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 ...but the Scrying was: incomplete, misleading, compromised (by who?), years out of date (time dilation).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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