A game of memory, personality and post-traumatic-amnesia. NOBODY GETS HURT: Have the "social contract" conversation with your fellow players - work out what topics you're unwilling to role-play and how you’ll approach difficult topics. Take time over this - it's important. Character Generation: 1) Write a name. 2) Decide Approach. (eg. - "Fists solve problems", "Consults the books".) 3) Decide Profession. (eg. - “Cop”, “Shopkeeper”) 4) Memories: Everyone take five blank note-cards and write a memory on each. Start with "I remember..." and write an... - Early memory - Hopeful memory - Traumatic memory - Violent memory - Passionate memory Shuffle these together, deal out randomly. Now number the back of your new cards from 1-5. --------------- Conflict: - Characters only roll for an unopposed task if failure would be fun - Where there’s opposition or risk of failure, assign a target number from 2 (Tricky) to 12 (Superhuman) - Roll 1d6. Add +2 if your Profession applies and another +2 if Approach applies. - If you match or exceed the target, you succeed. Recollection: Characters may take a moment to dredge lost memories for hidden potential. - Everybody hold hands. - Choose one of your "Memory" cards - read aloud, then discard it. - Add the number on the card to any single die roll you make.
Mental health issues, trauma and memory-loss are big topics. Treat each other well when role-playing around them, yes?