Emma of Gor has created a rather lovely ‘insert’ for different adventuring possibilities in our Silver Cult adventure. So why not check it out?
Just a reminder of these old games that exist.
The third – and probably final – edition of the Neverwhere RPG, produced with permission and available for PDF only. This is the final, comprehensive edition of the game with an improved system, more detail an expanded A-Z and advice for running the game in tabletop, online or as a LARP.
Neverwhere has been a massively influential book on my life since it first came out and a touchstone novel I return to again and again. Especially the section on Blackfriars.
ImagiNation is set after the fall of mainland Britain to a strange reality breakdown. The barriers between imagination and reality, dreams and nightmares have shattered and strange things dreamed up by people caught in the event teem across the land.
Only those who are already ‘broken’ can hope to cope with exploring, understanding and combatting this strangeness for the sake of the huddled refugees that sit and wait and watch from the smaller islands around the coast.
A game of mental illness and art using The Description System (Neverwhere).
This game is available FREE so please promote, download, host and spread as far and wide as you can.
Legend has it this drove five editors and one art director insane.
Judge for yourselves.
ImagiNation presents a world in which the realms of the imagination and the physical world have been brought into violent proximity to one another. The mainland of the British Isles has become infected with a nameless ‘something’ that has caused people’s nightmares, dreams, obsessions and fancies to take a very real and dangerous form, locking
them within a landscape of their own minds.
Britain no longer meaningfully exists. What remains of the uninfected British population is confined to the islands around the mainland, a ‘safe distance’ across the water from where this strange phenomenon has taken place. Northern Ireland has joined up with Eire through necessity as much as anything else and the largest remaining, unaffected population is to be found on the Isle of Wight in the south.
Britain is lost. Its population is lost.
Lost, but still there.
The country is still there, the buildings, roads, factories and schools underneath the overlay of people’s imaginings, sometimes shaping and inspiring them. The people are still
there, too – those who survive their own nightmares, drifting aimlessly, caught up in their own fictions, living, psychic batteries giving form and personality to their dreams.
Some are aware. Lucid dreamers. Able to shape the world around them. Some of them, typically children or those with particularly strong imaginations, shape the world around them much more strongly, subsuming and controlling the imaginations of others.
Collectively, people’s imaginations are channelled and formed by the media they consumed before the disaster. One might find talking rabbits at Watership Down or any
number of local legends and rumours brought to life from serial killers and vampires to dragons and ghosts.
Britain is blockaded by a multinational task force and ex-patriots who, if they choose to return to the islands, may never leave again. What’s left of British money and power is devoted to holding this quarantine zone and working towards a solution. The problem is that very few people are immune, only the mindless, or those who were already broken in some way. Monstrous, terrible things are being done in the name of saving the country. Those few individuals who can enter the zone of effect without being warped, twisted
or subsumed, those who can control this new, mutable, amorphous reality are particularly valuable. Sent into the mainland they search for answers, try to rescue people and just try to make sense of what has happened.
You play the part of one of these scouts. Part of a team probing the worst excesses of the collective unconscious, looking for answers, looking for a cure.
I got sick of looking through every bloody booklet trying to find the rules references.
Obviously this is incomplete, I don’t have all the stuff released in the US yet as European releases lag behind (Boooo!)
Should make a nice little reference book and the aspect should be suitable for tablets (made with Nexus 7 in mind).
As part of the introduction chapter of ImagiNation there will be a Choose Your Own Adventure as a way of introducing the setting and the rules (minus some of their complications). This used to be a staple part of many RPG introductions back in the day and is probably worth bringing back in some way. I can see why it’s dropped out of favour (it’s a huge pain in the arse) but hopefully it works well. I include it here as a preview but please keep in mind it’s not edited or polished yet.