Thursday, December 7, 2017

Hello guys! Here is a game I created, a solo RPG to be played on the streets, without the need for data, dice, writing ... it uses cars - more specifically, car colors - as a random factor.

Hello guys! Here is a game I created, a solo RPG to be played on the streets, without the need for data, dice, writing ... it uses cars - more specifically, car colors - as a random factor.
Basically, the story is this: In this game, you have been mysteriously transported to a corner street, in a parallel reality slightly different from ours. You have only a vague recollection - a deja vu - that you know is the only thing that can bring you back. Otherwise, your memories will be replaced by new ones - your mind will adapt to this new reality - and you will simply cease to be "you.
You know that the order in which certain cars will stop at the traffic light will be the necessary condition to reopen the portal and transport you back home.

It was inspired by Matt Bohnhoff's "Anything Helps" game.
PS: Sorry for the grammar and English mistakes. I am correcting them, slowly...
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5

3 comments:

  1. Original idea! I like the concept to generate randomness without dice.

    ReplyDelete
  2. Tarcisio Lucas​ this is a very creative game you've created here. I am remiss that I'm not often found waiting near a stop sign, or I would be excited to try this.

    It reminds me, to some degree, of another "real world" game called Nighttime Animals Save the World. The players go for a walk with a particular destination in mind, taking on the role of nocturnal creatures (opossum, raccoon, etc). They take turns with the GM guiding the story of night-time conflicts (like an inter-species power struggle between stray cats and dogs in the bushes along the way), and the players respond with their actions. Each player has 3 coins and the GM will give odds by stating what the "danger" of the PCs action is and present a coin to indicate how bad (e.g. quarter worse than dime), and if the PC presents a lower value coin, the danger comes true, either way they trade coins. The cause of the disturbance is at the destination of the walk for a final showdown.

    These sorts of real world pretend play (or LARPing, if you want to call it that) can take a mundane thing and turn it into an active, creative experience all within the theatre of your mind. To me, that's something really special. More adults ought to indulge in similar practice at keeping their imaginations alive.

    Thanks for making and sharing this, Tarcisio. With your permission, I would like to share it on my blog.

    ReplyDelete
  3. Spencer Salyer Sorry for the wait, I was travelling and without connection! Thank you very much, of course you can share, it would be an honor for me!

    ReplyDelete