The Endless Meta Spiral

Author

Martin Bull Gudmundsen

Description

The winner of the 2008 Role-Playing Poem Slam at HolmCon. A quote from the text: “Play yourselves as you were two minutes ago. After two minutes, M. says: “We’re sitting down to play this game. It’s two minutes ago.””

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Rules

A plethora of poems

At this year’s HolmCon, Tomas Mørkrid arranged a “poetry slam” – an unformal competition where participants designed one role-playing poem each in one hour. The results are so far only available in Norwegian (here), but highlights include:

The Endless Meta Spiral, where players play themselves two minutes ago. Two minutes into the game, they play themselves two minutes ago, playing themselves two minutes ago. Two minutes later, they… well, you get it, right? Challenging and fun, and with an unexpected ending.

A Trip Through Time Seen Through The Eyes of a Fir Tree, where players are big trees, talking slowly and making whooshing noises. Very much an experience; very little a game.

Løken Committee to Evaluate Cultural Grants, where players are bureaucrats in the Committee, discussing relevant questions – first, of course, cultural grants; but later questions can be “Why doesn’t anyone want to make love to me?” or “Is there life after death?”. All questions are discussed in the same detached, bureaucratic tone. Wonderful.

FateClock

Author

Tomas Mørkrid

Description

In FateClock you will be able to make history more interesting than it ever was. You may change it, abuse it and take every artistic lisence you have heard of. Please do! But beware! You are not free to do as you like all the time. The other players may support your actions and sentiments, but may even ally against you. Conflicts may ensue, and graaave consequenses. If you go too far, if your mentality deceive you, it may be that YOU end up as the ultimate evil of our world…

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Rules

Wanderer

Author

Øivind Stengrundet

Description

” I’m a Wanderer.

When the first magical storm swept across Terrustor, dividing the islands and changing them, our fellowship was formed. To preserve the knowledge of everything that was.

Each storm creates a new picture of reality. We are the memory of the world. Adventurers, sailors, warriors, wizards and librarians. We watch, travel and write down. Intervene with the history of the planet, and form it in line with our ideals;

Each conscience holds immeasurable value.
Words, thoughts and language are valuable – in themselves.
A safe future is built on an illuminated past.

A Wanderer always helps another. We know each other by the green cloaks we bear, our thoughtful eyes, our common tongue.

I’m a Wanderer, and I have no home. This is my name, my calling, my life.

And the storm is building.”

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Rules

The Trouble with Demons

Author

Margrete Somerville

Description

The city’s magical underground had trouble some years back with an evil cult called the Cult of Gavrian. The whole thing ended in a magical battle where many good wizards sacrificed their lives, but the cult was beaten and destroyed forever. Now the wizards are led by Quanthalas the Mighty, who in his kindness has taken it upon him to mentor Hans, the orphaned son of two of the wizard heroes. Everyone looks up to Quanthalas, and trusts his judgement in all matters.

Too bad for young Hans, then, that he’s just found out that Quanthalas the Mighty is a member of the Cult of Gavrian, and is planning to usurp world power with brutal force! To make things worse, Hans finds himself backtied in an unknown basement with only four imps to help him. And he can’t quite control his imps, either.

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Rules and scenario

Characters

The Father

Author

Erlend Bruer

Description

This is a set of instructions for gaining access to the unconscious thoughts and feelings one has towards one’s father.
Psychologically speaking, this game has much in common with projective tests like the Rorschach-test or the Thematic Apperception Test developed by Henry A. Murray. The main difference in method is the usage of a group, rather than an individual, as the entity doing the projection. In this game, three persons use their unconscious and conscious minds to create a tragic story about one of the most important tings in a persons life; the relation to a husband or a father.

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Rules

The New Middle Ages

Author

Anders Nygaard

Description

When do we begin to dream of the middle ages? (…) When the day is over, and the nightly work on it, which has dream as its natural form, begins. But because the middle ages, according to the agreement of evil people, is the night, we are supposed to start dreaming as the new day dawns, and joyful humanity, as a famous student song goes, (…) wakes up and join in song “We are free, we are free, the middle ages are at an end!” And then it is that we begin to dream, but with open eyes.
-Umberto Eco, Ten ways to dream about the middle ages (Translation from Italian via Norwegian)

In this game, the players take part in something that happened in the middle ages. No story, perhaps least of all one told in a role playing game, can depict a completely accurate and “real” middle age. Instead, this story takes place in the middle ages of your dreams – the middle ages we have been constructing, imagining and inventing ever since their alleged end.
The players will follow and portray their characters trough a series of scenes of your own making, which will make a story. Each main character will represent a way to dream about the middle ages. The challenge of the game is to make the flavor of “your” middle age felt in the story, while you cooperate to create a story based on your character’s background, real historical events, scenery and some cues for inspiration.

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Rules

Map Map