FRI-02 Love Each Other; Die Trying (playtest) [3/6]
Posted: June 30th, 2017, 8:28 pm
A relatively serious game with mature content that usually ends in tears; 18+ only.
This is a late-stage playtest of a game I've designed; gameplay is pretty stable, I'm working on some refinements.
In this sometimes-flirtatious take on the formation of queer communities in the midst of (and immediately following) an apocalypse, we all face challenges that none of us could overcome alone. Do we care enough about each other to help? We'll collaborate to describe an apocalyptic landscape — and our queer characters who are deeply emotionally connected with it — and then play to find out whether we (they) can love each other hard enough and fast enough to form a community that might survive.
Long on narrative and characterization (think Dream Askew and Thank You Kindly), with a few crunchy bits inspired by Kagematsu.
The game runs just fine with two players. It might be scalable above six, but we're not testing that here. The narrative will likely be happier the longer we play — four-hour games tend to end in big feels and everyone crying, either because we all died to make the community survive or because we didn't, and it failed. Which is awesome.
Players:
This is a late-stage playtest of a game I've designed; gameplay is pretty stable, I'm working on some refinements.
In this sometimes-flirtatious take on the formation of queer communities in the midst of (and immediately following) an apocalypse, we all face challenges that none of us could overcome alone. Do we care enough about each other to help? We'll collaborate to describe an apocalyptic landscape — and our queer characters who are deeply emotionally connected with it — and then play to find out whether we (they) can love each other hard enough and fast enough to form a community that might survive.
Long on narrative and characterization (think Dream Askew and Thank You Kindly), with a few crunchy bits inspired by Kagematsu.
The game runs just fine with two players. It might be scalable above six, but we're not testing that here. The narrative will likely be happier the longer we play — four-hour games tend to end in big feels and everyone crying, either because we all died to make the community survive or because we didn't, and it failed. Which is awesome.
Players:
- Gavin White (creator & facilitator)
- Julie Southworth
- ET
- Ell