2 GAMES INCLUDED
1 The S.S.O.S. (A Heist Game):
Play as a crew of thieves and explore a strange space cruise ship in an attempt to heist its valuable fuel, all while dealing with an array of alien criminals and misfits. This game’s tone is cartoonishly surreal mixed with elements of mystery. It’s designed to encourage creative problem-solving, roleplay, and exploration.
Play as a criminal alien lizard-person
6 Chapters (with summarized outlines)
Each chapter is 1-3 hours long
2-4 Players (Plus a GM)
Comes with printable game assets (game notes, maps, and character designs)
Comes with suggested playlist music for each part of the game
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Here's a little taste of what's inside...
While in the midst of a hopeless apocalypse, a mysterious golden cruise liner appeared from the heavens and claimed to be a rescue ship that would save the people of your planet. Its origins are completely unknown, but with no other options, the people have agreed to teleport on board...
As players search for the ship's fuel (the goal of the game), they’ll discover many relaxing amenities onboard the ancient S.S.O.S. such as a pool filled with sky, an infinite buffet, and a procedurally generated theatre.
The ship is chock-full of absurd encounters at every turn like a horny floor that enjoys being stepped on, a clock that removes the linear experience of time when observed, and a baguette that makes your voice really loud!
You’ll also be dealing with many wacky misfits and criminals such as the Tobeeps...
Tobeep, Sanitizer, and Tobeep are a crew of arrogant, middle-aged men that have been best friends since their peak years, high school. They’re an inseparable group who live to cause trouble. There are two “Tobeep’s” in the group because it’s a common name on their planet.
As you move towards the lower decks of the ships, you’ll find stranger encounters like Alfonzo the sentient air...
The S.S.O.S.’s air circulation system runs on a race of enslaved aliens whose bodies are made up of carbon dioxide. These CO2 creatures are converted into oxygen which is breathed by the passengers and forced back into the cycle in an infinite loop. Alfonzo (one of these enslaved aliens) is sick of this system and refuses to convert. You’ll have to convince him otherwise to keep air flowing on board.
Not only is this game full of silly absurdity, but as you play, you’ll uncover a mystery and learn the disturbing truth about the enigmatic captain of the ship.
2 Yep, That's Me (An Experimental Game):
Plot Premise: You’re at a medieval convention in the year 8032 on the planet Earth. Humans, aliens, and robots have all gathered at real castle ruins to cosplay as knights, wizards, and dragons and share their love for the ancient time period. Your goal at this convention is to get the autograph of Chester Stretch, the famous actor of a long-running medieval-fantasy show that’s been on the air for 408 years.
Gameplay Premise: This game begins in a freeze-frame with each player in the midst of a randomized wacky situation which they will have rolled for. Players must then introduce themselves by saying, “yep, that’s me. You’re probably wondering how I ended up in this situation.” After everyone is introduced, the game master will then flash everyone back to a random starting location, and the meta-goal is for players to figure out how they end up in their wacky situations in time for their story's climax. They must do this by setting it up in as natural of a way as possible as they play.
Play as futuristic characters dressed in medieval cosplay
The game starts at the end of the story and the main objective is to creatively get back there
1-4 Hour Sandbox Game
2-4 Players (Plus a GM)
WHAT SYSTEM DO THE GAMES RUN ON?
Our games run on a very simple system. If you’ve ever played a basic tabletop roleplaying game, there won’t be much of a learning curve.
The main rules of the game are related to skill-checks. We’ve simplified the stats to only include Strength, Dexterity, Wisdom, and Charisma. Otherwise, the game is just about exploring, talking to NPCs, and creative problem-solving.
Battles are mostly narrative-based and are more centered around creatively using your environment, items, or skills to your advantage. Dealing damage simply functions by having players roll for dexterity against their enemy to see if they attack, then roll strength to determine the damage dealt. There are no random encounters or leveling up in our games. The battles are either used as obstacles or story points, or are activated by players picking fights by choice.
Classes don’t always exist in our games, but when they do, they’re simplified to just be sets of specific skills that can be edited by players. The character creation portions of the games will teach you how to make a character that fits the world of each game, but otherwise, you can get as creative as you want. The S.S.O.S. includes very simple classes that act more as starting points for your character creation.
Any other rules or outliers will depend on each game itself and will be explained in the book. Most of the mini, experimental adventures will have added or modified rules that you will have to learn.