Crisis is a roleplaying game of escalating stakes racing against disaster to tell a story. Players define the margins and color in the major points at the beginning of the session, and explore those plots, people, and places in detail during the scenes themselves. Each scene features a player character designated the Protagonist whose story is told […]
Find Your Story.
Another is a game we spun up in a month for the #cryptidjam last year at itch, where participants built a game in a month’s time on the theme of cryptids. The Good That Zoos Do creates agents of a supernatural zoo as well as the monster they are hunting. The cryptid is revealed during a flashback […]
As the harvest approaches, the villagers gather and ponder the coming winter. Among them, darkness lurks, corrupting the town and its inhabitants. Unlikely allies will rise either to save this village or condemn it. Can you make it through the lengthening nights and save the town? Or is something creeping up on you, disguised as […]
We’re interested in breaking down some of the assumptions about what games have to be about, or how they get played at the table. Each of our adventures and games wrestles with a core concept: what if an entire Fate game was told in flashback? What if revealing secrets was a major mechanical effect? Can you build character creation just from custom card draws? And our settings are all about something as well: What world necessitates airship travel? How does society continue in perpetual darkness in the post-apocalypse? How do you define yourself when the world has forgotten who you are?
Games, like a lot of media, should still be about something. Our background is in theatre and we also design tabletop board and card games, so we’re keen to explore the intersection between rules and story, and what you can read into the gaps between the two.
Thank you for taking a look at what we have to offer.