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Your Favorite Weird Game- Time To Talk About the Weirdest RPGs You Know!
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<blockquote data-quote="overgeeked" data-source="post: 9225704" data-attributes="member: 86653"><p>Cool topic. I love weirdness in games. </p><p></p><p>The standout example for weird setting, I think, is <strong>Over the Edge 3E</strong>. All editions of OtE have weirdness baked into their settings, of course, but it's ramped up as the editions go and 3E has the weirdest of the lot. Every conspiracy theory you can imagine and hundreds that are too weird to imagine are all real and true and inhabit the small Atlantic island of Al Amarja. One way I've described the setting is if every other weird setting or conspiracy theory RPG were rated and your characters leveled up through those other settings, Al Amarja would be the last level with all the weirdness from every other setting/level in there rubbing shoulders, getting coffee together, and trying to sell you drugs. It's like Planescape's Sigil but for weird fiction and conspiracy theories. </p><p></p><p>The rules are also kinda weird, according to most traditional gamers. They would easily fit on one side of one page with room to spare. The core mechanic is roll 2d6. If you're actively doing something, you succeed on 7+. If you're reacting against something, you succeed on 8+. You get dis/advantage based on skill and circumstances. Roll extra d6s and take the lowest/highest two. Narrative twists happen if your final result includes any 3s or 4s. You get negative twists from 3s and positive twists from 4s. Health is three strikes and you're out. There's a little more to it than that, but that's the system in a nutshell. Character creation is effectively freeform with a few specific, leading questions to answer. </p><p></p><p>My other go to is <strong>Shock: Social Science Fiction</strong>. It's designed to do what it says on the tin, create social science fiction in the vein of Philip K Dick and other New Wave sci-fi authors. It's a game where you create the setting during session 0 and come up with the theme(s) you're going to play through. You also pick your stat pairs based on the theme(s). Say this game will be about violence vs negotiation so that is one stat pair. You then pick a number 1-10 for that pair and which side of that number each stat is. Say you picked a 7 and want to be better at violence than negotiations, so to successfully commit violence you want to roll 1-7...to successfully negotiate you want to roll 8-10. This over-under mechanic showed up later in a more refined state in <strong>Lasers & Feelings</strong>, but it's the same idea. Take that, expand it to 4-5 pairs of stats centered around a few opposing themes, focus on making it New Wave social science fiction and you've got Shock.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9225704, member: 86653"] Cool topic. I love weirdness in games. The standout example for weird setting, I think, is [B]Over the Edge 3E[/B]. All editions of OtE have weirdness baked into their settings, of course, but it's ramped up as the editions go and 3E has the weirdest of the lot. Every conspiracy theory you can imagine and hundreds that are too weird to imagine are all real and true and inhabit the small Atlantic island of Al Amarja. One way I've described the setting is if every other weird setting or conspiracy theory RPG were rated and your characters leveled up through those other settings, Al Amarja would be the last level with all the weirdness from every other setting/level in there rubbing shoulders, getting coffee together, and trying to sell you drugs. It's like Planescape's Sigil but for weird fiction and conspiracy theories. The rules are also kinda weird, according to most traditional gamers. They would easily fit on one side of one page with room to spare. The core mechanic is roll 2d6. If you're actively doing something, you succeed on 7+. If you're reacting against something, you succeed on 8+. You get dis/advantage based on skill and circumstances. Roll extra d6s and take the lowest/highest two. Narrative twists happen if your final result includes any 3s or 4s. You get negative twists from 3s and positive twists from 4s. Health is three strikes and you're out. There's a little more to it than that, but that's the system in a nutshell. Character creation is effectively freeform with a few specific, leading questions to answer. My other go to is [B]Shock: Social Science Fiction[/B]. It's designed to do what it says on the tin, create social science fiction in the vein of Philip K Dick and other New Wave sci-fi authors. It's a game where you create the setting during session 0 and come up with the theme(s) you're going to play through. You also pick your stat pairs based on the theme(s). Say this game will be about violence vs negotiation so that is one stat pair. You then pick a number 1-10 for that pair and which side of that number each stat is. Say you picked a 7 and want to be better at violence than negotiations, so to successfully commit violence you want to roll 1-7...to successfully negotiate you want to roll 8-10. This over-under mechanic showed up later in a more refined state in [B]Lasers & Feelings[/B], but it's the same idea. Take that, expand it to 4-5 pairs of stats centered around a few opposing themes, focus on making it New Wave social science fiction and you've got Shock. [/QUOTE]
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