http://www.theonion.com/article/investigators-first-48-hours-most-critical-locatin-53174
Adults cannot enter the Wardrobe Realms. Only children can save children.
GM & 3-5 players.
Everyone creates one Wardrobe faction -- Snow Queen, Dwarves, Quaddies, Dragons, Playing Cards, Pirates… then name the Realm.
Each child agent survived and escaped a Wardrobe Realm, once.
Pick two factions & fellow agents, and say for each if you are a...
Fortress -- calls, strengthen them.
Friend -- knows, act like them.
Fright -- commands, harms them.
When you face your past, suffer: (pick your usual three)
Fear, recklessness, anger, depression, emotional shutdown, reenactment, regression, guilt, paranoia, defiance, obsession, pleasure-seeking.
The Agency is: Government (CPS?), Private Business, Clandestine, Church or Charity
The Agency seeks the Lost Child. You must...
Find: are they hidden, transformed, guarded, integrated?
Free: bargain, fight, perform ritual, sneak.
Escape: flee, destroy, barricade, trick pursuers.
Return: reintegrate, enlist, study, or mourn the lost.
...but the Scrying was: incomplete, misleading, compromised (by who?), years out of date (time dilation).
When you face trials, roll:
1d6 for each agent in danger.
1d6 for each relationship acted on.
Pairs succeed, or stave off complications or PTSD reactions.
Runs of 3+ create upcoming problems.
Triples create new relationships -- or stop PTSD even if alone.
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