playing What We Possess
Come on over to Take Me to the Dark before the end of October to claim your own copy of What We Possess!
What We Possess is a ghostly storytelling game for 2-7 players. It's GM-less, and takes 1-2 hours depending on how far your group decides to take the scenes you'll be setting.
So there are 5 card types for this game.
Vessels, which have the living and objects for you to interact with and possess. Humans, animals, objects, and machines. These are the primary things you interact with throughout the game.
Ghosts, which show how your character died, how much energy you start with, and what unique power you have access to.
Hauntings, which give you the primary mystery you are trying to solve. It is a leading question and mystery, and whatever story you tell from this is what you are trying to uncover.
Clues, which are objects or situations that give you insight into the answer of the mystery. The game builds up towards the third clue being revealed.
And Locations, which are the settings for your games. These help you know what the space is, what time of day it is or what is happening in the space, and how many vessels are present.
You begin the game by rolling 2d6, two six-sided dice. These determine what state the location is in (generally pristine and new, a little worn down but used, and abandoned or in a bad state), and what time of day it is (generally day, evening, or the dark of night.)
Then you look at the bottom of the location and see what 3 vessels are almost always here. Depending on what time of day it is, some of these might be missing, as noted by the Sun, the Setting Sun, and the Moon.
And finally, you draw a set of random vessels equal to the vessels shown under the State of the location and the Time of the location. In this case, we had the main 3 of the space in the day and 8 more random ones. These are setup around the Location card, setting our scene.
Players are then each dealt a Ghost card, which determines how they died, their starting energy, and of course, their unique power (and its cost.) From there, the last thing to do before starting is revealing the Haunting card. This particular one was Unseen Grave. Your bodies are hidden somewhere in this space, and you want to bring them to light, and figure out why you died here.
Game play unfolds by players taking ownership over scenes. They spend Energy from their pool to spur the living the action. Using one Energy on a vessel, you can set the opening shot for what they are doing, grouping the vessels in whatever order you want, showing how they are interacting in the space. A good deal of this game is improvising the scenes, explaining what the living are doing, and leaving it open for another player to use an Energy to claim what happens next. Each player has a different color energy counter to help them see how much each player is taking part in the story, opening space for people a bit behind to add in and catch up.
Players can also use an Energy to open dialogue for the ghosts to speak to one another, setting a scene among the players.
As things happen, players can move scenes ahead by spending energy and begin to describe scary or strange events. Their goal is to raise the Terror level of the space, adding it in Red on the Location card. Whenever a player thinks they've done something scary, or set a weird scene, they ask the other players how scary it was, 1-3 (a bit scary, spooky, or outright horrifying). That's how much the Terror raises.
The goal of the game is to ultimately reveal clues. Whenever vessels in the scene reveal something about the story or mystery, perhaps when vessels are talking to eachother, or doing a strange action, the group can decide the scene revealed a Clue. The active player (who is running the current scene) draws a Clue card and explains how it relates to the mystery.
When three Clues are revealed, the mystery is unraveled entirely. Players can suggest how they want the clue to relate, or how the mystery unfolds, but ultimately the player who drew the Clue card should set what it was for certain.
Ghosts don't need to wait for the living to reveal the secrets, though. They can take part directly, by possessing inanimate objects for an Energy cost, perhaps raising the terror level of the space. As Living vessels experience this terror, they reach 3 levels. Their first, a screaming mouth, is when they are terrified, and their terror releases energy the ghosts can use to recoup what they've used. Their second, a held vessel, is when they can be possessed, and the cost of it. Their third, though, is when they flee the scene if possible. It can become too scary, after all.
Between pushing the living to interact in the space, using ghostly powers (like controlling or creating smoke, making people angry, or affecting their dreams), or directly possessing objects or people, the players will uncover the story.
But Ghosts need to be careful about how they use their energy. Once it's out, their ghost fades away into the haunting Whispers that surround the location, keeping them here. This can happen during play in dramatic scenes where players want their ghost to go out in a big way, or it might happen at the end of the game.
Once the mystery is revealed and the story put to bed, it's time to resolve how things end. Vessels are living people, too, and have their own stories for what happen to them. They may not live through this, may be traumatized, or may be moved to help the Ghosts in revealing what happened to them to the world. The Ghosts then need to resolve what happens to them. Once the story is done, they may explain how they use their final energy before moving on, now that their task is done. They may hold onto their energy and haunt a vessel, leaving with them. Or they may stay to protect the space. It's up to the players to decide how their story ends.
And that's the game! Play is meant to be 1-2 hours long, and made for one-shots, meaning one game session alone. But you can choose to carry a Ghost on from one story to another if you feel it matches the story that's happening, if a vessel has come to a new space perhaps!
There are currently 15 Locations, 15 Hauntings, 15 Ghosts, and 60+ Vessels, but I have plans for more of everything in this core game, as well as large size expansions set in the City and in the Wilderness that expand the game as much as the core game did. These can be played on their own as their own play sets, or merged into the core game. Who doesn't want a Ghost who died by being Mauled to Death when the game takes place in a Theater downtown? Or a Bear on a Cruise Ship?
If this looks interesting to you, and you want to tell a Ghost Story of your own... consider coming over to Take Me to the Dark before the end of October and pledging for your own copy!
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A coworker lend me the Colostle solo-RPG book which is playable as pen-and-paper with a full deck of cards as means if entropy and event decision. I took today's lazy Sunday and give it a run.
Good news: It absolutely embraces individual world - and story building. The world is breathtakingly constructed. The book comes with a premade character sheet. I can deffo see the appeal!
Bad news:
It's all flipping pages and text of wall (very bad for ADHD people)
I didn't understood when to draw which card and if so when to shuffle the deck until I watched someone play on YT
Since drawn cards can mean anything it was difficult to map each meaning to a thing (exploration, opponent, items, events, attributes and what not). In the end the whole table is full of cards
I guess it is better to provide separate sheets for opponents, weather events, items etc to grasp what's going on once the cards were drawn.
Since I am software guy, I come to the conclusion that a dedicated Colostle thing generator would absolutely come in handy unless you like tarot reading.
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Meatlug captions, part 6: Games edition!
(She enjoys playing Journey, i think, because it's pretty and doesn't require her to read anything)
(Was asked to run a session of the Cthulhu RPG. Seemed funny to juxtapose with cute plushie)
("Lost Cities" is the boyfriend's favorite game, and at the time i took this, he usually won 19 out of every 20 games against me. Hence my comment)
((Also, made sure to set up cards like an actual game, and one she's decidedly winning))
Part 1, part 2, part 3, part 4, part 5, part 6, part 7, part 8, part 9,
part 10, part 11, part 12, part 13, part 14, part 15, part 16, and part 17
@serrantsaloto
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