This game is about the tension of partying with intentions, set inside a nightclub.
Each player sets a goal they want to achieve. The GM adjudicates.
Each character has a list of 10 adjectives, corresponding to their mood:
1. Joyful
2. Confident
3. _____
4. _____
5. _____
6. _____
7. Insecure
8. Intoxicated
9. Resentful
10. Dejected
Blanks are custom.
To resolve a challenge or move a scene a player may either:
-roll a d10 to determine a mood.
-choose a mood, and burn it.
The player and GM then explains how their character's mood is used to impact events.
A burned mood may not be used again. If rolled, the result takes +1.
At any time, a player may offer a mood to another, either traded or gifted. If accepted, the mood is removed, written secretly on a piece of paper, and passed over face-down. This replaces an entry on the recipient's list, their choice.
Recipients may either:
-turn it over, which triggers it and burns it.
-leave it until a roll reveals it.
Once a mood is revealed, players should explain how their characters' interactions determine the outcome.
Play continues until a player has achieved their objective, or is burnt out.
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