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Written in the Cards

1 May

poker-cards

Some say life is a matter of playing the cards you were dealt. But is it all determined before you even begin? Do you have the power to change things, or is it all just written in the cards

Ages: 6+

Players: 2 – 6

Interesting Features: Written in the Cards is a story-telling game based around the words you choose and the cards you draw. It is completely open-ended and anything at all can happen … especially if you draw a face card!

Extras Needed: One deck of regular Playing Cards. You can make extra copies of the Story Outline and Tracker found on the back of the page. You will need one for each game you play. Or you can do it without the tracker if you like.

DOWNLOAD: Written In the Cards

Designer’s Notes: Written in the Cards began life as an entry into the 2017 Edition of the 200 Word RPG Challenge. With almost 700 entries you know it is an idea worth exploring. And you really should! There are a lot of really neat ideas worth trying out!

And while 200 words got most of my point across, I wanted to expand my game and its story-telling greatness to A FULL PAGE of awesome complexity! It may take you longer to read the rules now, but I think you will agree … it is more than 200 words … several more. I hope you enjoy a few of them in a story of your own creating.

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… that’s Another Story!

5 Mar

anotherstoryWhen was the last time you walked in space, explored an ancient ruin, won a gold medal, or saved the day? Well here’s your chance!

One action, one object one setting … unlimited possibilities! It’s make-believe on steroids! “… that’s Another Story” is all about using your imagination and learning to play together toward a common goal.

Ages: 3-4+

Players: 2+

Interesting Features: Included is an intuitive system for resolving differences of opinion in how the story should progress (but the less you need to use it the better).

Extras Needed: common household items / clothing to serve as props.

DOWNLOAD: ANOTHER STORY (Part 1)

DOWNLOAD: ANOTHER STORY (Part 2)

Printing Suggestions: Print the face of all sheets, then print the card-back graphics on the back of each sheet if you like (making sure to keep the three decks separate). Laminate the sheets and start cutting! Included is a pattern for paper dice, or you could paste the symbols on an existing die.

Designer’s Notes: I have two wonderful preschoolers at home with imaginations bigger than the house they live in.  I can’t wait to get home at night and play make-believe with them both.  We play superheroes and Dad gets beat up.  We play outerspace and Dad gets beat up.  We play explorers and Dad gets beat up.  We play hospital and Dad is treated for being beat up.  This simplified roleplaying system was my way of trying to broaden the horizons of this make-believe time, and provide some resources for keeping the story going … so that Dad can be beat up in all new places and in more crazy and wonderful ways!

Top Dollar

12 Dec

**Read A review** (Found at Rpg.net)

tdpreview

A simple little Roleplaying Game (only 24 pages!) based upon countless insanity fuelled years of retail experience.Players are top secret operatives of the Top Dollar Organization, a clandestine society dedicated to making the work-place a safer place for all minimum-wagers. It’s “Spy vs Spy” meets your local shopping mall! The game includes all the rules you need to get started, character sheets, a miniature campaign setting and even some pictures!

Genre: Goofy

Players: 2+

Roleplaying System: Characters have three attributes, and several skills. Rolls are made with 2d6.

Extras Needed: Pencils, paper, a couple of six sided dice.

DOWNLOAD TOP DOLLAR

Printing Suggestions: Can be most easily done on 8.5X11 and then stapled or 3-hole punched (laminate the front and back cover and you can use dry erase markers on the battle map).  For a spiffy effect why not copy it onto 11X17 and make a booklet!

Designer’s Notes: What can I say? It’s all true … every single word. I know cause I lived it (shudder) … my therapist says I’m starting to make some marked improvement. This was really just a way to blow off some steam while working in the hideous garden center of Dante’s 4th level of hell. A great influence in my roleplaying system design was the wonderful game “TWERPS” by Jeff and Amanda Dee. Twerps taught me that too many rules can sometimes take away the fun that intentional ambiguity can bring.