be elsewhere. What
differences are there between this place and the world you know? What
similarities exist? Is the setting contemporary, futuristic, historic, fantastic?
If it helps, pick from the lists of examples provided, or use them as inspiration.
Along with form and setting there's also a list of images to help decorate your
world. Pick three, or five, or none, or whatever helps you build this place into
something true.
At this point you shouldn't worry about expanding on the concepts you come
up with. You'll be exploring your world later, during play. If you can
comfortably answer the question "Where does this take place?" then you're
ready to move on.
If you're having trouble establishing your world, skip ahead to the singularity or
social threats sections then come back to world creation. Nothing's set in stone.
You can always change things. Make your world the most interesting place for
you to explore.
choose a form
planet, moon, continent, region, city, ship, space station, biodome, underground
complex, regular island, sky island, archipelago, volcano, underwater colony, the
last forest, ice station, secluded mountain, generation ship
choose a setting
contemporary, yesterday, tomorrow, zeerustian, dark future, dystopia, far-future,
retro, vintage, edwardian, duels and muskets, dark ages, alternate history, cloaks
and daggers, utopia, blood and sacrifice, war and roses, fantastic, dawn of
history, blade and glove, mirrorshades, like but unalike, neon and spandex,
elsewhere
choose 3 images
a single tree, a broken statue, the remains of a parade, a displaced vehicle, wild
growth, stairs leading down, abandoned construction, the gears beneath,
farmland, a tattered flag, crowds of people, graffiti, market stalls, a narrow
passage, balloons, faded posters, eerie gaps, cracked concrete, dirt paths, insects,
fizzing lights, stairways, colour amidst greyness, flowing water, towers, books,
light in the dark, incongruent beauty, organic structures, crimes unpunished,
fallen fruit, untended graves, guerilla science, hasty repairs, ash, solid walls,
failed optimism, gardens, animals, overflowing containers, scaffolding, morbid
symbols, tunnels, flowers, a taller building, cliffs, children, irrational
architecture, a glimpse of the sky, weapons, underground buildings, half-
finished projects, rain, workshops, justice delivered, misjudged pessimism,
hidden faces, long wide streets, alien constructs, twisty-turny passages all alike,
chrome, marble, repurposed buildings, cobblestones, so much green, birds,
washing lines, endless blue, evidence of others, tables and chairs, musicians,
signs of life, a fountain, glittering light, reflective surfaces, masks, barrels,
natural barriers, everyday miracles, missing pieces, uninvited guests, still water,
warning signs
Spindlewheel & Your World
Draw a card to represent the world's form.
Draw a card to represent the setting.
Draw cards to represent imagery within your world, if you like. Perhaps
you'd also like to draw cards for geography and culture, or past, present,
and future.
When you feel that you know where this story takes place, move on.
social threats
Once you've established your world, decide on three social threats. These are
the big issues, the things that threaten the fabric of society, the factors that
make people's lives worse for their presence.
You can pick from the list below, use it as inspiration, or come up with your
own threats.