Professional Documents
Culture Documents
INDIE - September2020
INDIE - September2020
September 2020
Credits
The Indie Network is written by Zoe with art by Nynphaiel. Exodus is written
by Andrew Grondin with art by Nynphaiel. The Lonely Giant is written by
Nick Wedig with art by Nynphaiel. HyperHalfling’s Loot Tables is written by
The Hyper Halfling. The Last Rebel is written by W.H. Arthur with art by Jane
Hermiston. #SixMoves Les Miserables Edition is written by Logan. A Wood
Heart is written by James Chip with art by Georgie Bats. Rolling in the Aisles
is written by Dave Joria. Loot It or Lose It! is written and illustrated by Sam
Gundaker. Two // One is written by Vivian J. The Maven Guide is written by
Alda. Artefact Affinity is written by Nathan Blades with art by Nynphaiel.
Die20! is written and illustrated by Julian K. Gifts of Gods is written by
Steve Dee. Poems and Songs for Yon Adventures is written, composed and
performed by Sen.H.H.S. The Summoning Part 1: The Familiar is written and
illustrated by Nynphaiel. Red Box Dawn: The Ballad of Bargle is written by
Andi Lennon. Subject 3 Prone is written by Georgie Bats. Layout by Jane
Hermiston. Editing by Marx Shepherd. Cover art by Jane Hermiston. This
project was organised by Marx Shepherd.
The In*die Network
We’ve Only Just Begun
Author: Zoe
Aah! Oh my Gods! We did it! The first issue of In*die is here and I feel so lucky to be
part of it. We hope you’re gonna enjoy reading it as much as we’ve enjoyed making
it! We want this to be a space where we can celebrate and showcase the diverse,
amazing world of indie TTRPGs and supplements!
If you’re reading this zine, there’s a high chance that you’re already fond of the
indie space, but for those of you who are venturing into this world for the first time,
let me try to entice you...
Venturing Off the Beaten Path
There’s something that often happens to a group used to the mainstream scene
when new books come out. You see them on the shelves or in online stores, and
you think, “I really want to try this!” But then it’s a whole new system people need
to understand, there are new rules, perhaps it strays from well-known dice (or—
gasp—is even diceless!) and people tend to flock back to the tried and true. We want
to tempt you into taking that first step towards the unknown… and trust me, it’s
absolutely worth it.
A World of Discovery
The indie scene is a vast, amazing landscape of original ideas, new design
philosophies, experimental and brave adventures that focus on their world or their
mechanics in interesting ways. Most importantly, it’s filled with passionate, diverse
and incredibly talented individuals who want you to feel the same joy playing
that they felt while creating their work, and for you to bring their own unique
perspectives to your table.
What you can find in the indie scene is innovation and specificity: how many
times did we end up trying to homebrew a specific setting we wanted in a known
ruleset, trying to fit a round peg in a square hole? Here you can probably find what
you’re looking for—and if you dare push your boundaries further, you might even
find something you didn’t even know you wanted. Games able to create complex
interpersonal narratives with finely tailored mechanics, or that let you take the role
of things and creatures that you’ve never even thought about. Maybe just for a
one-shot, maybe for something more, indie games are fun and daring… and that’s
exactly why this scene is important and needs to be more widely recognized and
supported.
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and teamwork, not a tragedy about the deaths of small woodland animals. The animals may
be put in distress or danger, but they are never seriously harmed or killed.
Making a Character
To make a character, start by deciding what Species you are. Any animal is valid,
although the game is designed for smaller animals, with foxes and opossums at the
upper size limit. Choose one Movement Trait and one Sense Trait appropriate to
your character’s Species.2
Movement Sense
Fast Climb Sight Taste
Squeeze Dig Smell Touch
Fly Swim Sound
Leap Stalk
Next, choose your Profession, either from the list below or from a discussion with
your Narrator. Professions grant one Trait and one Item.
ཧ The Farmer gets a Sturdy Frame from hard toil and carries with them A Shovel.
ཧ A Healer can Ease Wounds using medicine and carries Bundled Herbs.
ཧ The Knight swears to Defend Others with honor and wears Metal Armor.
ཧ A Scholar is Very Wise from years of study and always has A Book.
ཧ The Scoundrel knows Cunning Secrets and is never without Something Sharp.
Every character also starts the game with one Personal Item. Like the Items granted
by the Professions, this is something useful to your character that adds another
Trait. Finally, every character has a Specialty Trait, which is something in which they
personally excel. The Personal Item and Specialty must be approved by the Narrator
before the start of play. Once all the mechanics are in place, you are ready to give
your character a Name, and to start play!
2 If you don’t like the movement options listed here, ask your Narrator for a more
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appropriate one.
These questions will guide how the world of your game’s Mossvale will function,
what will drive the characters out, and where they’ll go. These can be anything
as long as they fit the thematic mold of “Mossvale is destroyed by <The End> and
the player characters must flee to <Safe Place>”. Once you’ve established the
settlement, decide on some animal and human NPCs to populate it. Think of two or
three pivotal Scenes to guide your characters along the narrative path.
Scenes are mini-dramas for the characters to play through. Every Scene should
have a description, an immediate threat, and a goal. These should give you a set of
Environment Traits with which to work. A Scene might look like:
Description: “You enter the Chapel. Dozens of pews are lined up side-by-side
before the pulpit, where you have entered. The large double
doors are partially open, showing the courtyard outside. The
Chapel is on fire, and as you are looking around a great burning
tapestry collapses behind you, bathing the hazy smoke of the
room in sunlight. Brother Michael is in the aisle, coughing and
disoriented.”
Threat: On fire
Goal: Get to the courtyard
Traits: Burning, Smoky, Brother Michael: Confused
NPC animals up to the size of dogs are built with the same rules as Player
Characters. Anything larger than that is treated as part of the Environment,
meaning that they add their Traits to the Environment pool. Events in the Scene can
add, subtract, or change Environment Traits as they play out.
As the Narrator, you can use Environment Traits against the player characters to
hinder their progress. Similarly, players can use these Traits to their own benefit.
The negative possibilities are listed here. For the positive possibilities, use your best
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judgement and let the players’ creativity flourish when using Environment Traits.
At the start of the game, have each of the players describe their character, what
they do in Mossvale, and one place in the town they frequent. Allow the players to
narrate how their characters interact with one another and the human settlement.
Note the important humans and how they perceive the animals. When everyone is
comfortably settled into their characters, initiate The End.
Display subtle signs of The End, like creeping smoke or a tremor in the earth. Then,
The End descends upon them all suddenly, wiping out major landmarks in Mossvale.
This should be your first Scene, with the characters reacting to The End. Have the
players roleplay their characters’ responses. Who do they go to help? What do they
grab? They’ll only have enough time to perform a few actions before having to flee.
Give them Traits based on their choices in this Scene. Seed the idea of the Safe Place
in this Scene, either from the character’s knowledge or some external input.
The next Scene should see the characters moving through the human settlement.
This is where they’ll have the opportunity to assist the human characters. Have
the actions of the human characters and other gargantuan creatures change the
landscape as the Scene plays out, modifying the Environment Traits as needed. The
chaos of the humans reacting to The End is beyond the scope of the characters’
perception, so don’t be afraid to obfuscate some details. If you haven’t pointed the
players towards the Safe Place yet, do so during this Scene.
The final Scene is the characters’ struggle to reach the Safe Place. The End should
be mostly played out by now, so they’ll be hampered by the aftermath of the
disaster. Burned carriages, high water levels, collapsed buildings, anything that
could have been left behind by The End should serve as potential Environment
Traits. Let the consequences of the players’ choices in the past two Scenes come to
fruition here. Did they help others? Did they keep their supplies on-hand? How do
these change their circumstances? This should be a bittersweet and difficult Scene,
but in the end the player characters should be reunited with their friends and
family at the Safe Place. This is a story of pathos, not tragedy.
“There were giants in the earth in those days,” say the human priests in their churches.
The humans tell themselves that the giants have disappeared from the Earth. And this
is true of all giants, save for you.
Before the other giants left, you swore an unbreakable oath. So long as the oath
is unfulfilled, you can never die, nor leave your vigil-station. No giant has ever
abandoned an oath once sworn.
You swore an oath to watch over something in this land; an oath with no clear end.
Even as the world passes you by, you remain on the edge of the human world,
watching and acting as your oath requires.
This is a journal-writing game for a single player. To play this game, you will need
a notebook or another method to record your journaling. You will also need three
visually distinct sets of dice, with d4, d6, d8, d10, d12 and d20 in each. Each set of
dice represents a tone; when asked to narrate, you will roll one die from each set
and answer the question in the tone that matches the die that rolled highest. You
begin with a d20 for each tone; over the course of the game, this will change.
One set of dice will represent your Terrible Strength that can move mountains, but
can also injure the most vulnerable if not used with caution.
The second set symbolizes your Numinous Awareness. As a being of raw elemental
power, you are mystically tied to the land around you, and you know many things
that a mortal never could.
The third set is for your Weary Sorrow. Left alone in this world, the centuries have
begun to weigh upon your soul. A part of you wishes to abandon your oath, though
a giant may never do so.
Answer these questions now, using a different tone for each of the three questions.
ཧ What unfulfilled oath still binds you to this earth?
ཧ Why did the other giants leave this world?
ཧ What terrible fate befalls a giant who abandons their oath?
The rest of the game will consist of writing entries in your journal, recording your
giant’s experiences as they wait to fulfill their oath.
Setup
A game for 3-6 players, with no GM needed. You will need a regular 52-card deck of
playing cards, with jokers removed, a six-sided die and writing materials. The game
takes 1.5 to 3 hours; a 2 hour game would allow 6-8 turns to be played.
Shuffle the deck of playing cards. Everyone draws three cards from the deck.
Always draw back up to three cards after you play a card.
Place the die next to the deck with ‘6’ facing up. This is the hope counter.
Initial Questions
Take turns answering:
ཧ Who is the last rebel? Give them pronouns and describe their appearance. (e.g.
kickass princess, interstellar sailor, droid engineer, sentient teddy bear)
ཧ The last rebel’s ship comes with two problems. What are they? (e.g. requires
constant refueling, no ship weapons, limited cargo space for food, overheats
easily)
ཧ What are the effects of destabilised spacetime? (e.g. bubbles where time
doesn’t exist, destructive spacetime storm, micro-blackholes)
ཧ What is the last rebel’s plan to save the universe, and why does it involve an
arduous journey? (e.g. use the neutraliser on the experimental weapon, collect
six primordial gems, harvest dark matter from a blackhole with a bomb)
The Journey
The game is played over turns, with each turn constituting a part of the last rebel’s
journey.
For each turn, a player takes the role of the last rebel. The players to the right and
left take the roles of narrator and ally respectively.
At the start of the turn, the narrator and the ally each play a card:
ཧ The narrator’s card is played face-down, and determines the threat.
ཧ The ally’s card is played face-up, and determines who the ally is this turn.
1 Face-up companions can be used instead of the last rebel’s hand. Once used, they
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are flipped face-down, and they sacrifice themselves for the last rebel’s cause.
A1 Refugee - A survivor from the wars and Nomad - They travel around space
disasters. with no fixed homes.
4 Pirate - They have a scary reputation, Salvager - They search for broken
but many of them are romantics inside. ships and scavenge them for parts.
5 Ex-imperial soldier - Are they still loyal Bounty hunter - You don't want a
to the Imperium? bounty on your head, because they will
find you.
6 Space paladin - They have cool laser Space cultist - The counterpart of the
swords. space paladin. Maybe they are just
misunderstood.
7 Cute droid - They roll around and make Articulate android - Capable of
cute beeping noises. speech and complex feelings.
8 Cyborg - Part flesh and part machine. Bloodsport star - Why are people
More than the sum of their parts. always obsessed with bloodsport in the
future?
9 Crystal aliens - They are rock solid and Sentient plant life - They constantly
mesmerising at the same time. seek sunlight.
1 When played against a number card, an ace is treated as 1. However, an ace beats any
court card (J/Q/K).
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2 When played, J, Q and K are treated as 11, 12 and 13 respectively.
Jean Valjean
Strong Moves
ཧ Arrive in the nick of time to help someone
ཧ Use your incredible strength
ཧ Disappear without a trace
Neutral Moves
ཧ Show mercy
ཧ Give and receive forgiveness
ཧ Remember your blessings
Weak Moves
ཧ Put yourself at risk to help someone else
ཧ Take on a huge responsibility without preparing beforehand
ཧ Revert to your old ways for a time
Inspector Javert
Strong Moves
ཧ Enforce the letter of the law and have people listen to you
ཧ Enter enemy territory in disguise
ཧ Gather formidable allies
Neutral Moves
ཧ Show mercy
ཧ Randomly run into your quarry, but only recognise them after the fact
ཧ Act with your head or your heart, but not both
Weak Moves
ཧ Freeze while you struggle with a moral dilemma
ཧ Owe someone a favour to get out of trouble
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ཧ Admit you might have been wrong
Marius Pontmercy
You are young and eager to prove yourself in many facets of your life. During
character creation, write 3 things you want to prove. When you have proven
yourself, cross out that goal and mark XP. When you have crossed off all 3, write 3
new ones.
Examples:
ཧ I want to write beautiful songs to prove my love to Cosette.
ཧ I want to fight in the revolution to prove my conviction to my friends.
ཧ I want to repay my debts to prove my strength to my fellow men.
Eponine
You are resourceful and brave. You know your home area very well, allowing you to
travel quickly and find places others search for. You can always find your way back
to a place you’ve been before, no matter the obstacles, though it won’t always be
safe. In addition, when looking for a specific place within your home area, you will
always find it if you spend half a day looking (if you wish to find it faster, you must
roll).
The Bishop
You always see the best in people and want to give them a second chance. When
you try to help someone onto a better path, roll +Compassion.
On a 10+ your kind words get through to them and radically change their life
for the better.
On a 7–9 they hear you, but struggle between what is easy and what is right
for a long time.
On a miss, they scoff at your words and forget them the next day.
How to play
First, draw The Forest.
The Forest
Draw the outline of the forest and the river that runs through it on the piece of
paper. Draw the Wood Heart in the centre of the forest; then, have each player
draw one of the following forest features— if there are two players, then each player
draws two instead.
ཧ The oldest tree.
ཧ A flower that only grows here.
ཧ A bird, endemic only here.
ཧ A glade where the animals graze.
ཧ A cave that provides shelter.
ཧ A pond that shelters fish.
Next, draw each of the following human structures outside the forest:
ཧ A small settlement.
ཧ A log mill.
Let a Spirit Talk
Starting with the player who most recently was among trees, go around the table,
taking turns to Let a Spirit Talk. Keep going around the table in this way until
either The Game Ends or you tire of play.
To find out which of the forest spirits speaks, roll a d6.
1. The roots of the plants.
2. The babbling of the river.
3. The songs of the birds.
4. The creak of the trees.
5. The call of the animals.
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6. The scurrying of the insects.
Defy Expectations
A shortcut to comedy is to take what people are expecting and do the opposite. For
this reason, comedy is hard in a vacuum; it’s best framed as a parody of something
else. Instead of running a straight comedy game, run a hybrid game: a comedic
heist, a comedic monster hunt, a comedic escort mission, etc.
At some point, you may need to introduce an important NPC. Take mental note of
your brain’s first reaction, i.e. what you expect, and write that down. Then, see how
many you can subvert it.
Example: The PCs are monster hunters tracking down an evil vampire
to his lair.
Expectation: The vampire is a tall, pale, glamorous, well-groomed
youth.
Subversion: A short, unkempt, older slob. He’s found sitting under a
tanning bed, turning his skin into a shade of lobster-red.
Your brain, and likely your players’ brains as well, were expecting the
vampire Lestat in puffy sleeves. Instead, they get a sun-burned Danny
Devito in a Speedo.
Example: Josie the bard wants to bribe a group of goblins into helping
her with a con job. She offers them money and rolls very low.
Why did she fail? It COULD be for an obvious reason, like:
• She doesn’t have enough money, or
• The grudge they bear her is too great.
However, why not go to the extreme? The GM decides:
The goblins aren’t interested in money, because they’ve turned
communist, and will not be swayed by your capitalistic arguments.
Now your setting includes a group of politically active goblins, named
the Redcaps, who are constantly misquoting Marx and trying to seize
the means of production.
For this to work, don’t be afraid to ask the player to elaborate on what they see as
an idolized situation so you can flip it. Let them guide you.
Example: Josie the Bard tracks down the underground boxing ring in
town, run by the local mob. They use the Old Dairy Farm as a front.
GM: You walk past the cows, and you’re stopped at the barn door by
a surly bouncer, disguised as a milkmaid. The Bouncer says, “The Boss
ain’t ‘appy wit’ you, Josie.”
Player: Oh God, the boss is one of the cows, isn’t he?
GM: Ha! No, he’s actuall- [Pause]. YES. YES, HE’S DISGUISED AS A COW.
One of the cows behind you stands up and the Boss, wearing a fine
black-and-white suede coat, gold chains and a cow mask, looms over
you.
Example: The Dairy Boys mobster doesn’t want to harm the PCs, but wants
to humiliate them slightly.
GM: The Mobster says with a cruel smile, “Alright, we’ll let you go… but first,
we’re gonna give you something we like to call, ‘The Farm Boy Welcome.’”
You return back to the group, exhausted and smelling of cottage cheese.
It can work double duty as horror and humor if it is an impending doom waiting for
the heroes should they fail, like “A Trip to the Petting Zoo.” If the players are flexible,
they’ll jump in and play along with the horror without giving any explanations.
Animals
When in doubt, animals are funny, especially if they have odd names. Here’re some
goodies: Chickens, monkeys, goats, weasels, lemurs, macaques, chinchillas, bees,
bunnies, llamas, kangaroos, platypi, honey badgers, beavers, capybaras, mooses,
emus, corgis, kookaburras, albatrosses1, pandas, swallows, dead parrots, cuttlefish,
penguins, iguanas, Lipizzaners (it’s a breed of horse), chameleons, gnus aka
wildebeests (funny with either name), blue-footed boobies, and tufted titmouse (a
bird).
Reminder: There’s a reason polymorph is the funniest spell in D&D (see Invert
Status).
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1 Warning! May lead to endless allusions to Monty Python and serious derailing.
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genuinely clumsy though. That part isn’t an act.
Artefact Affinity starts with someone taking an unusual item into an occult antique
shop to be appraised and scryed by the shop’s proprietor. Going around the table,
have someone decide:
ཧ Who is this person with the artefact
ཧ What the artefact is (how it’s mundane, how it’s not)
ཧ What mysterious or existential question does the customer want answered
from the scrying?
They get away with murder, cease investigations, and ruin your life. Yes, cops, but
also dice. Why do let dice have this power? The “world’s most popular role-playing
game” loves murdering your characters, and dice are the accessories. I haven’t
forgotten the teenage tears when Alyce Barrington got skullbusted by a critical
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ogre clubbing. Sure, you can develop systems that use dice in better ways, but D&D
A song of four tragic tales of love seems out of place at a wedding, which was the
intent when the song was created. Apparently, the bardic friend of a young noble
wrote it in an attempt to confirm whether the noble’s lover had truly had a change of
heart, or if it was a forced, arranged marriage. As the years go on, the song is typically
viewed as either a blessing or a curse on the newlyweds when played at receptions.
The four stories within the song might refer to specific historical moments or
landmarks in your world. Incorporating what those are into your adventure can make
the song’s existence in the setting more believable.
What is this?
In this short solo game, you will tell the story of a familiar that has been summoned,
and you will walk the path ahead of you until you reach your summoner.
The Summoning consists of two games: in the first game, you tell the story of the
familiar. In the second game, you tell the story of the summoner. Both of these
games can be played as standalone games. If you have both games, you and
someone else can play them together. You will find further instructions on how to
play both of these games together in the second part of The Summoning.
Despite being confined to quarters via hermetic seal, barred from the outside world
and its plague-ridden winds, in Anno 2020 the gateway to Role Playing Games has
never been wider, more gilded or more inviting. Traditional barriers to entry have
been supplanted by myriad resources that, for better or worse, render what was
once arcane into an easily grasped nettle that entices more and more acolytes with
every passing year.
I’m sure many of you remember the shroud of esoteric mystery that enveloped the
entire endeavour as countless attempts were put to paper in describing the act
and process of turning these tomes of lore and arcane tables into an actual gaming
experience. It was the sort of thing that could only be grasped by immersing
yourself in the actual act of play. A leap of faith was required as you dove into
a limitless sea that revealed its secrets slowly through a succession of eureka
moments that punctuated your journey, as pieces fell into place, cogwheels locked
and the wide vistas of possibility revealed themselves.
By contrast, today there are any number of dedicated YouTube Channels that
enable initiates to witness the act of playing in a way that will inform and
perhaps constrict their nascent endeavours. Forums and FAQs abound in the wild
proliferation of memetic symbiosis and reproduction that is the internet, and
programs such as Roll20 or Fantasy Grounds et al enable remote play and access
to an enormous community that has the capacity to tutor, mentor and welcome the
mewling novice into the billowing folds of its ample bosom.
Woe betide then the brave argonauts who were first tasked with explaining this
amorphous phenomenon armed with only the printed page and a grognardic
lexicon at their disposal. This Sisyphean process underwent continual evolutions as
the concept of roleplaying took its first faltering steps out of twin cities’ basements
and blinking into the limelight of wider consciousness.
In the murky timeline of antiquity, Moldvay built on Holmes who built on Gygax
who built on Arneson who built on Wesley, each iteration refining both the
mechanical and conceptual frameworks of the games, as well as the ‘more art than
science’ process of indoctrination via expository blurb.
It was, however, in 1983, from the pen of Frank Mentzer that upon these foundations
the format was first perfected with a brevity, a breadcrumb trail and an emotional
impact that still resonates wildly some 40 years later.
How to Play
Find a room in your house that will get some foot traffic. If you live alone, go to a
friend’s house.
Lie face-down on the floor with your arms at your sides. Place this zine, folded
open to this page, next to you. Press your weight into the floor beneath you. Once
the game starts, you cannot stand until it is over. Feel yourself becoming heavier,
heavier, heavier.
When others ask what you’re doing, do not respond other than pointing to the
“For Bystanders” section of this game, unless they use the code phrase “subject 3
has been relocated.” That is your cue to check in with them and find out if there is
another room you can play in.
If anyone tries to move you or pick you up, don’t budge. Be too heavy. Sink into
the floor, so slowly as to be imperceptible. Feel yourself sinking, sinking, sinking
through wood or concrete.
Acknowledgements
This game is inspired by the short film This House Has People In It, directed by Alan
Resnick. It also takes influence from the game Chair by Adira Slattery.
Get involved!!!!
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